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. * Creates a right-handed perspective projection matrix
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar defines the far clip plane
  4496. * @returns a new matrix as a right-handed perspective projection matrix
  4497. */
  4498. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4499. /**
  4500. * Stores a right-handed perspective projection into a given matrix
  4501. * @param fov defines the horizontal field of view
  4502. * @param aspect defines the aspect ratio
  4503. * @param znear defines the near clip plane
  4504. * @param zfar defines the far clip plane
  4505. * @param result defines the target matrix
  4506. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4507. */
  4508. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4509. /**
  4510. * Stores a perspective projection for WebVR info a given matrix
  4511. * @param fov defines the field of view
  4512. * @param znear defines the near clip plane
  4513. * @param zfar defines the far clip plane
  4514. * @param result defines the target matrix
  4515. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4516. */
  4517. static PerspectiveFovWebVRToRef(fov: {
  4518. upDegrees: number;
  4519. downDegrees: number;
  4520. leftDegrees: number;
  4521. rightDegrees: number;
  4522. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4523. /**
  4524. * Computes a complete transformation matrix
  4525. * @param viewport defines the viewport to use
  4526. * @param world defines the world matrix
  4527. * @param view defines the view matrix
  4528. * @param projection defines the projection matrix
  4529. * @param zmin defines the near clip plane
  4530. * @param zmax defines the far clip plane
  4531. * @returns the transformation matrix
  4532. */
  4533. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4534. /**
  4535. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4536. * @param matrix defines the matrix to use
  4537. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4538. */
  4539. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4540. /**
  4541. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4542. * @param matrix defines the matrix to use
  4543. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4544. */
  4545. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4546. /**
  4547. * Compute the transpose of a given matrix
  4548. * @param matrix defines the matrix to transpose
  4549. * @returns the new matrix
  4550. */
  4551. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4552. /**
  4553. * Compute the transpose of a matrix and store it in a target matrix
  4554. * @param matrix defines the matrix to transpose
  4555. * @param result defines the target matrix
  4556. */
  4557. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4558. /**
  4559. * Computes a reflection matrix from a plane
  4560. * @param plane defines the reflection plane
  4561. * @returns a new matrix
  4562. */
  4563. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4564. /**
  4565. * Computes a reflection matrix from a plane
  4566. * @param plane defines the reflection plane
  4567. * @param result defines the target matrix
  4568. */
  4569. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4570. /**
  4571. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4572. * @param xaxis defines the value of the 1st axis
  4573. * @param yaxis defines the value of the 2nd axis
  4574. * @param zaxis defines the value of the 3rd axis
  4575. * @param result defines the target matrix
  4576. */
  4577. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4578. /**
  4579. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4580. * @param quat defines the quaternion to use
  4581. * @param result defines the target matrix
  4582. */
  4583. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4584. }
  4585. /**
  4586. * @hidden
  4587. */
  4588. export class TmpVectors {
  4589. static Vector2: Vector2[];
  4590. static Vector3: Vector3[];
  4591. static Vector4: Vector4[];
  4592. static Quaternion: Quaternion[];
  4593. static Matrix: Matrix[];
  4594. }
  4595. }
  4596. declare module "babylonjs/Maths/math.path" {
  4597. import { DeepImmutable, Nullable } from "babylonjs/types";
  4598. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4599. /**
  4600. * Defines potential orientation for back face culling
  4601. */
  4602. export enum Orientation {
  4603. /**
  4604. * Clockwise
  4605. */
  4606. CW = 0,
  4607. /** Counter clockwise */
  4608. CCW = 1
  4609. }
  4610. /** Class used to represent a Bezier curve */
  4611. export class BezierCurve {
  4612. /**
  4613. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4614. * @param t defines the time
  4615. * @param x1 defines the left coordinate on X axis
  4616. * @param y1 defines the left coordinate on Y axis
  4617. * @param x2 defines the right coordinate on X axis
  4618. * @param y2 defines the right coordinate on Y axis
  4619. * @returns the interpolated value
  4620. */
  4621. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4622. }
  4623. /**
  4624. * Defines angle representation
  4625. */
  4626. export class Angle {
  4627. private _radians;
  4628. /**
  4629. * Creates an Angle object of "radians" radians (float).
  4630. * @param radians the angle in radians
  4631. */
  4632. constructor(radians: number);
  4633. /**
  4634. * Get value in degrees
  4635. * @returns the Angle value in degrees (float)
  4636. */
  4637. degrees(): number;
  4638. /**
  4639. * Get value in radians
  4640. * @returns the Angle value in radians (float)
  4641. */
  4642. radians(): number;
  4643. /**
  4644. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4645. * @param a defines first vector
  4646. * @param b defines second vector
  4647. * @returns a new Angle
  4648. */
  4649. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4650. /**
  4651. * Gets a new Angle object from the given float in radians
  4652. * @param radians defines the angle value in radians
  4653. * @returns a new Angle
  4654. */
  4655. static FromRadians(radians: number): Angle;
  4656. /**
  4657. * Gets a new Angle object from the given float in degrees
  4658. * @param degrees defines the angle value in degrees
  4659. * @returns a new Angle
  4660. */
  4661. static FromDegrees(degrees: number): Angle;
  4662. }
  4663. /**
  4664. * This represents an arc in a 2d space.
  4665. */
  4666. export class Arc2 {
  4667. /** Defines the start point of the arc */
  4668. startPoint: Vector2;
  4669. /** Defines the mid point of the arc */
  4670. midPoint: Vector2;
  4671. /** Defines the end point of the arc */
  4672. endPoint: Vector2;
  4673. /**
  4674. * Defines the center point of the arc.
  4675. */
  4676. centerPoint: Vector2;
  4677. /**
  4678. * Defines the radius of the arc.
  4679. */
  4680. radius: number;
  4681. /**
  4682. * Defines the angle of the arc (from mid point to end point).
  4683. */
  4684. angle: Angle;
  4685. /**
  4686. * Defines the start angle of the arc (from start point to middle point).
  4687. */
  4688. startAngle: Angle;
  4689. /**
  4690. * Defines the orientation of the arc (clock wise/counter clock wise).
  4691. */
  4692. orientation: Orientation;
  4693. /**
  4694. * Creates an Arc object from the three given points : start, middle and end.
  4695. * @param startPoint Defines the start point of the arc
  4696. * @param midPoint Defines the midlle point of the arc
  4697. * @param endPoint Defines the end point of the arc
  4698. */
  4699. constructor(
  4700. /** Defines the start point of the arc */
  4701. startPoint: Vector2,
  4702. /** Defines the mid point of the arc */
  4703. midPoint: Vector2,
  4704. /** Defines the end point of the arc */
  4705. endPoint: Vector2);
  4706. }
  4707. /**
  4708. * Represents a 2D path made up of multiple 2D points
  4709. */
  4710. export class Path2 {
  4711. private _points;
  4712. private _length;
  4713. /**
  4714. * If the path start and end point are the same
  4715. */
  4716. closed: boolean;
  4717. /**
  4718. * Creates a Path2 object from the starting 2D coordinates x and y.
  4719. * @param x the starting points x value
  4720. * @param y the starting points y value
  4721. */
  4722. constructor(x: number, y: number);
  4723. /**
  4724. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4725. * @param x the added points x value
  4726. * @param y the added points y value
  4727. * @returns the updated Path2.
  4728. */
  4729. addLineTo(x: number, y: number): Path2;
  4730. /**
  4731. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  4732. * @param midX middle point x value
  4733. * @param midY middle point y value
  4734. * @param endX end point x value
  4735. * @param endY end point y value
  4736. * @param numberOfSegments (default: 36)
  4737. * @returns the updated Path2.
  4738. */
  4739. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4740. /**
  4741. * Closes the Path2.
  4742. * @returns the Path2.
  4743. */
  4744. close(): Path2;
  4745. /**
  4746. * Gets the sum of the distance between each sequential point in the path
  4747. * @returns the Path2 total length (float).
  4748. */
  4749. length(): number;
  4750. /**
  4751. * Gets the points which construct the path
  4752. * @returns the Path2 internal array of points.
  4753. */
  4754. getPoints(): Vector2[];
  4755. /**
  4756. * Retreives the point at the distance aways from the starting point
  4757. * @param normalizedLengthPosition the length along the path to retreive the point from
  4758. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4759. */
  4760. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4761. /**
  4762. * Creates a new path starting from an x and y position
  4763. * @param x starting x value
  4764. * @param y starting y value
  4765. * @returns a new Path2 starting at the coordinates (x, y).
  4766. */
  4767. static StartingAt(x: number, y: number): Path2;
  4768. }
  4769. /**
  4770. * Represents a 3D path made up of multiple 3D points
  4771. */
  4772. export class Path3D {
  4773. /**
  4774. * an array of Vector3, the curve axis of the Path3D
  4775. */
  4776. path: Vector3[];
  4777. private _curve;
  4778. private _distances;
  4779. private _tangents;
  4780. private _normals;
  4781. private _binormals;
  4782. private _raw;
  4783. private _alignTangentsWithPath;
  4784. private readonly _pointAtData;
  4785. /**
  4786. * new Path3D(path, normal, raw)
  4787. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4788. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4789. * @param path an array of Vector3, the curve axis of the Path3D
  4790. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4791. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4792. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  4793. */
  4794. constructor(
  4795. /**
  4796. * an array of Vector3, the curve axis of the Path3D
  4797. */
  4798. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  4799. /**
  4800. * Returns the Path3D array of successive Vector3 designing its curve.
  4801. * @returns the Path3D array of successive Vector3 designing its curve.
  4802. */
  4803. getCurve(): Vector3[];
  4804. /**
  4805. * Returns the Path3D array of successive Vector3 designing its curve.
  4806. * @returns the Path3D array of successive Vector3 designing its curve.
  4807. */
  4808. getPoints(): Vector3[];
  4809. /**
  4810. * @returns the computed length (float) of the path.
  4811. */
  4812. length(): number;
  4813. /**
  4814. * Returns an array populated with tangent vectors on each Path3D curve point.
  4815. * @returns an array populated with tangent vectors on each Path3D curve point.
  4816. */
  4817. getTangents(): Vector3[];
  4818. /**
  4819. * Returns an array populated with normal vectors on each Path3D curve point.
  4820. * @returns an array populated with normal vectors on each Path3D curve point.
  4821. */
  4822. getNormals(): Vector3[];
  4823. /**
  4824. * Returns an array populated with binormal vectors on each Path3D curve point.
  4825. * @returns an array populated with binormal vectors on each Path3D curve point.
  4826. */
  4827. getBinormals(): Vector3[];
  4828. /**
  4829. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4830. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4831. */
  4832. getDistances(): number[];
  4833. /**
  4834. * Returns an interpolated point along this path
  4835. * @param position the position of the point along this path, from 0.0 to 1.0
  4836. * @returns a new Vector3 as the point
  4837. */
  4838. getPointAt(position: number): Vector3;
  4839. /**
  4840. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4841. * @param position the position of the point along this path, from 0.0 to 1.0
  4842. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  4843. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  4844. */
  4845. getTangentAt(position: number, interpolated?: boolean): Vector3;
  4846. /**
  4847. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4848. * @param position the position of the point along this path, from 0.0 to 1.0
  4849. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  4850. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  4851. */
  4852. getNormalAt(position: number, interpolated?: boolean): Vector3;
  4853. /**
  4854. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  4855. * @param position the position of the point along this path, from 0.0 to 1.0
  4856. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  4857. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  4858. */
  4859. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  4860. /**
  4861. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  4862. * @param position the position of the point along this path, from 0.0 to 1.0
  4863. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  4864. */
  4865. getDistanceAt(position: number): number;
  4866. /**
  4867. * Returns the array index of the previous point of an interpolated point along this path
  4868. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4869. * @returns the array index
  4870. */
  4871. getPreviousPointIndexAt(position: number): number;
  4872. /**
  4873. * 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)
  4874. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4875. * @returns the sub position
  4876. */
  4877. getSubPositionAt(position: number): number;
  4878. /**
  4879. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  4880. * @param target the vector of which to get the closest position to
  4881. * @returns the position of the closest virtual point on this path to the target vector
  4882. */
  4883. getClosestPositionTo(target: Vector3): number;
  4884. /**
  4885. * Returns a sub path (slice) of this path
  4886. * @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
  4887. * @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
  4888. * @returns a sub path (slice) of this path
  4889. */
  4890. slice(start?: number, end?: number): Path3D;
  4891. /**
  4892. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4893. * @param path path which all values are copied into the curves points
  4894. * @param firstNormal which should be projected onto the curve
  4895. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  4896. * @returns the same object updated.
  4897. */
  4898. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  4899. private _compute;
  4900. private _getFirstNonNullVector;
  4901. private _getLastNonNullVector;
  4902. private _normalVector;
  4903. /**
  4904. * Updates the point at data for an interpolated point along this curve
  4905. * @param position the position of the point along this curve, from 0.0 to 1.0
  4906. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  4907. * @returns the (updated) point at data
  4908. */
  4909. private _updatePointAtData;
  4910. /**
  4911. * Updates the point at data from the specified parameters
  4912. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  4913. * @param point the interpolated point
  4914. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  4915. */
  4916. private _setPointAtData;
  4917. /**
  4918. * Updates the point at interpolation matrix for the tangents, normals and binormals
  4919. */
  4920. private _updateInterpolationMatrix;
  4921. }
  4922. /**
  4923. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4924. * A Curve3 is designed from a series of successive Vector3.
  4925. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4926. */
  4927. export class Curve3 {
  4928. private _points;
  4929. private _length;
  4930. /**
  4931. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4932. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4933. * @param v1 (Vector3) the control point
  4934. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4935. * @param nbPoints (integer) the wanted number of points in the curve
  4936. * @returns the created Curve3
  4937. */
  4938. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4939. /**
  4940. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4941. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4942. * @param v1 (Vector3) the first control point
  4943. * @param v2 (Vector3) the second control point
  4944. * @param v3 (Vector3) the end point of the Cubic Bezier
  4945. * @param nbPoints (integer) the wanted number of points in the curve
  4946. * @returns the created Curve3
  4947. */
  4948. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4949. /**
  4950. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4951. * @param p1 (Vector3) the origin point of the Hermite Spline
  4952. * @param t1 (Vector3) the tangent vector at the origin point
  4953. * @param p2 (Vector3) the end point of the Hermite Spline
  4954. * @param t2 (Vector3) the tangent vector at the end point
  4955. * @param nbPoints (integer) the wanted number of points in the curve
  4956. * @returns the created Curve3
  4957. */
  4958. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4959. /**
  4960. * Returns a Curve3 object along a CatmullRom Spline curve :
  4961. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4962. * @param nbPoints (integer) the wanted number of points between each curve control points
  4963. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4964. * @returns the created Curve3
  4965. */
  4966. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4967. /**
  4968. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4969. * A Curve3 is designed from a series of successive Vector3.
  4970. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4971. * @param points points which make up the curve
  4972. */
  4973. constructor(points: Vector3[]);
  4974. /**
  4975. * @returns the Curve3 stored array of successive Vector3
  4976. */
  4977. getPoints(): Vector3[];
  4978. /**
  4979. * @returns the computed length (float) of the curve.
  4980. */
  4981. length(): number;
  4982. /**
  4983. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4984. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4985. * curveA and curveB keep unchanged.
  4986. * @param curve the curve to continue from this curve
  4987. * @returns the newly constructed curve
  4988. */
  4989. continue(curve: DeepImmutable<Curve3>): Curve3;
  4990. private _computeLength;
  4991. }
  4992. }
  4993. declare module "babylonjs/Animations/easing" {
  4994. /**
  4995. * This represents the main contract an easing function should follow.
  4996. * Easing functions are used throughout the animation system.
  4997. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4998. */
  4999. export interface IEasingFunction {
  5000. /**
  5001. * Given an input gradient between 0 and 1, this returns the corrseponding value
  5002. * of the easing function.
  5003. * The link below provides some of the most common examples of easing functions.
  5004. * @see https://easings.net/
  5005. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5006. * @returns the corresponding value on the curve defined by the easing function
  5007. */
  5008. ease(gradient: number): number;
  5009. }
  5010. /**
  5011. * Base class used for every default easing function.
  5012. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5013. */
  5014. export class EasingFunction implements IEasingFunction {
  5015. /**
  5016. * Interpolation follows the mathematical formula associated with the easing function.
  5017. */
  5018. static readonly EASINGMODE_EASEIN: number;
  5019. /**
  5020. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  5021. */
  5022. static readonly EASINGMODE_EASEOUT: number;
  5023. /**
  5024. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  5025. */
  5026. static readonly EASINGMODE_EASEINOUT: number;
  5027. private _easingMode;
  5028. /**
  5029. * Sets the easing mode of the current function.
  5030. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  5031. */
  5032. setEasingMode(easingMode: number): void;
  5033. /**
  5034. * Gets the current easing mode.
  5035. * @returns the easing mode
  5036. */
  5037. getEasingMode(): number;
  5038. /**
  5039. * @hidden
  5040. */
  5041. easeInCore(gradient: number): number;
  5042. /**
  5043. * Given an input gradient between 0 and 1, this returns the corresponding value
  5044. * of the easing function.
  5045. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5046. * @returns the corresponding value on the curve defined by the easing function
  5047. */
  5048. ease(gradient: number): number;
  5049. }
  5050. /**
  5051. * Easing function with a circle shape (see link below).
  5052. * @see https://easings.net/#easeInCirc
  5053. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5054. */
  5055. export class CircleEase extends EasingFunction implements IEasingFunction {
  5056. /** @hidden */
  5057. easeInCore(gradient: number): number;
  5058. }
  5059. /**
  5060. * Easing function with a ease back shape (see link below).
  5061. * @see https://easings.net/#easeInBack
  5062. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5063. */
  5064. export class BackEase extends EasingFunction implements IEasingFunction {
  5065. /** Defines the amplitude of the function */
  5066. amplitude: number;
  5067. /**
  5068. * Instantiates a back ease easing
  5069. * @see https://easings.net/#easeInBack
  5070. * @param amplitude Defines the amplitude of the function
  5071. */
  5072. constructor(
  5073. /** Defines the amplitude of the function */
  5074. amplitude?: number);
  5075. /** @hidden */
  5076. easeInCore(gradient: number): number;
  5077. }
  5078. /**
  5079. * Easing function with a bouncing shape (see link below).
  5080. * @see https://easings.net/#easeInBounce
  5081. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5082. */
  5083. export class BounceEase extends EasingFunction implements IEasingFunction {
  5084. /** Defines the number of bounces */
  5085. bounces: number;
  5086. /** Defines the amplitude of the bounce */
  5087. bounciness: number;
  5088. /**
  5089. * Instantiates a bounce easing
  5090. * @see https://easings.net/#easeInBounce
  5091. * @param bounces Defines the number of bounces
  5092. * @param bounciness Defines the amplitude of the bounce
  5093. */
  5094. constructor(
  5095. /** Defines the number of bounces */
  5096. bounces?: number,
  5097. /** Defines the amplitude of the bounce */
  5098. bounciness?: number);
  5099. /** @hidden */
  5100. easeInCore(gradient: number): number;
  5101. }
  5102. /**
  5103. * Easing function with a power of 3 shape (see link below).
  5104. * @see https://easings.net/#easeInCubic
  5105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5106. */
  5107. export class CubicEase extends EasingFunction implements IEasingFunction {
  5108. /** @hidden */
  5109. easeInCore(gradient: number): number;
  5110. }
  5111. /**
  5112. * Easing function with an elastic shape (see link below).
  5113. * @see https://easings.net/#easeInElastic
  5114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5115. */
  5116. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5117. /** Defines the number of oscillations*/
  5118. oscillations: number;
  5119. /** Defines the amplitude of the oscillations*/
  5120. springiness: number;
  5121. /**
  5122. * Instantiates an elastic easing function
  5123. * @see https://easings.net/#easeInElastic
  5124. * @param oscillations Defines the number of oscillations
  5125. * @param springiness Defines the amplitude of the oscillations
  5126. */
  5127. constructor(
  5128. /** Defines the number of oscillations*/
  5129. oscillations?: number,
  5130. /** Defines the amplitude of the oscillations*/
  5131. springiness?: number);
  5132. /** @hidden */
  5133. easeInCore(gradient: number): number;
  5134. }
  5135. /**
  5136. * Easing function with an exponential shape (see link below).
  5137. * @see https://easings.net/#easeInExpo
  5138. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5139. */
  5140. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5141. /** Defines the exponent of the function */
  5142. exponent: number;
  5143. /**
  5144. * Instantiates an exponential easing function
  5145. * @see https://easings.net/#easeInExpo
  5146. * @param exponent Defines the exponent of the function
  5147. */
  5148. constructor(
  5149. /** Defines the exponent of the function */
  5150. exponent?: number);
  5151. /** @hidden */
  5152. easeInCore(gradient: number): number;
  5153. }
  5154. /**
  5155. * Easing function with a power shape (see link below).
  5156. * @see https://easings.net/#easeInQuad
  5157. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5158. */
  5159. export class PowerEase extends EasingFunction implements IEasingFunction {
  5160. /** Defines the power of the function */
  5161. power: number;
  5162. /**
  5163. * Instantiates an power base easing function
  5164. * @see https://easings.net/#easeInQuad
  5165. * @param power Defines the power of the function
  5166. */
  5167. constructor(
  5168. /** Defines the power of the function */
  5169. power?: number);
  5170. /** @hidden */
  5171. easeInCore(gradient: number): number;
  5172. }
  5173. /**
  5174. * Easing function with a power of 2 shape (see link below).
  5175. * @see https://easings.net/#easeInQuad
  5176. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5177. */
  5178. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5179. /** @hidden */
  5180. easeInCore(gradient: number): number;
  5181. }
  5182. /**
  5183. * Easing function with a power of 4 shape (see link below).
  5184. * @see https://easings.net/#easeInQuart
  5185. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5186. */
  5187. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5188. /** @hidden */
  5189. easeInCore(gradient: number): number;
  5190. }
  5191. /**
  5192. * Easing function with a power of 5 shape (see link below).
  5193. * @see https://easings.net/#easeInQuint
  5194. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5195. */
  5196. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5197. /** @hidden */
  5198. easeInCore(gradient: number): number;
  5199. }
  5200. /**
  5201. * Easing function with a sin shape (see link below).
  5202. * @see https://easings.net/#easeInSine
  5203. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5204. */
  5205. export class SineEase extends EasingFunction implements IEasingFunction {
  5206. /** @hidden */
  5207. easeInCore(gradient: number): number;
  5208. }
  5209. /**
  5210. * Easing function with a bezier shape (see link below).
  5211. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5212. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5213. */
  5214. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5215. /** Defines the x component of the start tangent in the bezier curve */
  5216. x1: number;
  5217. /** Defines the y component of the start tangent in the bezier curve */
  5218. y1: number;
  5219. /** Defines the x component of the end tangent in the bezier curve */
  5220. x2: number;
  5221. /** Defines the y component of the end tangent in the bezier curve */
  5222. y2: number;
  5223. /**
  5224. * Instantiates a bezier function
  5225. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5226. * @param x1 Defines the x component of the start tangent in the bezier curve
  5227. * @param y1 Defines the y component of the start tangent in the bezier curve
  5228. * @param x2 Defines the x component of the end tangent in the bezier curve
  5229. * @param y2 Defines the y component of the end tangent in the bezier curve
  5230. */
  5231. constructor(
  5232. /** Defines the x component of the start tangent in the bezier curve */
  5233. x1?: number,
  5234. /** Defines the y component of the start tangent in the bezier curve */
  5235. y1?: number,
  5236. /** Defines the x component of the end tangent in the bezier curve */
  5237. x2?: number,
  5238. /** Defines the y component of the end tangent in the bezier curve */
  5239. y2?: number);
  5240. /** @hidden */
  5241. easeInCore(gradient: number): number;
  5242. }
  5243. }
  5244. declare module "babylonjs/Maths/math.color" {
  5245. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5246. /**
  5247. * Class used to hold a RBG color
  5248. */
  5249. export class Color3 {
  5250. /**
  5251. * Defines the red component (between 0 and 1, default is 0)
  5252. */
  5253. r: number;
  5254. /**
  5255. * Defines the green component (between 0 and 1, default is 0)
  5256. */
  5257. g: number;
  5258. /**
  5259. * Defines the blue component (between 0 and 1, default is 0)
  5260. */
  5261. b: number;
  5262. /**
  5263. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5264. * @param r defines the red component (between 0 and 1, default is 0)
  5265. * @param g defines the green component (between 0 and 1, default is 0)
  5266. * @param b defines the blue component (between 0 and 1, default is 0)
  5267. */
  5268. constructor(
  5269. /**
  5270. * Defines the red component (between 0 and 1, default is 0)
  5271. */
  5272. r?: number,
  5273. /**
  5274. * Defines the green component (between 0 and 1, default is 0)
  5275. */
  5276. g?: number,
  5277. /**
  5278. * Defines the blue component (between 0 and 1, default is 0)
  5279. */
  5280. b?: number);
  5281. /**
  5282. * Creates a string with the Color3 current values
  5283. * @returns the string representation of the Color3 object
  5284. */
  5285. toString(): string;
  5286. /**
  5287. * Returns the string "Color3"
  5288. * @returns "Color3"
  5289. */
  5290. getClassName(): string;
  5291. /**
  5292. * Compute the Color3 hash code
  5293. * @returns an unique number that can be used to hash Color3 objects
  5294. */
  5295. getHashCode(): number;
  5296. /**
  5297. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5298. * @param array defines the array where to store the r,g,b components
  5299. * @param index defines an optional index in the target array to define where to start storing values
  5300. * @returns the current Color3 object
  5301. */
  5302. toArray(array: FloatArray, index?: number): Color3;
  5303. /**
  5304. * Returns a new Color4 object from the current Color3 and the given alpha
  5305. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5306. * @returns a new Color4 object
  5307. */
  5308. toColor4(alpha?: number): Color4;
  5309. /**
  5310. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5311. * @returns the new array
  5312. */
  5313. asArray(): number[];
  5314. /**
  5315. * Returns the luminance value
  5316. * @returns a float value
  5317. */
  5318. toLuminance(): number;
  5319. /**
  5320. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5321. * @param otherColor defines the second operand
  5322. * @returns the new Color3 object
  5323. */
  5324. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5325. /**
  5326. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5327. * @param otherColor defines the second operand
  5328. * @param result defines the Color3 object where to store the result
  5329. * @returns the current Color3
  5330. */
  5331. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5332. /**
  5333. * Determines equality between Color3 objects
  5334. * @param otherColor defines the second operand
  5335. * @returns true if the rgb values are equal to the given ones
  5336. */
  5337. equals(otherColor: DeepImmutable<Color3>): boolean;
  5338. /**
  5339. * Determines equality between the current Color3 object and a set of r,b,g values
  5340. * @param r defines the red component to check
  5341. * @param g defines the green component to check
  5342. * @param b defines the blue component to check
  5343. * @returns true if the rgb values are equal to the given ones
  5344. */
  5345. equalsFloats(r: number, g: number, b: number): boolean;
  5346. /**
  5347. * Multiplies in place each rgb value by scale
  5348. * @param scale defines the scaling factor
  5349. * @returns the updated Color3
  5350. */
  5351. scale(scale: number): Color3;
  5352. /**
  5353. * Multiplies the rgb values by scale and stores the result into "result"
  5354. * @param scale defines the scaling factor
  5355. * @param result defines the Color3 object where to store the result
  5356. * @returns the unmodified current Color3
  5357. */
  5358. scaleToRef(scale: number, result: Color3): Color3;
  5359. /**
  5360. * Scale the current Color3 values by a factor and add the result to a given Color3
  5361. * @param scale defines the scale factor
  5362. * @param result defines color to store the result into
  5363. * @returns the unmodified current Color3
  5364. */
  5365. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5366. /**
  5367. * Clamps the rgb values by the min and max values and stores the result into "result"
  5368. * @param min defines minimum clamping value (default is 0)
  5369. * @param max defines maximum clamping value (default is 1)
  5370. * @param result defines color to store the result into
  5371. * @returns the original Color3
  5372. */
  5373. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5374. /**
  5375. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5376. * @param otherColor defines the second operand
  5377. * @returns the new Color3
  5378. */
  5379. add(otherColor: DeepImmutable<Color3>): Color3;
  5380. /**
  5381. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5382. * @param otherColor defines the second operand
  5383. * @param result defines Color3 object to store the result into
  5384. * @returns the unmodified current Color3
  5385. */
  5386. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5387. /**
  5388. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5389. * @param otherColor defines the second operand
  5390. * @returns the new Color3
  5391. */
  5392. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5393. /**
  5394. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5395. * @param otherColor defines the second operand
  5396. * @param result defines Color3 object to store the result into
  5397. * @returns the unmodified current Color3
  5398. */
  5399. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5400. /**
  5401. * Copy the current object
  5402. * @returns a new Color3 copied the current one
  5403. */
  5404. clone(): Color3;
  5405. /**
  5406. * Copies the rgb values from the source in the current Color3
  5407. * @param source defines the source Color3 object
  5408. * @returns the updated Color3 object
  5409. */
  5410. copyFrom(source: DeepImmutable<Color3>): Color3;
  5411. /**
  5412. * Updates the Color3 rgb values from the given floats
  5413. * @param r defines the red component to read from
  5414. * @param g defines the green component to read from
  5415. * @param b defines the blue component to read from
  5416. * @returns the current Color3 object
  5417. */
  5418. copyFromFloats(r: number, g: number, b: number): Color3;
  5419. /**
  5420. * Updates the Color3 rgb values from the given floats
  5421. * @param r defines the red component to read from
  5422. * @param g defines the green component to read from
  5423. * @param b defines the blue component to read from
  5424. * @returns the current Color3 object
  5425. */
  5426. set(r: number, g: number, b: number): Color3;
  5427. /**
  5428. * Compute the Color3 hexadecimal code as a string
  5429. * @returns a string containing the hexadecimal representation of the Color3 object
  5430. */
  5431. toHexString(): string;
  5432. /**
  5433. * Computes a new Color3 converted from the current one to linear space
  5434. * @returns a new Color3 object
  5435. */
  5436. toLinearSpace(): Color3;
  5437. /**
  5438. * Converts current color in rgb space to HSV values
  5439. * @returns a new color3 representing the HSV values
  5440. */
  5441. toHSV(): Color3;
  5442. /**
  5443. * Converts current color in rgb space to HSV values
  5444. * @param result defines the Color3 where to store the HSV values
  5445. */
  5446. toHSVToRef(result: Color3): void;
  5447. /**
  5448. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5449. * @param convertedColor defines the Color3 object where to store the linear space version
  5450. * @returns the unmodified Color3
  5451. */
  5452. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5453. /**
  5454. * Computes a new Color3 converted from the current one to gamma space
  5455. * @returns a new Color3 object
  5456. */
  5457. toGammaSpace(): Color3;
  5458. /**
  5459. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5460. * @param convertedColor defines the Color3 object where to store the gamma space version
  5461. * @returns the unmodified Color3
  5462. */
  5463. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5464. private static _BlackReadOnly;
  5465. /**
  5466. * Convert Hue, saturation and value to a Color3 (RGB)
  5467. * @param hue defines the hue
  5468. * @param saturation defines the saturation
  5469. * @param value defines the value
  5470. * @param result defines the Color3 where to store the RGB values
  5471. */
  5472. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5473. /**
  5474. * Creates a new Color3 from the string containing valid hexadecimal values
  5475. * @param hex defines a string containing valid hexadecimal values
  5476. * @returns a new Color3 object
  5477. */
  5478. static FromHexString(hex: string): Color3;
  5479. /**
  5480. * Creates a new Color3 from the starting index of the given array
  5481. * @param array defines the source array
  5482. * @param offset defines an offset in the source array
  5483. * @returns a new Color3 object
  5484. */
  5485. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5486. /**
  5487. * Creates a new Color3 from integer values (< 256)
  5488. * @param r defines the red component to read from (value between 0 and 255)
  5489. * @param g defines the green component to read from (value between 0 and 255)
  5490. * @param b defines the blue component to read from (value between 0 and 255)
  5491. * @returns a new Color3 object
  5492. */
  5493. static FromInts(r: number, g: number, b: number): Color3;
  5494. /**
  5495. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5496. * @param start defines the start Color3 value
  5497. * @param end defines the end Color3 value
  5498. * @param amount defines the gradient value between start and end
  5499. * @returns a new Color3 object
  5500. */
  5501. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5502. /**
  5503. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5504. * @param left defines the start value
  5505. * @param right defines the end value
  5506. * @param amount defines the gradient factor
  5507. * @param result defines the Color3 object where to store the result
  5508. */
  5509. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5510. /**
  5511. * Returns a Color3 value containing a red color
  5512. * @returns a new Color3 object
  5513. */
  5514. static Red(): Color3;
  5515. /**
  5516. * Returns a Color3 value containing a green color
  5517. * @returns a new Color3 object
  5518. */
  5519. static Green(): Color3;
  5520. /**
  5521. * Returns a Color3 value containing a blue color
  5522. * @returns a new Color3 object
  5523. */
  5524. static Blue(): Color3;
  5525. /**
  5526. * Returns a Color3 value containing a black color
  5527. * @returns a new Color3 object
  5528. */
  5529. static Black(): Color3;
  5530. /**
  5531. * Gets a Color3 value containing a black color that must not be updated
  5532. */
  5533. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5534. /**
  5535. * Returns a Color3 value containing a white color
  5536. * @returns a new Color3 object
  5537. */
  5538. static White(): Color3;
  5539. /**
  5540. * Returns a Color3 value containing a purple color
  5541. * @returns a new Color3 object
  5542. */
  5543. static Purple(): Color3;
  5544. /**
  5545. * Returns a Color3 value containing a magenta color
  5546. * @returns a new Color3 object
  5547. */
  5548. static Magenta(): Color3;
  5549. /**
  5550. * Returns a Color3 value containing a yellow color
  5551. * @returns a new Color3 object
  5552. */
  5553. static Yellow(): Color3;
  5554. /**
  5555. * Returns a Color3 value containing a gray color
  5556. * @returns a new Color3 object
  5557. */
  5558. static Gray(): Color3;
  5559. /**
  5560. * Returns a Color3 value containing a teal color
  5561. * @returns a new Color3 object
  5562. */
  5563. static Teal(): Color3;
  5564. /**
  5565. * Returns a Color3 value containing a random color
  5566. * @returns a new Color3 object
  5567. */
  5568. static Random(): Color3;
  5569. }
  5570. /**
  5571. * Class used to hold a RBGA color
  5572. */
  5573. export class Color4 {
  5574. /**
  5575. * Defines the red component (between 0 and 1, default is 0)
  5576. */
  5577. r: number;
  5578. /**
  5579. * Defines the green component (between 0 and 1, default is 0)
  5580. */
  5581. g: number;
  5582. /**
  5583. * Defines the blue component (between 0 and 1, default is 0)
  5584. */
  5585. b: number;
  5586. /**
  5587. * Defines the alpha component (between 0 and 1, default is 1)
  5588. */
  5589. a: number;
  5590. /**
  5591. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5592. * @param r defines the red component (between 0 and 1, default is 0)
  5593. * @param g defines the green component (between 0 and 1, default is 0)
  5594. * @param b defines the blue component (between 0 and 1, default is 0)
  5595. * @param a defines the alpha component (between 0 and 1, default is 1)
  5596. */
  5597. constructor(
  5598. /**
  5599. * Defines the red component (between 0 and 1, default is 0)
  5600. */
  5601. r?: number,
  5602. /**
  5603. * Defines the green component (between 0 and 1, default is 0)
  5604. */
  5605. g?: number,
  5606. /**
  5607. * Defines the blue component (between 0 and 1, default is 0)
  5608. */
  5609. b?: number,
  5610. /**
  5611. * Defines the alpha component (between 0 and 1, default is 1)
  5612. */
  5613. a?: number);
  5614. /**
  5615. * Adds in place the given Color4 values to the current Color4 object
  5616. * @param right defines the second operand
  5617. * @returns the current updated Color4 object
  5618. */
  5619. addInPlace(right: DeepImmutable<Color4>): Color4;
  5620. /**
  5621. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5622. * @returns the new array
  5623. */
  5624. asArray(): number[];
  5625. /**
  5626. * Stores from the starting index in the given array the Color4 successive values
  5627. * @param array defines the array where to store the r,g,b components
  5628. * @param index defines an optional index in the target array to define where to start storing values
  5629. * @returns the current Color4 object
  5630. */
  5631. toArray(array: number[], index?: number): Color4;
  5632. /**
  5633. * Determines equality between Color4 objects
  5634. * @param otherColor defines the second operand
  5635. * @returns true if the rgba values are equal to the given ones
  5636. */
  5637. equals(otherColor: DeepImmutable<Color4>): boolean;
  5638. /**
  5639. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5640. * @param right defines the second operand
  5641. * @returns a new Color4 object
  5642. */
  5643. add(right: DeepImmutable<Color4>): Color4;
  5644. /**
  5645. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5646. * @param right defines the second operand
  5647. * @returns a new Color4 object
  5648. */
  5649. subtract(right: DeepImmutable<Color4>): Color4;
  5650. /**
  5651. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5652. * @param right defines the second operand
  5653. * @param result defines the Color4 object where to store the result
  5654. * @returns the current Color4 object
  5655. */
  5656. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5657. /**
  5658. * Creates a new Color4 with the current Color4 values multiplied by scale
  5659. * @param scale defines the scaling factor to apply
  5660. * @returns a new Color4 object
  5661. */
  5662. scale(scale: number): Color4;
  5663. /**
  5664. * Multiplies the current Color4 values by scale and stores the result in "result"
  5665. * @param scale defines the scaling factor to apply
  5666. * @param result defines the Color4 object where to store the result
  5667. * @returns the current unmodified Color4
  5668. */
  5669. scaleToRef(scale: number, result: Color4): Color4;
  5670. /**
  5671. * Scale the current Color4 values by a factor and add the result to a given Color4
  5672. * @param scale defines the scale factor
  5673. * @param result defines the Color4 object where to store the result
  5674. * @returns the unmodified current Color4
  5675. */
  5676. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5677. /**
  5678. * Clamps the rgb values by the min and max values and stores the result into "result"
  5679. * @param min defines minimum clamping value (default is 0)
  5680. * @param max defines maximum clamping value (default is 1)
  5681. * @param result defines color to store the result into.
  5682. * @returns the cuurent Color4
  5683. */
  5684. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5685. /**
  5686. * Multipy an Color4 value by another and return a new Color4 object
  5687. * @param color defines the Color4 value to multiply by
  5688. * @returns a new Color4 object
  5689. */
  5690. multiply(color: Color4): Color4;
  5691. /**
  5692. * Multipy a Color4 value by another and push the result in a reference value
  5693. * @param color defines the Color4 value to multiply by
  5694. * @param result defines the Color4 to fill the result in
  5695. * @returns the result Color4
  5696. */
  5697. multiplyToRef(color: Color4, result: Color4): Color4;
  5698. /**
  5699. * Creates a string with the Color4 current values
  5700. * @returns the string representation of the Color4 object
  5701. */
  5702. toString(): string;
  5703. /**
  5704. * Returns the string "Color4"
  5705. * @returns "Color4"
  5706. */
  5707. getClassName(): string;
  5708. /**
  5709. * Compute the Color4 hash code
  5710. * @returns an unique number that can be used to hash Color4 objects
  5711. */
  5712. getHashCode(): number;
  5713. /**
  5714. * Creates a new Color4 copied from the current one
  5715. * @returns a new Color4 object
  5716. */
  5717. clone(): Color4;
  5718. /**
  5719. * Copies the given Color4 values into the current one
  5720. * @param source defines the source Color4 object
  5721. * @returns the current updated Color4 object
  5722. */
  5723. copyFrom(source: Color4): Color4;
  5724. /**
  5725. * Copies the given float values into the current one
  5726. * @param r defines the red component to read from
  5727. * @param g defines the green component to read from
  5728. * @param b defines the blue component to read from
  5729. * @param a defines the alpha component to read from
  5730. * @returns the current updated Color4 object
  5731. */
  5732. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5733. /**
  5734. * Copies the given float values into the current one
  5735. * @param r defines the red component to read from
  5736. * @param g defines the green component to read from
  5737. * @param b defines the blue component to read from
  5738. * @param a defines the alpha component to read from
  5739. * @returns the current updated Color4 object
  5740. */
  5741. set(r: number, g: number, b: number, a: number): Color4;
  5742. /**
  5743. * Compute the Color4 hexadecimal code as a string
  5744. * @returns a string containing the hexadecimal representation of the Color4 object
  5745. */
  5746. toHexString(): string;
  5747. /**
  5748. * Computes a new Color4 converted from the current one to linear space
  5749. * @returns a new Color4 object
  5750. */
  5751. toLinearSpace(): Color4;
  5752. /**
  5753. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5754. * @param convertedColor defines the Color4 object where to store the linear space version
  5755. * @returns the unmodified Color4
  5756. */
  5757. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5758. /**
  5759. * Computes a new Color4 converted from the current one to gamma space
  5760. * @returns a new Color4 object
  5761. */
  5762. toGammaSpace(): Color4;
  5763. /**
  5764. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5765. * @param convertedColor defines the Color4 object where to store the gamma space version
  5766. * @returns the unmodified Color4
  5767. */
  5768. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5769. /**
  5770. * Creates a new Color4 from the string containing valid hexadecimal values
  5771. * @param hex defines a string containing valid hexadecimal values
  5772. * @returns a new Color4 object
  5773. */
  5774. static FromHexString(hex: string): Color4;
  5775. /**
  5776. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5777. * @param left defines the start value
  5778. * @param right defines the end value
  5779. * @param amount defines the gradient factor
  5780. * @returns a new Color4 object
  5781. */
  5782. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5783. /**
  5784. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5785. * @param left defines the start value
  5786. * @param right defines the end value
  5787. * @param amount defines the gradient factor
  5788. * @param result defines the Color4 object where to store data
  5789. */
  5790. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5791. /**
  5792. * Creates a new Color4 from a Color3 and an alpha value
  5793. * @param color3 defines the source Color3 to read from
  5794. * @param alpha defines the alpha component (1.0 by default)
  5795. * @returns a new Color4 object
  5796. */
  5797. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5798. /**
  5799. * Creates a new Color4 from the starting index element of the given array
  5800. * @param array defines the source array to read from
  5801. * @param offset defines the offset in the source array
  5802. * @returns a new Color4 object
  5803. */
  5804. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5805. /**
  5806. * Creates a new Color3 from integer values (< 256)
  5807. * @param r defines the red component to read from (value between 0 and 255)
  5808. * @param g defines the green component to read from (value between 0 and 255)
  5809. * @param b defines the blue component to read from (value between 0 and 255)
  5810. * @param a defines the alpha component to read from (value between 0 and 255)
  5811. * @returns a new Color3 object
  5812. */
  5813. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5814. /**
  5815. * Check the content of a given array and convert it to an array containing RGBA data
  5816. * If the original array was already containing count * 4 values then it is returned directly
  5817. * @param colors defines the array to check
  5818. * @param count defines the number of RGBA data to expect
  5819. * @returns an array containing count * 4 values (RGBA)
  5820. */
  5821. static CheckColors4(colors: number[], count: number): number[];
  5822. }
  5823. /**
  5824. * @hidden
  5825. */
  5826. export class TmpColors {
  5827. static Color3: Color3[];
  5828. static Color4: Color4[];
  5829. }
  5830. }
  5831. declare module "babylonjs/Animations/animationKey" {
  5832. /**
  5833. * Defines an interface which represents an animation key frame
  5834. */
  5835. export interface IAnimationKey {
  5836. /**
  5837. * Frame of the key frame
  5838. */
  5839. frame: number;
  5840. /**
  5841. * Value at the specifies key frame
  5842. */
  5843. value: any;
  5844. /**
  5845. * The input tangent for the cubic hermite spline
  5846. */
  5847. inTangent?: any;
  5848. /**
  5849. * The output tangent for the cubic hermite spline
  5850. */
  5851. outTangent?: any;
  5852. /**
  5853. * The animation interpolation type
  5854. */
  5855. interpolation?: AnimationKeyInterpolation;
  5856. }
  5857. /**
  5858. * Enum for the animation key frame interpolation type
  5859. */
  5860. export enum AnimationKeyInterpolation {
  5861. /**
  5862. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5863. */
  5864. STEP = 1
  5865. }
  5866. }
  5867. declare module "babylonjs/Animations/animationRange" {
  5868. /**
  5869. * Represents the range of an animation
  5870. */
  5871. export class AnimationRange {
  5872. /**The name of the animation range**/
  5873. name: string;
  5874. /**The starting frame of the animation */
  5875. from: number;
  5876. /**The ending frame of the animation*/
  5877. to: number;
  5878. /**
  5879. * Initializes the range of an animation
  5880. * @param name The name of the animation range
  5881. * @param from The starting frame of the animation
  5882. * @param to The ending frame of the animation
  5883. */
  5884. constructor(
  5885. /**The name of the animation range**/
  5886. name: string,
  5887. /**The starting frame of the animation */
  5888. from: number,
  5889. /**The ending frame of the animation*/
  5890. to: number);
  5891. /**
  5892. * Makes a copy of the animation range
  5893. * @returns A copy of the animation range
  5894. */
  5895. clone(): AnimationRange;
  5896. }
  5897. }
  5898. declare module "babylonjs/Animations/animationEvent" {
  5899. /**
  5900. * Composed of a frame, and an action function
  5901. */
  5902. export class AnimationEvent {
  5903. /** The frame for which the event is triggered **/
  5904. frame: number;
  5905. /** The event to perform when triggered **/
  5906. action: (currentFrame: number) => void;
  5907. /** Specifies if the event should be triggered only once**/
  5908. onlyOnce?: boolean | undefined;
  5909. /**
  5910. * Specifies if the animation event is done
  5911. */
  5912. isDone: boolean;
  5913. /**
  5914. * Initializes the animation event
  5915. * @param frame The frame for which the event is triggered
  5916. * @param action The event to perform when triggered
  5917. * @param onlyOnce Specifies if the event should be triggered only once
  5918. */
  5919. constructor(
  5920. /** The frame for which the event is triggered **/
  5921. frame: number,
  5922. /** The event to perform when triggered **/
  5923. action: (currentFrame: number) => void,
  5924. /** Specifies if the event should be triggered only once**/
  5925. onlyOnce?: boolean | undefined);
  5926. /** @hidden */
  5927. _clone(): AnimationEvent;
  5928. }
  5929. }
  5930. declare module "babylonjs/Behaviors/behavior" {
  5931. import { Nullable } from "babylonjs/types";
  5932. /**
  5933. * Interface used to define a behavior
  5934. */
  5935. export interface Behavior<T> {
  5936. /** gets or sets behavior's name */
  5937. name: string;
  5938. /**
  5939. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5940. */
  5941. init(): void;
  5942. /**
  5943. * Called when the behavior is attached to a target
  5944. * @param target defines the target where the behavior is attached to
  5945. */
  5946. attach(target: T): void;
  5947. /**
  5948. * Called when the behavior is detached from its target
  5949. */
  5950. detach(): void;
  5951. }
  5952. /**
  5953. * Interface implemented by classes supporting behaviors
  5954. */
  5955. export interface IBehaviorAware<T> {
  5956. /**
  5957. * Attach a behavior
  5958. * @param behavior defines the behavior to attach
  5959. * @returns the current host
  5960. */
  5961. addBehavior(behavior: Behavior<T>): T;
  5962. /**
  5963. * Remove a behavior from the current object
  5964. * @param behavior defines the behavior to detach
  5965. * @returns the current host
  5966. */
  5967. removeBehavior(behavior: Behavior<T>): T;
  5968. /**
  5969. * Gets a behavior using its name to search
  5970. * @param name defines the name to search
  5971. * @returns the behavior or null if not found
  5972. */
  5973. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5974. }
  5975. }
  5976. declare module "babylonjs/Misc/smartArray" {
  5977. /**
  5978. * Defines an array and its length.
  5979. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5980. */
  5981. export interface ISmartArrayLike<T> {
  5982. /**
  5983. * The data of the array.
  5984. */
  5985. data: Array<T>;
  5986. /**
  5987. * The active length of the array.
  5988. */
  5989. length: number;
  5990. }
  5991. /**
  5992. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5993. */
  5994. export class SmartArray<T> implements ISmartArrayLike<T> {
  5995. /**
  5996. * The full set of data from the array.
  5997. */
  5998. data: Array<T>;
  5999. /**
  6000. * The active length of the array.
  6001. */
  6002. length: number;
  6003. protected _id: number;
  6004. /**
  6005. * Instantiates a Smart Array.
  6006. * @param capacity defines the default capacity of the array.
  6007. */
  6008. constructor(capacity: number);
  6009. /**
  6010. * Pushes a value at the end of the active data.
  6011. * @param value defines the object to push in the array.
  6012. */
  6013. push(value: T): void;
  6014. /**
  6015. * Iterates over the active data and apply the lambda to them.
  6016. * @param func defines the action to apply on each value.
  6017. */
  6018. forEach(func: (content: T) => void): void;
  6019. /**
  6020. * Sorts the full sets of data.
  6021. * @param compareFn defines the comparison function to apply.
  6022. */
  6023. sort(compareFn: (a: T, b: T) => number): void;
  6024. /**
  6025. * Resets the active data to an empty array.
  6026. */
  6027. reset(): void;
  6028. /**
  6029. * Releases all the data from the array as well as the array.
  6030. */
  6031. dispose(): void;
  6032. /**
  6033. * Concats the active data with a given array.
  6034. * @param array defines the data to concatenate with.
  6035. */
  6036. concat(array: any): void;
  6037. /**
  6038. * Returns the position of a value in the active data.
  6039. * @param value defines the value to find the index for
  6040. * @returns the index if found in the active data otherwise -1
  6041. */
  6042. indexOf(value: T): number;
  6043. /**
  6044. * Returns whether an element is part of the active data.
  6045. * @param value defines the value to look for
  6046. * @returns true if found in the active data otherwise false
  6047. */
  6048. contains(value: T): boolean;
  6049. private static _GlobalId;
  6050. }
  6051. /**
  6052. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6053. * The data in this array can only be present once
  6054. */
  6055. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6056. private _duplicateId;
  6057. /**
  6058. * Pushes a value at the end of the active data.
  6059. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6060. * @param value defines the object to push in the array.
  6061. */
  6062. push(value: T): void;
  6063. /**
  6064. * Pushes a value at the end of the active data.
  6065. * If the data is already present, it won t be added again
  6066. * @param value defines the object to push in the array.
  6067. * @returns true if added false if it was already present
  6068. */
  6069. pushNoDuplicate(value: T): boolean;
  6070. /**
  6071. * Resets the active data to an empty array.
  6072. */
  6073. reset(): void;
  6074. /**
  6075. * Concats the active data with a given array.
  6076. * This ensures no dupplicate will be present in the result.
  6077. * @param array defines the data to concatenate with.
  6078. */
  6079. concatWithNoDuplicate(array: any): void;
  6080. }
  6081. }
  6082. declare module "babylonjs/Cameras/cameraInputsManager" {
  6083. import { Nullable } from "babylonjs/types";
  6084. import { Camera } from "babylonjs/Cameras/camera";
  6085. /**
  6086. * @ignore
  6087. * This is a list of all the different input types that are available in the application.
  6088. * Fo instance: ArcRotateCameraGamepadInput...
  6089. */
  6090. export var CameraInputTypes: {};
  6091. /**
  6092. * This is the contract to implement in order to create a new input class.
  6093. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6094. */
  6095. export interface ICameraInput<TCamera extends Camera> {
  6096. /**
  6097. * Defines the camera the input is attached to.
  6098. */
  6099. camera: Nullable<TCamera>;
  6100. /**
  6101. * Gets the class name of the current intput.
  6102. * @returns the class name
  6103. */
  6104. getClassName(): string;
  6105. /**
  6106. * Get the friendly name associated with the input class.
  6107. * @returns the input friendly name
  6108. */
  6109. getSimpleName(): string;
  6110. /**
  6111. * Attach the input controls to a specific dom element to get the input from.
  6112. * @param element Defines the element the controls should be listened from
  6113. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6114. */
  6115. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6116. /**
  6117. * Detach the current controls from the specified dom element.
  6118. * @param element Defines the element to stop listening the inputs from
  6119. */
  6120. detachControl(element: Nullable<HTMLElement>): void;
  6121. /**
  6122. * Update the current camera state depending on the inputs that have been used this frame.
  6123. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6124. */
  6125. checkInputs?: () => void;
  6126. }
  6127. /**
  6128. * Represents a map of input types to input instance or input index to input instance.
  6129. */
  6130. export interface CameraInputsMap<TCamera extends Camera> {
  6131. /**
  6132. * Accessor to the input by input type.
  6133. */
  6134. [name: string]: ICameraInput<TCamera>;
  6135. /**
  6136. * Accessor to the input by input index.
  6137. */
  6138. [idx: number]: ICameraInput<TCamera>;
  6139. }
  6140. /**
  6141. * This represents the input manager used within a camera.
  6142. * It helps dealing with all the different kind of input attached to a camera.
  6143. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6144. */
  6145. export class CameraInputsManager<TCamera extends Camera> {
  6146. /**
  6147. * Defines the list of inputs attahed to the camera.
  6148. */
  6149. attached: CameraInputsMap<TCamera>;
  6150. /**
  6151. * Defines the dom element the camera is collecting inputs from.
  6152. * This is null if the controls have not been attached.
  6153. */
  6154. attachedElement: Nullable<HTMLElement>;
  6155. /**
  6156. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6157. */
  6158. noPreventDefault: boolean;
  6159. /**
  6160. * Defined the camera the input manager belongs to.
  6161. */
  6162. camera: TCamera;
  6163. /**
  6164. * Update the current camera state depending on the inputs that have been used this frame.
  6165. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6166. */
  6167. checkInputs: () => void;
  6168. /**
  6169. * Instantiate a new Camera Input Manager.
  6170. * @param camera Defines the camera the input manager blongs to
  6171. */
  6172. constructor(camera: TCamera);
  6173. /**
  6174. * Add an input method to a camera
  6175. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6176. * @param input camera input method
  6177. */
  6178. add(input: ICameraInput<TCamera>): void;
  6179. /**
  6180. * Remove a specific input method from a camera
  6181. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6182. * @param inputToRemove camera input method
  6183. */
  6184. remove(inputToRemove: ICameraInput<TCamera>): void;
  6185. /**
  6186. * Remove a specific input type from a camera
  6187. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6188. * @param inputType the type of the input to remove
  6189. */
  6190. removeByType(inputType: string): void;
  6191. private _addCheckInputs;
  6192. /**
  6193. * Attach the input controls to the currently attached dom element to listen the events from.
  6194. * @param input Defines the input to attach
  6195. */
  6196. attachInput(input: ICameraInput<TCamera>): void;
  6197. /**
  6198. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6199. * @param element Defines the dom element to collect the events from
  6200. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6201. */
  6202. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6203. /**
  6204. * Detach the current manager inputs controls from a specific dom element.
  6205. * @param element Defines the dom element to collect the events from
  6206. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6207. */
  6208. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6209. /**
  6210. * Rebuild the dynamic inputCheck function from the current list of
  6211. * defined inputs in the manager.
  6212. */
  6213. rebuildInputCheck(): void;
  6214. /**
  6215. * Remove all attached input methods from a camera
  6216. */
  6217. clear(): void;
  6218. /**
  6219. * Serialize the current input manager attached to a camera.
  6220. * This ensures than once parsed,
  6221. * the input associated to the camera will be identical to the current ones
  6222. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6223. */
  6224. serialize(serializedCamera: any): void;
  6225. /**
  6226. * Parses an input manager serialized JSON to restore the previous list of inputs
  6227. * and states associated to a camera.
  6228. * @param parsedCamera Defines the JSON to parse
  6229. */
  6230. parse(parsedCamera: any): void;
  6231. }
  6232. }
  6233. declare module "babylonjs/Meshes/buffer" {
  6234. import { Nullable, DataArray } from "babylonjs/types";
  6235. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6236. /**
  6237. * Class used to store data that will be store in GPU memory
  6238. */
  6239. export class Buffer {
  6240. private _engine;
  6241. private _buffer;
  6242. /** @hidden */
  6243. _data: Nullable<DataArray>;
  6244. private _updatable;
  6245. private _instanced;
  6246. private _divisor;
  6247. /**
  6248. * Gets the byte stride.
  6249. */
  6250. readonly byteStride: number;
  6251. /**
  6252. * Constructor
  6253. * @param engine the engine
  6254. * @param data the data to use for this buffer
  6255. * @param updatable whether the data is updatable
  6256. * @param stride the stride (optional)
  6257. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6258. * @param instanced whether the buffer is instanced (optional)
  6259. * @param useBytes set to true if the stride in in bytes (optional)
  6260. * @param divisor sets an optional divisor for instances (1 by default)
  6261. */
  6262. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6263. /**
  6264. * Create a new VertexBuffer based on the current buffer
  6265. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6266. * @param offset defines offset in the buffer (0 by default)
  6267. * @param size defines the size in floats of attributes (position is 3 for instance)
  6268. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6269. * @param instanced defines if the vertex buffer contains indexed data
  6270. * @param useBytes defines if the offset and stride are in bytes *
  6271. * @param divisor sets an optional divisor for instances (1 by default)
  6272. * @returns the new vertex buffer
  6273. */
  6274. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6275. /**
  6276. * Gets a boolean indicating if the Buffer is updatable?
  6277. * @returns true if the buffer is updatable
  6278. */
  6279. isUpdatable(): boolean;
  6280. /**
  6281. * Gets current buffer's data
  6282. * @returns a DataArray or null
  6283. */
  6284. getData(): Nullable<DataArray>;
  6285. /**
  6286. * Gets underlying native buffer
  6287. * @returns underlying native buffer
  6288. */
  6289. getBuffer(): Nullable<DataBuffer>;
  6290. /**
  6291. * Gets the stride in float32 units (i.e. byte stride / 4).
  6292. * May not be an integer if the byte stride is not divisible by 4.
  6293. * DEPRECATED. Use byteStride instead.
  6294. * @returns the stride in float32 units
  6295. */
  6296. getStrideSize(): number;
  6297. /**
  6298. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6299. * @param data defines the data to store
  6300. */
  6301. create(data?: Nullable<DataArray>): void;
  6302. /** @hidden */
  6303. _rebuild(): void;
  6304. /**
  6305. * Update current buffer data
  6306. * @param data defines the data to store
  6307. */
  6308. update(data: DataArray): void;
  6309. /**
  6310. * Updates the data directly.
  6311. * @param data the new data
  6312. * @param offset the new offset
  6313. * @param vertexCount the vertex count (optional)
  6314. * @param useBytes set to true if the offset is in bytes
  6315. */
  6316. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6317. /**
  6318. * Release all resources
  6319. */
  6320. dispose(): void;
  6321. }
  6322. /**
  6323. * Specialized buffer used to store vertex data
  6324. */
  6325. export class VertexBuffer {
  6326. /** @hidden */
  6327. _buffer: Buffer;
  6328. private _kind;
  6329. private _size;
  6330. private _ownsBuffer;
  6331. private _instanced;
  6332. private _instanceDivisor;
  6333. /**
  6334. * The byte type.
  6335. */
  6336. static readonly BYTE: number;
  6337. /**
  6338. * The unsigned byte type.
  6339. */
  6340. static readonly UNSIGNED_BYTE: number;
  6341. /**
  6342. * The short type.
  6343. */
  6344. static readonly SHORT: number;
  6345. /**
  6346. * The unsigned short type.
  6347. */
  6348. static readonly UNSIGNED_SHORT: number;
  6349. /**
  6350. * The integer type.
  6351. */
  6352. static readonly INT: number;
  6353. /**
  6354. * The unsigned integer type.
  6355. */
  6356. static readonly UNSIGNED_INT: number;
  6357. /**
  6358. * The float type.
  6359. */
  6360. static readonly FLOAT: number;
  6361. /**
  6362. * Gets or sets the instance divisor when in instanced mode
  6363. */
  6364. instanceDivisor: number;
  6365. /**
  6366. * Gets the byte stride.
  6367. */
  6368. readonly byteStride: number;
  6369. /**
  6370. * Gets the byte offset.
  6371. */
  6372. readonly byteOffset: number;
  6373. /**
  6374. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6375. */
  6376. readonly normalized: boolean;
  6377. /**
  6378. * Gets the data type of each component in the array.
  6379. */
  6380. readonly type: number;
  6381. /**
  6382. * Constructor
  6383. * @param engine the engine
  6384. * @param data the data to use for this vertex buffer
  6385. * @param kind the vertex buffer kind
  6386. * @param updatable whether the data is updatable
  6387. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6388. * @param stride the stride (optional)
  6389. * @param instanced whether the buffer is instanced (optional)
  6390. * @param offset the offset of the data (optional)
  6391. * @param size the number of components (optional)
  6392. * @param type the type of the component (optional)
  6393. * @param normalized whether the data contains normalized data (optional)
  6394. * @param useBytes set to true if stride and offset are in bytes (optional)
  6395. * @param divisor defines the instance divisor to use (1 by default)
  6396. */
  6397. 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);
  6398. /** @hidden */
  6399. _rebuild(): void;
  6400. /**
  6401. * Returns the kind of the VertexBuffer (string)
  6402. * @returns a string
  6403. */
  6404. getKind(): string;
  6405. /**
  6406. * Gets a boolean indicating if the VertexBuffer is updatable?
  6407. * @returns true if the buffer is updatable
  6408. */
  6409. isUpdatable(): boolean;
  6410. /**
  6411. * Gets current buffer's data
  6412. * @returns a DataArray or null
  6413. */
  6414. getData(): Nullable<DataArray>;
  6415. /**
  6416. * Gets underlying native buffer
  6417. * @returns underlying native buffer
  6418. */
  6419. getBuffer(): Nullable<DataBuffer>;
  6420. /**
  6421. * Gets the stride in float32 units (i.e. byte stride / 4).
  6422. * May not be an integer if the byte stride is not divisible by 4.
  6423. * DEPRECATED. Use byteStride instead.
  6424. * @returns the stride in float32 units
  6425. */
  6426. getStrideSize(): number;
  6427. /**
  6428. * Returns the offset as a multiple of the type byte length.
  6429. * DEPRECATED. Use byteOffset instead.
  6430. * @returns the offset in bytes
  6431. */
  6432. getOffset(): number;
  6433. /**
  6434. * Returns the number of components per vertex attribute (integer)
  6435. * @returns the size in float
  6436. */
  6437. getSize(): number;
  6438. /**
  6439. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6440. * @returns true if this buffer is instanced
  6441. */
  6442. getIsInstanced(): boolean;
  6443. /**
  6444. * Returns the instancing divisor, zero for non-instanced (integer).
  6445. * @returns a number
  6446. */
  6447. getInstanceDivisor(): number;
  6448. /**
  6449. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6450. * @param data defines the data to store
  6451. */
  6452. create(data?: DataArray): void;
  6453. /**
  6454. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6455. * This function will create a new buffer if the current one is not updatable
  6456. * @param data defines the data to store
  6457. */
  6458. update(data: DataArray): void;
  6459. /**
  6460. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6461. * Returns the directly updated WebGLBuffer.
  6462. * @param data the new data
  6463. * @param offset the new offset
  6464. * @param useBytes set to true if the offset is in bytes
  6465. */
  6466. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6467. /**
  6468. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6469. */
  6470. dispose(): void;
  6471. /**
  6472. * Enumerates each value of this vertex buffer as numbers.
  6473. * @param count the number of values to enumerate
  6474. * @param callback the callback function called for each value
  6475. */
  6476. forEach(count: number, callback: (value: number, index: number) => void): void;
  6477. /**
  6478. * Positions
  6479. */
  6480. static readonly PositionKind: string;
  6481. /**
  6482. * Normals
  6483. */
  6484. static readonly NormalKind: string;
  6485. /**
  6486. * Tangents
  6487. */
  6488. static readonly TangentKind: string;
  6489. /**
  6490. * Texture coordinates
  6491. */
  6492. static readonly UVKind: string;
  6493. /**
  6494. * Texture coordinates 2
  6495. */
  6496. static readonly UV2Kind: string;
  6497. /**
  6498. * Texture coordinates 3
  6499. */
  6500. static readonly UV3Kind: string;
  6501. /**
  6502. * Texture coordinates 4
  6503. */
  6504. static readonly UV4Kind: string;
  6505. /**
  6506. * Texture coordinates 5
  6507. */
  6508. static readonly UV5Kind: string;
  6509. /**
  6510. * Texture coordinates 6
  6511. */
  6512. static readonly UV6Kind: string;
  6513. /**
  6514. * Colors
  6515. */
  6516. static readonly ColorKind: string;
  6517. /**
  6518. * Matrix indices (for bones)
  6519. */
  6520. static readonly MatricesIndicesKind: string;
  6521. /**
  6522. * Matrix weights (for bones)
  6523. */
  6524. static readonly MatricesWeightsKind: string;
  6525. /**
  6526. * Additional matrix indices (for bones)
  6527. */
  6528. static readonly MatricesIndicesExtraKind: string;
  6529. /**
  6530. * Additional matrix weights (for bones)
  6531. */
  6532. static readonly MatricesWeightsExtraKind: string;
  6533. /**
  6534. * Deduces the stride given a kind.
  6535. * @param kind The kind string to deduce
  6536. * @returns The deduced stride
  6537. */
  6538. static DeduceStride(kind: string): number;
  6539. /**
  6540. * Gets the byte length of the given type.
  6541. * @param type the type
  6542. * @returns the number of bytes
  6543. */
  6544. static GetTypeByteLength(type: number): number;
  6545. /**
  6546. * Enumerates each value of the given parameters as numbers.
  6547. * @param data the data to enumerate
  6548. * @param byteOffset the byte offset of the data
  6549. * @param byteStride the byte stride of the data
  6550. * @param componentCount the number of components per element
  6551. * @param componentType the type of the component
  6552. * @param count the number of values to enumerate
  6553. * @param normalized whether the data is normalized
  6554. * @param callback the callback function called for each value
  6555. */
  6556. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6557. private static _GetFloatValue;
  6558. }
  6559. }
  6560. declare module "babylonjs/Collisions/intersectionInfo" {
  6561. import { Nullable } from "babylonjs/types";
  6562. /**
  6563. * @hidden
  6564. */
  6565. export class IntersectionInfo {
  6566. bu: Nullable<number>;
  6567. bv: Nullable<number>;
  6568. distance: number;
  6569. faceId: number;
  6570. subMeshId: number;
  6571. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6572. }
  6573. }
  6574. declare module "babylonjs/Maths/math.plane" {
  6575. import { DeepImmutable } from "babylonjs/types";
  6576. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6577. /**
  6578. * Represens a plane by the equation ax + by + cz + d = 0
  6579. */
  6580. export class Plane {
  6581. private static _TmpMatrix;
  6582. /**
  6583. * Normal of the plane (a,b,c)
  6584. */
  6585. normal: Vector3;
  6586. /**
  6587. * d component of the plane
  6588. */
  6589. d: number;
  6590. /**
  6591. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6592. * @param a a component of the plane
  6593. * @param b b component of the plane
  6594. * @param c c component of the plane
  6595. * @param d d component of the plane
  6596. */
  6597. constructor(a: number, b: number, c: number, d: number);
  6598. /**
  6599. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6600. */
  6601. asArray(): number[];
  6602. /**
  6603. * @returns a new plane copied from the current Plane.
  6604. */
  6605. clone(): Plane;
  6606. /**
  6607. * @returns the string "Plane".
  6608. */
  6609. getClassName(): string;
  6610. /**
  6611. * @returns the Plane hash code.
  6612. */
  6613. getHashCode(): number;
  6614. /**
  6615. * Normalize the current Plane in place.
  6616. * @returns the updated Plane.
  6617. */
  6618. normalize(): Plane;
  6619. /**
  6620. * Applies a transformation the plane and returns the result
  6621. * @param transformation the transformation matrix to be applied to the plane
  6622. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6623. */
  6624. transform(transformation: DeepImmutable<Matrix>): Plane;
  6625. /**
  6626. * Calcualtte the dot product between the point and the plane normal
  6627. * @param point point to calculate the dot product with
  6628. * @returns the dot product (float) of the point coordinates and the plane normal.
  6629. */
  6630. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6631. /**
  6632. * Updates the current Plane from the plane defined by the three given points.
  6633. * @param point1 one of the points used to contruct the plane
  6634. * @param point2 one of the points used to contruct the plane
  6635. * @param point3 one of the points used to contruct the plane
  6636. * @returns the updated Plane.
  6637. */
  6638. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6639. /**
  6640. * Checks if the plane is facing a given direction
  6641. * @param direction the direction to check if the plane is facing
  6642. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6643. * @returns True is the vector "direction" is the same side than the plane normal.
  6644. */
  6645. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6646. /**
  6647. * Calculates the distance to a point
  6648. * @param point point to calculate distance to
  6649. * @returns the signed distance (float) from the given point to the Plane.
  6650. */
  6651. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6652. /**
  6653. * Creates a plane from an array
  6654. * @param array the array to create a plane from
  6655. * @returns a new Plane from the given array.
  6656. */
  6657. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6658. /**
  6659. * Creates a plane from three points
  6660. * @param point1 point used to create the plane
  6661. * @param point2 point used to create the plane
  6662. * @param point3 point used to create the plane
  6663. * @returns a new Plane defined by the three given points.
  6664. */
  6665. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6666. /**
  6667. * Creates a plane from an origin point and a normal
  6668. * @param origin origin of the plane to be constructed
  6669. * @param normal normal of the plane to be constructed
  6670. * @returns a new Plane the normal vector to this plane at the given origin point.
  6671. * Note : the vector "normal" is updated because normalized.
  6672. */
  6673. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6674. /**
  6675. * Calculates the distance from a plane and a point
  6676. * @param origin origin of the plane to be constructed
  6677. * @param normal normal of the plane to be constructed
  6678. * @param point point to calculate distance to
  6679. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6680. */
  6681. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6682. }
  6683. }
  6684. declare module "babylonjs/Culling/boundingSphere" {
  6685. import { DeepImmutable } from "babylonjs/types";
  6686. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6687. import { Plane } from "babylonjs/Maths/math.plane";
  6688. /**
  6689. * Class used to store bounding sphere information
  6690. */
  6691. export class BoundingSphere {
  6692. /**
  6693. * Gets the center of the bounding sphere in local space
  6694. */
  6695. readonly center: Vector3;
  6696. /**
  6697. * Radius of the bounding sphere in local space
  6698. */
  6699. radius: number;
  6700. /**
  6701. * Gets the center of the bounding sphere in world space
  6702. */
  6703. readonly centerWorld: Vector3;
  6704. /**
  6705. * Radius of the bounding sphere in world space
  6706. */
  6707. radiusWorld: number;
  6708. /**
  6709. * Gets the minimum vector in local space
  6710. */
  6711. readonly minimum: Vector3;
  6712. /**
  6713. * Gets the maximum vector in local space
  6714. */
  6715. readonly maximum: Vector3;
  6716. private _worldMatrix;
  6717. private static readonly TmpVector3;
  6718. /**
  6719. * Creates a new bounding sphere
  6720. * @param min defines the minimum vector (in local space)
  6721. * @param max defines the maximum vector (in local space)
  6722. * @param worldMatrix defines the new world matrix
  6723. */
  6724. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6725. /**
  6726. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6727. * @param min defines the new minimum vector (in local space)
  6728. * @param max defines the new maximum vector (in local space)
  6729. * @param worldMatrix defines the new world matrix
  6730. */
  6731. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6732. /**
  6733. * Scale the current bounding sphere by applying a scale factor
  6734. * @param factor defines the scale factor to apply
  6735. * @returns the current bounding box
  6736. */
  6737. scale(factor: number): BoundingSphere;
  6738. /**
  6739. * Gets the world matrix of the bounding box
  6740. * @returns a matrix
  6741. */
  6742. getWorldMatrix(): DeepImmutable<Matrix>;
  6743. /** @hidden */
  6744. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6745. /**
  6746. * Tests if the bounding sphere is intersecting the frustum planes
  6747. * @param frustumPlanes defines the frustum planes to test
  6748. * @returns true if there is an intersection
  6749. */
  6750. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6751. /**
  6752. * Tests if the bounding sphere center is in between the frustum planes.
  6753. * Used for optimistic fast inclusion.
  6754. * @param frustumPlanes defines the frustum planes to test
  6755. * @returns true if the sphere center is in between the frustum planes
  6756. */
  6757. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6758. /**
  6759. * Tests if a point is inside the bounding sphere
  6760. * @param point defines the point to test
  6761. * @returns true if the point is inside the bounding sphere
  6762. */
  6763. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6764. /**
  6765. * Checks if two sphere intersct
  6766. * @param sphere0 sphere 0
  6767. * @param sphere1 sphere 1
  6768. * @returns true if the speres intersect
  6769. */
  6770. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6771. }
  6772. }
  6773. declare module "babylonjs/Culling/boundingBox" {
  6774. import { DeepImmutable } from "babylonjs/types";
  6775. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6776. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6777. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6778. import { Plane } from "babylonjs/Maths/math.plane";
  6779. /**
  6780. * Class used to store bounding box information
  6781. */
  6782. export class BoundingBox implements ICullable {
  6783. /**
  6784. * Gets the 8 vectors representing the bounding box in local space
  6785. */
  6786. readonly vectors: Vector3[];
  6787. /**
  6788. * Gets the center of the bounding box in local space
  6789. */
  6790. readonly center: Vector3;
  6791. /**
  6792. * Gets the center of the bounding box in world space
  6793. */
  6794. readonly centerWorld: Vector3;
  6795. /**
  6796. * Gets the extend size in local space
  6797. */
  6798. readonly extendSize: Vector3;
  6799. /**
  6800. * Gets the extend size in world space
  6801. */
  6802. readonly extendSizeWorld: Vector3;
  6803. /**
  6804. * Gets the OBB (object bounding box) directions
  6805. */
  6806. readonly directions: Vector3[];
  6807. /**
  6808. * Gets the 8 vectors representing the bounding box in world space
  6809. */
  6810. readonly vectorsWorld: Vector3[];
  6811. /**
  6812. * Gets the minimum vector in world space
  6813. */
  6814. readonly minimumWorld: Vector3;
  6815. /**
  6816. * Gets the maximum vector in world space
  6817. */
  6818. readonly maximumWorld: Vector3;
  6819. /**
  6820. * Gets the minimum vector in local space
  6821. */
  6822. readonly minimum: Vector3;
  6823. /**
  6824. * Gets the maximum vector in local space
  6825. */
  6826. readonly maximum: Vector3;
  6827. private _worldMatrix;
  6828. private static readonly TmpVector3;
  6829. /**
  6830. * @hidden
  6831. */
  6832. _tag: number;
  6833. /**
  6834. * Creates a new bounding box
  6835. * @param min defines the minimum vector (in local space)
  6836. * @param max defines the maximum vector (in local space)
  6837. * @param worldMatrix defines the new world matrix
  6838. */
  6839. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6840. /**
  6841. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6842. * @param min defines the new minimum vector (in local space)
  6843. * @param max defines the new maximum vector (in local space)
  6844. * @param worldMatrix defines the new world matrix
  6845. */
  6846. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6847. /**
  6848. * Scale the current bounding box by applying a scale factor
  6849. * @param factor defines the scale factor to apply
  6850. * @returns the current bounding box
  6851. */
  6852. scale(factor: number): BoundingBox;
  6853. /**
  6854. * Gets the world matrix of the bounding box
  6855. * @returns a matrix
  6856. */
  6857. getWorldMatrix(): DeepImmutable<Matrix>;
  6858. /** @hidden */
  6859. _update(world: DeepImmutable<Matrix>): void;
  6860. /**
  6861. * Tests if the bounding box is intersecting the frustum planes
  6862. * @param frustumPlanes defines the frustum planes to test
  6863. * @returns true if there is an intersection
  6864. */
  6865. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6866. /**
  6867. * Tests if the bounding box is entirely inside the frustum planes
  6868. * @param frustumPlanes defines the frustum planes to test
  6869. * @returns true if there is an inclusion
  6870. */
  6871. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6872. /**
  6873. * Tests if a point is inside the bounding box
  6874. * @param point defines the point to test
  6875. * @returns true if the point is inside the bounding box
  6876. */
  6877. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6878. /**
  6879. * Tests if the bounding box intersects with a bounding sphere
  6880. * @param sphere defines the sphere to test
  6881. * @returns true if there is an intersection
  6882. */
  6883. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6884. /**
  6885. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6886. * @param min defines the min vector to use
  6887. * @param max defines the max vector to use
  6888. * @returns true if there is an intersection
  6889. */
  6890. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6891. /**
  6892. * Tests if two bounding boxes are intersections
  6893. * @param box0 defines the first box to test
  6894. * @param box1 defines the second box to test
  6895. * @returns true if there is an intersection
  6896. */
  6897. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6898. /**
  6899. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6900. * @param minPoint defines the minimum vector of the bounding box
  6901. * @param maxPoint defines the maximum vector of the bounding box
  6902. * @param sphereCenter defines the sphere center
  6903. * @param sphereRadius defines the sphere radius
  6904. * @returns true if there is an intersection
  6905. */
  6906. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6907. /**
  6908. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6909. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6910. * @param frustumPlanes defines the frustum planes to test
  6911. * @return true if there is an inclusion
  6912. */
  6913. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6914. /**
  6915. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6916. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6917. * @param frustumPlanes defines the frustum planes to test
  6918. * @return true if there is an intersection
  6919. */
  6920. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6921. }
  6922. }
  6923. declare module "babylonjs/Collisions/collider" {
  6924. import { Nullable, IndicesArray } from "babylonjs/types";
  6925. import { Vector3 } from "babylonjs/Maths/math.vector";
  6926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6927. import { Plane } from "babylonjs/Maths/math.plane";
  6928. /** @hidden */
  6929. export class Collider {
  6930. /** Define if a collision was found */
  6931. collisionFound: boolean;
  6932. /**
  6933. * Define last intersection point in local space
  6934. */
  6935. intersectionPoint: Vector3;
  6936. /**
  6937. * Define last collided mesh
  6938. */
  6939. collidedMesh: Nullable<AbstractMesh>;
  6940. private _collisionPoint;
  6941. private _planeIntersectionPoint;
  6942. private _tempVector;
  6943. private _tempVector2;
  6944. private _tempVector3;
  6945. private _tempVector4;
  6946. private _edge;
  6947. private _baseToVertex;
  6948. private _destinationPoint;
  6949. private _slidePlaneNormal;
  6950. private _displacementVector;
  6951. /** @hidden */
  6952. _radius: Vector3;
  6953. /** @hidden */
  6954. _retry: number;
  6955. private _velocity;
  6956. private _basePoint;
  6957. private _epsilon;
  6958. /** @hidden */
  6959. _velocityWorldLength: number;
  6960. /** @hidden */
  6961. _basePointWorld: Vector3;
  6962. private _velocityWorld;
  6963. private _normalizedVelocity;
  6964. /** @hidden */
  6965. _initialVelocity: Vector3;
  6966. /** @hidden */
  6967. _initialPosition: Vector3;
  6968. private _nearestDistance;
  6969. private _collisionMask;
  6970. collisionMask: number;
  6971. /**
  6972. * Gets the plane normal used to compute the sliding response (in local space)
  6973. */
  6974. readonly slidePlaneNormal: Vector3;
  6975. /** @hidden */
  6976. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6977. /** @hidden */
  6978. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6979. /** @hidden */
  6980. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6981. /** @hidden */
  6982. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6983. /** @hidden */
  6984. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6985. /** @hidden */
  6986. _getResponse(pos: Vector3, vel: Vector3): void;
  6987. }
  6988. }
  6989. declare module "babylonjs/Culling/boundingInfo" {
  6990. import { DeepImmutable } from "babylonjs/types";
  6991. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6992. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  6993. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6994. import { Plane } from "babylonjs/Maths/math.plane";
  6995. import { Collider } from "babylonjs/Collisions/collider";
  6996. /**
  6997. * Interface for cullable objects
  6998. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6999. */
  7000. export interface ICullable {
  7001. /**
  7002. * Checks if the object or part of the object is in the frustum
  7003. * @param frustumPlanes Camera near/planes
  7004. * @returns true if the object is in frustum otherwise false
  7005. */
  7006. isInFrustum(frustumPlanes: Plane[]): boolean;
  7007. /**
  7008. * Checks if a cullable object (mesh...) is in the camera frustum
  7009. * Unlike isInFrustum this cheks the full bounding box
  7010. * @param frustumPlanes Camera near/planes
  7011. * @returns true if the object is in frustum otherwise false
  7012. */
  7013. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7014. }
  7015. /**
  7016. * Info for a bounding data of a mesh
  7017. */
  7018. export class BoundingInfo implements ICullable {
  7019. /**
  7020. * Bounding box for the mesh
  7021. */
  7022. readonly boundingBox: BoundingBox;
  7023. /**
  7024. * Bounding sphere for the mesh
  7025. */
  7026. readonly boundingSphere: BoundingSphere;
  7027. private _isLocked;
  7028. private static readonly TmpVector3;
  7029. /**
  7030. * Constructs bounding info
  7031. * @param minimum min vector of the bounding box/sphere
  7032. * @param maximum max vector of the bounding box/sphere
  7033. * @param worldMatrix defines the new world matrix
  7034. */
  7035. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7036. /**
  7037. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7038. * @param min defines the new minimum vector (in local space)
  7039. * @param max defines the new maximum vector (in local space)
  7040. * @param worldMatrix defines the new world matrix
  7041. */
  7042. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * min vector of the bounding box/sphere
  7045. */
  7046. readonly minimum: Vector3;
  7047. /**
  7048. * max vector of the bounding box/sphere
  7049. */
  7050. readonly maximum: Vector3;
  7051. /**
  7052. * If the info is locked and won't be updated to avoid perf overhead
  7053. */
  7054. isLocked: boolean;
  7055. /**
  7056. * Updates the bounding sphere and box
  7057. * @param world world matrix to be used to update
  7058. */
  7059. update(world: DeepImmutable<Matrix>): void;
  7060. /**
  7061. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7062. * @param center New center of the bounding info
  7063. * @param extend New extend of the bounding info
  7064. * @returns the current bounding info
  7065. */
  7066. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7067. /**
  7068. * Scale the current bounding info by applying a scale factor
  7069. * @param factor defines the scale factor to apply
  7070. * @returns the current bounding info
  7071. */
  7072. scale(factor: number): BoundingInfo;
  7073. /**
  7074. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7075. * @param frustumPlanes defines the frustum to test
  7076. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7077. * @returns true if the bounding info is in the frustum planes
  7078. */
  7079. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7080. /**
  7081. * Gets the world distance between the min and max points of the bounding box
  7082. */
  7083. readonly diagonalLength: number;
  7084. /**
  7085. * Checks if a cullable object (mesh...) is in the camera frustum
  7086. * Unlike isInFrustum this cheks the full bounding box
  7087. * @param frustumPlanes Camera near/planes
  7088. * @returns true if the object is in frustum otherwise false
  7089. */
  7090. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7091. /** @hidden */
  7092. _checkCollision(collider: Collider): boolean;
  7093. /**
  7094. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7095. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7096. * @param point the point to check intersection with
  7097. * @returns if the point intersects
  7098. */
  7099. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7100. /**
  7101. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7102. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7103. * @param boundingInfo the bounding info to check intersection with
  7104. * @param precise if the intersection should be done using OBB
  7105. * @returns if the bounding info intersects
  7106. */
  7107. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7108. }
  7109. }
  7110. declare module "babylonjs/Maths/math.functions" {
  7111. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7112. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7113. /**
  7114. * Extracts minimum and maximum values from a list of indexed positions
  7115. * @param positions defines the positions to use
  7116. * @param indices defines the indices to the positions
  7117. * @param indexStart defines the start index
  7118. * @param indexCount defines the end index
  7119. * @param bias defines bias value to add to the result
  7120. * @return minimum and maximum values
  7121. */
  7122. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7123. minimum: Vector3;
  7124. maximum: Vector3;
  7125. };
  7126. /**
  7127. * Extracts minimum and maximum values from a list of positions
  7128. * @param positions defines the positions to use
  7129. * @param start defines the start index in the positions array
  7130. * @param count defines the number of positions to handle
  7131. * @param bias defines bias value to add to the result
  7132. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7133. * @return minimum and maximum values
  7134. */
  7135. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7136. minimum: Vector3;
  7137. maximum: Vector3;
  7138. };
  7139. }
  7140. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7141. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7142. /** @hidden */
  7143. export class WebGLDataBuffer extends DataBuffer {
  7144. private _buffer;
  7145. constructor(resource: WebGLBuffer);
  7146. readonly underlyingResource: any;
  7147. }
  7148. }
  7149. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7150. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7151. import { Nullable } from "babylonjs/types";
  7152. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7153. /** @hidden */
  7154. export class WebGLPipelineContext implements IPipelineContext {
  7155. engine: ThinEngine;
  7156. program: Nullable<WebGLProgram>;
  7157. context?: WebGLRenderingContext;
  7158. vertexShader?: WebGLShader;
  7159. fragmentShader?: WebGLShader;
  7160. isParallelCompiled: boolean;
  7161. onCompiled?: () => void;
  7162. transformFeedback?: WebGLTransformFeedback | null;
  7163. readonly isAsync: boolean;
  7164. readonly isReady: boolean;
  7165. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7166. }
  7167. }
  7168. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7169. import { FloatArray, Nullable } from "babylonjs/types";
  7170. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7171. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7172. module "babylonjs/Engines/thinEngine" {
  7173. interface ThinEngine {
  7174. /**
  7175. * Create an uniform buffer
  7176. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7177. * @param elements defines the content of the uniform buffer
  7178. * @returns the webGL uniform buffer
  7179. */
  7180. createUniformBuffer(elements: FloatArray): DataBuffer;
  7181. /**
  7182. * Create a dynamic uniform buffer
  7183. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7184. * @param elements defines the content of the uniform buffer
  7185. * @returns the webGL uniform buffer
  7186. */
  7187. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7188. /**
  7189. * Update an existing uniform buffer
  7190. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7191. * @param uniformBuffer defines the target uniform buffer
  7192. * @param elements defines the content to update
  7193. * @param offset defines the offset in the uniform buffer where update should start
  7194. * @param count defines the size of the data to update
  7195. */
  7196. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7197. /**
  7198. * Bind an uniform buffer to the current webGL context
  7199. * @param buffer defines the buffer to bind
  7200. */
  7201. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7202. /**
  7203. * Bind a buffer to the current webGL context at a given location
  7204. * @param buffer defines the buffer to bind
  7205. * @param location defines the index where to bind the buffer
  7206. */
  7207. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7208. /**
  7209. * Bind a specific block at a given index in a specific shader program
  7210. * @param pipelineContext defines the pipeline context to use
  7211. * @param blockName defines the block name
  7212. * @param index defines the index where to bind the block
  7213. */
  7214. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7215. }
  7216. }
  7217. }
  7218. declare module "babylonjs/Materials/uniformBuffer" {
  7219. import { Nullable, FloatArray } from "babylonjs/types";
  7220. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7221. import { Engine } from "babylonjs/Engines/engine";
  7222. import { Effect } from "babylonjs/Materials/effect";
  7223. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7224. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7225. import { Color3 } from "babylonjs/Maths/math.color";
  7226. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7227. /**
  7228. * Uniform buffer objects.
  7229. *
  7230. * Handles blocks of uniform on the GPU.
  7231. *
  7232. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7233. *
  7234. * For more information, please refer to :
  7235. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7236. */
  7237. export class UniformBuffer {
  7238. private _engine;
  7239. private _buffer;
  7240. private _data;
  7241. private _bufferData;
  7242. private _dynamic?;
  7243. private _uniformLocations;
  7244. private _uniformSizes;
  7245. private _uniformLocationPointer;
  7246. private _needSync;
  7247. private _noUBO;
  7248. private _currentEffect;
  7249. /** @hidden */
  7250. _alreadyBound: boolean;
  7251. private static _MAX_UNIFORM_SIZE;
  7252. private static _tempBuffer;
  7253. /**
  7254. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7255. * This is dynamic to allow compat with webgl 1 and 2.
  7256. * You will need to pass the name of the uniform as well as the value.
  7257. */
  7258. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7259. /**
  7260. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7261. * This is dynamic to allow compat with webgl 1 and 2.
  7262. * You will need to pass the name of the uniform as well as the value.
  7263. */
  7264. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7265. /**
  7266. * Lambda to Update a single float in a uniform buffer.
  7267. * This is dynamic to allow compat with webgl 1 and 2.
  7268. * You will need to pass the name of the uniform as well as the value.
  7269. */
  7270. updateFloat: (name: string, x: number) => void;
  7271. /**
  7272. * Lambda to Update a vec2 of float in a uniform buffer.
  7273. * This is dynamic to allow compat with webgl 1 and 2.
  7274. * You will need to pass the name of the uniform as well as the value.
  7275. */
  7276. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7277. /**
  7278. * Lambda to Update a vec3 of float in a uniform buffer.
  7279. * This is dynamic to allow compat with webgl 1 and 2.
  7280. * You will need to pass the name of the uniform as well as the value.
  7281. */
  7282. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7283. /**
  7284. * Lambda to Update a vec4 of float in a uniform buffer.
  7285. * This is dynamic to allow compat with webgl 1 and 2.
  7286. * You will need to pass the name of the uniform as well as the value.
  7287. */
  7288. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7289. /**
  7290. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7291. * This is dynamic to allow compat with webgl 1 and 2.
  7292. * You will need to pass the name of the uniform as well as the value.
  7293. */
  7294. updateMatrix: (name: string, mat: Matrix) => void;
  7295. /**
  7296. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7297. * This is dynamic to allow compat with webgl 1 and 2.
  7298. * You will need to pass the name of the uniform as well as the value.
  7299. */
  7300. updateVector3: (name: string, vector: Vector3) => void;
  7301. /**
  7302. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7303. * This is dynamic to allow compat with webgl 1 and 2.
  7304. * You will need to pass the name of the uniform as well as the value.
  7305. */
  7306. updateVector4: (name: string, vector: Vector4) => void;
  7307. /**
  7308. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7309. * This is dynamic to allow compat with webgl 1 and 2.
  7310. * You will need to pass the name of the uniform as well as the value.
  7311. */
  7312. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7313. /**
  7314. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7315. * This is dynamic to allow compat with webgl 1 and 2.
  7316. * You will need to pass the name of the uniform as well as the value.
  7317. */
  7318. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7319. /**
  7320. * Instantiates a new Uniform buffer objects.
  7321. *
  7322. * Handles blocks of uniform on the GPU.
  7323. *
  7324. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7325. *
  7326. * For more information, please refer to :
  7327. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7328. * @param engine Define the engine the buffer is associated with
  7329. * @param data Define the data contained in the buffer
  7330. * @param dynamic Define if the buffer is updatable
  7331. */
  7332. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7333. /**
  7334. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7335. * or just falling back on setUniformXXX calls.
  7336. */
  7337. readonly useUbo: boolean;
  7338. /**
  7339. * Indicates if the WebGL underlying uniform buffer is in sync
  7340. * with the javascript cache data.
  7341. */
  7342. readonly isSync: boolean;
  7343. /**
  7344. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7345. * Also, a dynamic UniformBuffer will disable cache verification and always
  7346. * update the underlying WebGL uniform buffer to the GPU.
  7347. * @returns if Dynamic, otherwise false
  7348. */
  7349. isDynamic(): boolean;
  7350. /**
  7351. * The data cache on JS side.
  7352. * @returns the underlying data as a float array
  7353. */
  7354. getData(): Float32Array;
  7355. /**
  7356. * The underlying WebGL Uniform buffer.
  7357. * @returns the webgl buffer
  7358. */
  7359. getBuffer(): Nullable<DataBuffer>;
  7360. /**
  7361. * std140 layout specifies how to align data within an UBO structure.
  7362. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7363. * for specs.
  7364. */
  7365. private _fillAlignment;
  7366. /**
  7367. * Adds an uniform in the buffer.
  7368. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7369. * for the layout to be correct !
  7370. * @param name Name of the uniform, as used in the uniform block in the shader.
  7371. * @param size Data size, or data directly.
  7372. */
  7373. addUniform(name: string, size: number | number[]): void;
  7374. /**
  7375. * Adds a Matrix 4x4 to the uniform buffer.
  7376. * @param name Name of the uniform, as used in the uniform block in the shader.
  7377. * @param mat A 4x4 matrix.
  7378. */
  7379. addMatrix(name: string, mat: Matrix): void;
  7380. /**
  7381. * Adds a vec2 to the uniform buffer.
  7382. * @param name Name of the uniform, as used in the uniform block in the shader.
  7383. * @param x Define the x component value of the vec2
  7384. * @param y Define the y component value of the vec2
  7385. */
  7386. addFloat2(name: string, x: number, y: number): void;
  7387. /**
  7388. * Adds a vec3 to the uniform buffer.
  7389. * @param name Name of the uniform, as used in the uniform block in the shader.
  7390. * @param x Define the x component value of the vec3
  7391. * @param y Define the y component value of the vec3
  7392. * @param z Define the z component value of the vec3
  7393. */
  7394. addFloat3(name: string, x: number, y: number, z: number): void;
  7395. /**
  7396. * Adds a vec3 to the uniform buffer.
  7397. * @param name Name of the uniform, as used in the uniform block in the shader.
  7398. * @param color Define the vec3 from a Color
  7399. */
  7400. addColor3(name: string, color: Color3): void;
  7401. /**
  7402. * Adds a vec4 to the uniform buffer.
  7403. * @param name Name of the uniform, as used in the uniform block in the shader.
  7404. * @param color Define the rgb components from a Color
  7405. * @param alpha Define the a component of the vec4
  7406. */
  7407. addColor4(name: string, color: Color3, alpha: number): void;
  7408. /**
  7409. * Adds a vec3 to the uniform buffer.
  7410. * @param name Name of the uniform, as used in the uniform block in the shader.
  7411. * @param vector Define the vec3 components from a Vector
  7412. */
  7413. addVector3(name: string, vector: Vector3): void;
  7414. /**
  7415. * Adds a Matrix 3x3 to the uniform buffer.
  7416. * @param name Name of the uniform, as used in the uniform block in the shader.
  7417. */
  7418. addMatrix3x3(name: string): void;
  7419. /**
  7420. * Adds a Matrix 2x2 to the uniform buffer.
  7421. * @param name Name of the uniform, as used in the uniform block in the shader.
  7422. */
  7423. addMatrix2x2(name: string): void;
  7424. /**
  7425. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7426. */
  7427. create(): void;
  7428. /** @hidden */
  7429. _rebuild(): void;
  7430. /**
  7431. * Updates the WebGL Uniform Buffer on the GPU.
  7432. * If the `dynamic` flag is set to true, no cache comparison is done.
  7433. * Otherwise, the buffer will be updated only if the cache differs.
  7434. */
  7435. update(): void;
  7436. /**
  7437. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7438. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7439. * @param data Define the flattened data
  7440. * @param size Define the size of the data.
  7441. */
  7442. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7443. private _valueCache;
  7444. private _cacheMatrix;
  7445. private _updateMatrix3x3ForUniform;
  7446. private _updateMatrix3x3ForEffect;
  7447. private _updateMatrix2x2ForEffect;
  7448. private _updateMatrix2x2ForUniform;
  7449. private _updateFloatForEffect;
  7450. private _updateFloatForUniform;
  7451. private _updateFloat2ForEffect;
  7452. private _updateFloat2ForUniform;
  7453. private _updateFloat3ForEffect;
  7454. private _updateFloat3ForUniform;
  7455. private _updateFloat4ForEffect;
  7456. private _updateFloat4ForUniform;
  7457. private _updateMatrixForEffect;
  7458. private _updateMatrixForUniform;
  7459. private _updateVector3ForEffect;
  7460. private _updateVector3ForUniform;
  7461. private _updateVector4ForEffect;
  7462. private _updateVector4ForUniform;
  7463. private _updateColor3ForEffect;
  7464. private _updateColor3ForUniform;
  7465. private _updateColor4ForEffect;
  7466. private _updateColor4ForUniform;
  7467. /**
  7468. * Sets a sampler uniform on the effect.
  7469. * @param name Define the name of the sampler.
  7470. * @param texture Define the texture to set in the sampler
  7471. */
  7472. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7473. /**
  7474. * Directly updates the value of the uniform in the cache AND on the GPU.
  7475. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7476. * @param data Define the flattened data
  7477. */
  7478. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7479. /**
  7480. * Binds this uniform buffer to an effect.
  7481. * @param effect Define the effect to bind the buffer to
  7482. * @param name Name of the uniform block in the shader.
  7483. */
  7484. bindToEffect(effect: Effect, name: string): void;
  7485. /**
  7486. * Disposes the uniform buffer.
  7487. */
  7488. dispose(): void;
  7489. }
  7490. }
  7491. declare module "babylonjs/Misc/iInspectable" {
  7492. /**
  7493. * Enum that determines the text-wrapping mode to use.
  7494. */
  7495. export enum InspectableType {
  7496. /**
  7497. * Checkbox for booleans
  7498. */
  7499. Checkbox = 0,
  7500. /**
  7501. * Sliders for numbers
  7502. */
  7503. Slider = 1,
  7504. /**
  7505. * Vector3
  7506. */
  7507. Vector3 = 2,
  7508. /**
  7509. * Quaternions
  7510. */
  7511. Quaternion = 3,
  7512. /**
  7513. * Color3
  7514. */
  7515. Color3 = 4,
  7516. /**
  7517. * String
  7518. */
  7519. String = 5
  7520. }
  7521. /**
  7522. * Interface used to define custom inspectable properties.
  7523. * This interface is used by the inspector to display custom property grids
  7524. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7525. */
  7526. export interface IInspectable {
  7527. /**
  7528. * Gets the label to display
  7529. */
  7530. label: string;
  7531. /**
  7532. * Gets the name of the property to edit
  7533. */
  7534. propertyName: string;
  7535. /**
  7536. * Gets the type of the editor to use
  7537. */
  7538. type: InspectableType;
  7539. /**
  7540. * Gets the minimum value of the property when using in "slider" mode
  7541. */
  7542. min?: number;
  7543. /**
  7544. * Gets the maximum value of the property when using in "slider" mode
  7545. */
  7546. max?: number;
  7547. /**
  7548. * Gets the setp to use when using in "slider" mode
  7549. */
  7550. step?: number;
  7551. }
  7552. }
  7553. declare module "babylonjs/Misc/timingTools" {
  7554. /**
  7555. * Class used to provide helper for timing
  7556. */
  7557. export class TimingTools {
  7558. /**
  7559. * Polyfill for setImmediate
  7560. * @param action defines the action to execute after the current execution block
  7561. */
  7562. static SetImmediate(action: () => void): void;
  7563. }
  7564. }
  7565. declare module "babylonjs/Misc/instantiationTools" {
  7566. /**
  7567. * Class used to enable instatition of objects by class name
  7568. */
  7569. export class InstantiationTools {
  7570. /**
  7571. * Use this object to register external classes like custom textures or material
  7572. * to allow the laoders to instantiate them
  7573. */
  7574. static RegisteredExternalClasses: {
  7575. [key: string]: Object;
  7576. };
  7577. /**
  7578. * Tries to instantiate a new object from a given class name
  7579. * @param className defines the class name to instantiate
  7580. * @returns the new object or null if the system was not able to do the instantiation
  7581. */
  7582. static Instantiate(className: string): any;
  7583. }
  7584. }
  7585. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7586. /**
  7587. * Define options used to create a depth texture
  7588. */
  7589. export class DepthTextureCreationOptions {
  7590. /** Specifies whether or not a stencil should be allocated in the texture */
  7591. generateStencil?: boolean;
  7592. /** Specifies whether or not bilinear filtering is enable on the texture */
  7593. bilinearFiltering?: boolean;
  7594. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7595. comparisonFunction?: number;
  7596. /** Specifies if the created texture is a cube texture */
  7597. isCube?: boolean;
  7598. }
  7599. }
  7600. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7601. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7602. import { Nullable } from "babylonjs/types";
  7603. import { Scene } from "babylonjs/scene";
  7604. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7605. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7606. module "babylonjs/Engines/thinEngine" {
  7607. interface ThinEngine {
  7608. /**
  7609. * Creates a depth stencil cube texture.
  7610. * This is only available in WebGL 2.
  7611. * @param size The size of face edge in the cube texture.
  7612. * @param options The options defining the cube texture.
  7613. * @returns The cube texture
  7614. */
  7615. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7616. /**
  7617. * Creates a cube texture
  7618. * @param rootUrl defines the url where the files to load is located
  7619. * @param scene defines the current scene
  7620. * @param files defines the list of files to load (1 per face)
  7621. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7622. * @param onLoad defines an optional callback raised when the texture is loaded
  7623. * @param onError defines an optional callback raised if there is an issue to load the texture
  7624. * @param format defines the format of the data
  7625. * @param forcedExtension defines the extension to use to pick the right loader
  7626. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7630. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7631. * @returns the cube texture as an InternalTexture
  7632. */
  7633. 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;
  7634. /**
  7635. * Creates a cube texture
  7636. * @param rootUrl defines the url where the files to load is located
  7637. * @param scene defines the current scene
  7638. * @param files defines the list of files to load (1 per face)
  7639. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7640. * @param onLoad defines an optional callback raised when the texture is loaded
  7641. * @param onError defines an optional callback raised if there is an issue to load the texture
  7642. * @param format defines the format of the data
  7643. * @param forcedExtension defines the extension to use to pick the right loader
  7644. * @returns the cube texture as an InternalTexture
  7645. */
  7646. 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;
  7647. /**
  7648. * Creates a cube texture
  7649. * @param rootUrl defines the url where the files to load is located
  7650. * @param scene defines the current scene
  7651. * @param files defines the list of files to load (1 per face)
  7652. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7653. * @param onLoad defines an optional callback raised when the texture is loaded
  7654. * @param onError defines an optional callback raised if there is an issue to load the texture
  7655. * @param format defines the format of the data
  7656. * @param forcedExtension defines the extension to use to pick the right loader
  7657. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7658. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7659. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7660. * @returns the cube texture as an InternalTexture
  7661. */
  7662. 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;
  7663. /** @hidden */
  7664. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7665. /** @hidden */
  7666. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7667. /** @hidden */
  7668. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7669. /** @hidden */
  7670. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7671. /**
  7672. * @hidden
  7673. */
  7674. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7675. }
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7679. import { Nullable } from "babylonjs/types";
  7680. import { Scene } from "babylonjs/scene";
  7681. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7682. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7683. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7684. /**
  7685. * Class for creating a cube texture
  7686. */
  7687. export class CubeTexture extends BaseTexture {
  7688. private _delayedOnLoad;
  7689. /**
  7690. * The url of the texture
  7691. */
  7692. url: string;
  7693. /**
  7694. * Gets or sets the center of the bounding box associated with the cube texture.
  7695. * It must define where the camera used to render the texture was set
  7696. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7697. */
  7698. boundingBoxPosition: Vector3;
  7699. private _boundingBoxSize;
  7700. /**
  7701. * Gets or sets the size of the bounding box associated with the cube texture
  7702. * When defined, the cubemap will switch to local mode
  7703. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7704. * @example https://www.babylonjs-playground.com/#RNASML
  7705. */
  7706. /**
  7707. * Returns the bounding box size
  7708. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7709. */
  7710. boundingBoxSize: Vector3;
  7711. protected _rotationY: number;
  7712. /**
  7713. * Sets texture matrix rotation angle around Y axis in radians.
  7714. */
  7715. /**
  7716. * Gets texture matrix rotation angle around Y axis radians.
  7717. */
  7718. rotationY: number;
  7719. /**
  7720. * Are mip maps generated for this texture or not.
  7721. */
  7722. readonly noMipmap: boolean;
  7723. private _noMipmap;
  7724. private _files;
  7725. protected _forcedExtension: Nullable<string>;
  7726. private _extensions;
  7727. private _textureMatrix;
  7728. private _format;
  7729. private _createPolynomials;
  7730. /** @hidden */
  7731. _prefiltered: boolean;
  7732. /**
  7733. * Creates a cube texture from an array of image urls
  7734. * @param files defines an array of image urls
  7735. * @param scene defines the hosting scene
  7736. * @param noMipmap specifies if mip maps are not used
  7737. * @returns a cube texture
  7738. */
  7739. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7740. /**
  7741. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7742. * @param url defines the url of the prefiltered texture
  7743. * @param scene defines the scene the texture is attached to
  7744. * @param forcedExtension defines the extension of the file if different from the url
  7745. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7746. * @return the prefiltered texture
  7747. */
  7748. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7749. /**
  7750. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7751. * as prefiltered data.
  7752. * @param rootUrl defines the url of the texture or the root name of the six images
  7753. * @param scene defines the scene the texture is attached to
  7754. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7755. * @param noMipmap defines if mipmaps should be created or not
  7756. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7757. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7758. * @param onError defines a callback triggered in case of error during load
  7759. * @param format defines the internal format to use for the texture once loaded
  7760. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7761. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7762. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7763. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7764. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7765. * @return the cube texture
  7766. */
  7767. 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);
  7768. /**
  7769. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7770. */
  7771. readonly isPrefiltered: boolean;
  7772. /**
  7773. * Get the current class name of the texture useful for serialization or dynamic coding.
  7774. * @returns "CubeTexture"
  7775. */
  7776. getClassName(): string;
  7777. /**
  7778. * Update the url (and optional buffer) of this texture if url was null during construction.
  7779. * @param url the url of the texture
  7780. * @param forcedExtension defines the extension to use
  7781. * @param onLoad callback called when the texture is loaded (defaults to null)
  7782. */
  7783. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7784. /**
  7785. * Delays loading of the cube texture
  7786. * @param forcedExtension defines the extension to use
  7787. */
  7788. delayLoad(forcedExtension?: string): void;
  7789. /**
  7790. * Returns the reflection texture matrix
  7791. * @returns the reflection texture matrix
  7792. */
  7793. getReflectionTextureMatrix(): Matrix;
  7794. /**
  7795. * Sets the reflection texture matrix
  7796. * @param value Reflection texture matrix
  7797. */
  7798. setReflectionTextureMatrix(value: Matrix): void;
  7799. /**
  7800. * Parses text to create a cube texture
  7801. * @param parsedTexture define the serialized text to read from
  7802. * @param scene defines the hosting scene
  7803. * @param rootUrl defines the root url of the cube texture
  7804. * @returns a cube texture
  7805. */
  7806. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7807. /**
  7808. * Makes a clone, or deep copy, of the cube texture
  7809. * @returns a new cube texture
  7810. */
  7811. clone(): CubeTexture;
  7812. }
  7813. }
  7814. declare module "babylonjs/Materials/materialDefines" {
  7815. /**
  7816. * Manages the defines for the Material
  7817. */
  7818. export class MaterialDefines {
  7819. /** @hidden */
  7820. protected _keys: string[];
  7821. private _isDirty;
  7822. /** @hidden */
  7823. _renderId: number;
  7824. /** @hidden */
  7825. _areLightsDirty: boolean;
  7826. /** @hidden */
  7827. _areLightsDisposed: boolean;
  7828. /** @hidden */
  7829. _areAttributesDirty: boolean;
  7830. /** @hidden */
  7831. _areTexturesDirty: boolean;
  7832. /** @hidden */
  7833. _areFresnelDirty: boolean;
  7834. /** @hidden */
  7835. _areMiscDirty: boolean;
  7836. /** @hidden */
  7837. _areImageProcessingDirty: boolean;
  7838. /** @hidden */
  7839. _normals: boolean;
  7840. /** @hidden */
  7841. _uvs: boolean;
  7842. /** @hidden */
  7843. _needNormals: boolean;
  7844. /** @hidden */
  7845. _needUVs: boolean;
  7846. [id: string]: any;
  7847. /**
  7848. * Specifies if the material needs to be re-calculated
  7849. */
  7850. readonly isDirty: boolean;
  7851. /**
  7852. * Marks the material to indicate that it has been re-calculated
  7853. */
  7854. markAsProcessed(): void;
  7855. /**
  7856. * Marks the material to indicate that it needs to be re-calculated
  7857. */
  7858. markAsUnprocessed(): void;
  7859. /**
  7860. * Marks the material to indicate all of its defines need to be re-calculated
  7861. */
  7862. markAllAsDirty(): void;
  7863. /**
  7864. * Marks the material to indicate that image processing needs to be re-calculated
  7865. */
  7866. markAsImageProcessingDirty(): void;
  7867. /**
  7868. * Marks the material to indicate the lights need to be re-calculated
  7869. * @param disposed Defines whether the light is dirty due to dispose or not
  7870. */
  7871. markAsLightDirty(disposed?: boolean): void;
  7872. /**
  7873. * Marks the attribute state as changed
  7874. */
  7875. markAsAttributesDirty(): void;
  7876. /**
  7877. * Marks the texture state as changed
  7878. */
  7879. markAsTexturesDirty(): void;
  7880. /**
  7881. * Marks the fresnel state as changed
  7882. */
  7883. markAsFresnelDirty(): void;
  7884. /**
  7885. * Marks the misc state as changed
  7886. */
  7887. markAsMiscDirty(): void;
  7888. /**
  7889. * Rebuilds the material defines
  7890. */
  7891. rebuild(): void;
  7892. /**
  7893. * Specifies if two material defines are equal
  7894. * @param other - A material define instance to compare to
  7895. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7896. */
  7897. isEqual(other: MaterialDefines): boolean;
  7898. /**
  7899. * Clones this instance's defines to another instance
  7900. * @param other - material defines to clone values to
  7901. */
  7902. cloneTo(other: MaterialDefines): void;
  7903. /**
  7904. * Resets the material define values
  7905. */
  7906. reset(): void;
  7907. /**
  7908. * Converts the material define values to a string
  7909. * @returns - String of material define information
  7910. */
  7911. toString(): string;
  7912. }
  7913. }
  7914. declare module "babylonjs/Materials/colorCurves" {
  7915. import { Effect } from "babylonjs/Materials/effect";
  7916. /**
  7917. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7918. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7919. * 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;
  7920. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7921. */
  7922. export class ColorCurves {
  7923. private _dirty;
  7924. private _tempColor;
  7925. private _globalCurve;
  7926. private _highlightsCurve;
  7927. private _midtonesCurve;
  7928. private _shadowsCurve;
  7929. private _positiveCurve;
  7930. private _negativeCurve;
  7931. private _globalHue;
  7932. private _globalDensity;
  7933. private _globalSaturation;
  7934. private _globalExposure;
  7935. /**
  7936. * Gets the global Hue value.
  7937. * 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).
  7938. */
  7939. /**
  7940. * Sets the global Hue value.
  7941. * 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).
  7942. */
  7943. globalHue: number;
  7944. /**
  7945. * Gets the global Density value.
  7946. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7947. * Values less than zero provide a filter of opposite hue.
  7948. */
  7949. /**
  7950. * Sets the global Density value.
  7951. * 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.
  7952. * Values less than zero provide a filter of opposite hue.
  7953. */
  7954. globalDensity: number;
  7955. /**
  7956. * Gets the global Saturation value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7958. */
  7959. /**
  7960. * Sets the global Saturation value.
  7961. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7962. */
  7963. globalSaturation: number;
  7964. /**
  7965. * Gets the global Exposure value.
  7966. * 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.
  7967. */
  7968. /**
  7969. * Sets the global Exposure value.
  7970. * 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.
  7971. */
  7972. globalExposure: number;
  7973. private _highlightsHue;
  7974. private _highlightsDensity;
  7975. private _highlightsSaturation;
  7976. private _highlightsExposure;
  7977. /**
  7978. * Gets the highlights Hue value.
  7979. * 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).
  7980. */
  7981. /**
  7982. * Sets the highlights Hue value.
  7983. * 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).
  7984. */
  7985. highlightsHue: number;
  7986. /**
  7987. * Gets the highlights Density value.
  7988. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7989. * Values less than zero provide a filter of opposite hue.
  7990. */
  7991. /**
  7992. * Sets the highlights Density value.
  7993. * 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.
  7994. * Values less than zero provide a filter of opposite hue.
  7995. */
  7996. highlightsDensity: number;
  7997. /**
  7998. * Gets the highlights Saturation value.
  7999. * 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.
  8000. */
  8001. /**
  8002. * Sets the highlights Saturation value.
  8003. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8004. */
  8005. highlightsSaturation: number;
  8006. /**
  8007. * Gets the highlights Exposure value.
  8008. * 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.
  8009. */
  8010. /**
  8011. * Sets the highlights Exposure value.
  8012. * 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.
  8013. */
  8014. highlightsExposure: number;
  8015. private _midtonesHue;
  8016. private _midtonesDensity;
  8017. private _midtonesSaturation;
  8018. private _midtonesExposure;
  8019. /**
  8020. * Gets the midtones Hue value.
  8021. * 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).
  8022. */
  8023. /**
  8024. * Sets the midtones Hue value.
  8025. * 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).
  8026. */
  8027. midtonesHue: number;
  8028. /**
  8029. * Gets the midtones Density value.
  8030. * 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.
  8031. * Values less than zero provide a filter of opposite hue.
  8032. */
  8033. /**
  8034. * Sets the midtones Density value.
  8035. * 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.
  8036. * Values less than zero provide a filter of opposite hue.
  8037. */
  8038. midtonesDensity: number;
  8039. /**
  8040. * Gets the midtones Saturation value.
  8041. * 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.
  8042. */
  8043. /**
  8044. * Sets the midtones Saturation value.
  8045. * 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.
  8046. */
  8047. midtonesSaturation: number;
  8048. /**
  8049. * Gets the midtones Exposure value.
  8050. * 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.
  8051. */
  8052. /**
  8053. * Sets the midtones Exposure value.
  8054. * 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.
  8055. */
  8056. midtonesExposure: number;
  8057. private _shadowsHue;
  8058. private _shadowsDensity;
  8059. private _shadowsSaturation;
  8060. private _shadowsExposure;
  8061. /**
  8062. * Gets the shadows Hue value.
  8063. * 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).
  8064. */
  8065. /**
  8066. * Sets the shadows Hue value.
  8067. * 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).
  8068. */
  8069. shadowsHue: number;
  8070. /**
  8071. * Gets the shadows Density value.
  8072. * 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.
  8073. * Values less than zero provide a filter of opposite hue.
  8074. */
  8075. /**
  8076. * Sets the shadows Density value.
  8077. * 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.
  8078. * Values less than zero provide a filter of opposite hue.
  8079. */
  8080. shadowsDensity: number;
  8081. /**
  8082. * Gets the shadows Saturation value.
  8083. * 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.
  8084. */
  8085. /**
  8086. * Sets the shadows Saturation value.
  8087. * 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.
  8088. */
  8089. shadowsSaturation: number;
  8090. /**
  8091. * Gets the shadows Exposure value.
  8092. * 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.
  8093. */
  8094. /**
  8095. * Sets the shadows Exposure value.
  8096. * 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.
  8097. */
  8098. shadowsExposure: number;
  8099. /**
  8100. * Returns the class name
  8101. * @returns The class name
  8102. */
  8103. getClassName(): string;
  8104. /**
  8105. * Binds the color curves to the shader.
  8106. * @param colorCurves The color curve to bind
  8107. * @param effect The effect to bind to
  8108. * @param positiveUniform The positive uniform shader parameter
  8109. * @param neutralUniform The neutral uniform shader parameter
  8110. * @param negativeUniform The negative uniform shader parameter
  8111. */
  8112. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8113. /**
  8114. * Prepare the list of uniforms associated with the ColorCurves effects.
  8115. * @param uniformsList The list of uniforms used in the effect
  8116. */
  8117. static PrepareUniforms(uniformsList: string[]): void;
  8118. /**
  8119. * Returns color grading data based on a hue, density, saturation and exposure value.
  8120. * @param filterHue The hue of the color filter.
  8121. * @param filterDensity The density of the color filter.
  8122. * @param saturation The saturation.
  8123. * @param exposure The exposure.
  8124. * @param result The result data container.
  8125. */
  8126. private getColorGradingDataToRef;
  8127. /**
  8128. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8129. * @param value The input slider value in range [-100,100].
  8130. * @returns Adjusted value.
  8131. */
  8132. private static applyColorGradingSliderNonlinear;
  8133. /**
  8134. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8135. * @param hue The hue (H) input.
  8136. * @param saturation The saturation (S) input.
  8137. * @param brightness The brightness (B) input.
  8138. * @result An RGBA color represented as Vector4.
  8139. */
  8140. private static fromHSBToRef;
  8141. /**
  8142. * Returns a value clamped between min and max
  8143. * @param value The value to clamp
  8144. * @param min The minimum of value
  8145. * @param max The maximum of value
  8146. * @returns The clamped value.
  8147. */
  8148. private static clamp;
  8149. /**
  8150. * Clones the current color curve instance.
  8151. * @return The cloned curves
  8152. */
  8153. clone(): ColorCurves;
  8154. /**
  8155. * Serializes the current color curve instance to a json representation.
  8156. * @return a JSON representation
  8157. */
  8158. serialize(): any;
  8159. /**
  8160. * Parses the color curve from a json representation.
  8161. * @param source the JSON source to parse
  8162. * @return The parsed curves
  8163. */
  8164. static Parse(source: any): ColorCurves;
  8165. }
  8166. }
  8167. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8168. import { Observable } from "babylonjs/Misc/observable";
  8169. import { Nullable } from "babylonjs/types";
  8170. import { Color4 } from "babylonjs/Maths/math.color";
  8171. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8172. import { Effect } from "babylonjs/Materials/effect";
  8173. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8174. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8175. /**
  8176. * Interface to follow in your material defines to integrate easily the
  8177. * Image proccessing functions.
  8178. * @hidden
  8179. */
  8180. export interface IImageProcessingConfigurationDefines {
  8181. IMAGEPROCESSING: boolean;
  8182. VIGNETTE: boolean;
  8183. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8184. VIGNETTEBLENDMODEOPAQUE: boolean;
  8185. TONEMAPPING: boolean;
  8186. TONEMAPPING_ACES: boolean;
  8187. CONTRAST: boolean;
  8188. EXPOSURE: boolean;
  8189. COLORCURVES: boolean;
  8190. COLORGRADING: boolean;
  8191. COLORGRADING3D: boolean;
  8192. SAMPLER3DGREENDEPTH: boolean;
  8193. SAMPLER3DBGRMAP: boolean;
  8194. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8195. }
  8196. /**
  8197. * @hidden
  8198. */
  8199. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8200. IMAGEPROCESSING: boolean;
  8201. VIGNETTE: boolean;
  8202. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8203. VIGNETTEBLENDMODEOPAQUE: boolean;
  8204. TONEMAPPING: boolean;
  8205. TONEMAPPING_ACES: boolean;
  8206. CONTRAST: boolean;
  8207. COLORCURVES: boolean;
  8208. COLORGRADING: boolean;
  8209. COLORGRADING3D: boolean;
  8210. SAMPLER3DGREENDEPTH: boolean;
  8211. SAMPLER3DBGRMAP: boolean;
  8212. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8213. EXPOSURE: boolean;
  8214. constructor();
  8215. }
  8216. /**
  8217. * This groups together the common properties used for image processing either in direct forward pass
  8218. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8219. * or not.
  8220. */
  8221. export class ImageProcessingConfiguration {
  8222. /**
  8223. * Default tone mapping applied in BabylonJS.
  8224. */
  8225. static readonly TONEMAPPING_STANDARD: number;
  8226. /**
  8227. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8228. * to other engines rendering to increase portability.
  8229. */
  8230. static readonly TONEMAPPING_ACES: number;
  8231. /**
  8232. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8233. */
  8234. colorCurves: Nullable<ColorCurves>;
  8235. private _colorCurvesEnabled;
  8236. /**
  8237. * Gets wether the color curves effect is enabled.
  8238. */
  8239. /**
  8240. * Sets wether the color curves effect is enabled.
  8241. */
  8242. colorCurvesEnabled: boolean;
  8243. private _colorGradingTexture;
  8244. /**
  8245. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8246. */
  8247. /**
  8248. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8249. */
  8250. colorGradingTexture: Nullable<BaseTexture>;
  8251. private _colorGradingEnabled;
  8252. /**
  8253. * Gets wether the color grading effect is enabled.
  8254. */
  8255. /**
  8256. * Sets wether the color grading effect is enabled.
  8257. */
  8258. colorGradingEnabled: boolean;
  8259. private _colorGradingWithGreenDepth;
  8260. /**
  8261. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8262. */
  8263. /**
  8264. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8265. */
  8266. colorGradingWithGreenDepth: boolean;
  8267. private _colorGradingBGR;
  8268. /**
  8269. * Gets wether the color grading texture contains BGR values.
  8270. */
  8271. /**
  8272. * Sets wether the color grading texture contains BGR values.
  8273. */
  8274. colorGradingBGR: boolean;
  8275. /** @hidden */
  8276. _exposure: number;
  8277. /**
  8278. * Gets the Exposure used in the effect.
  8279. */
  8280. /**
  8281. * Sets the Exposure used in the effect.
  8282. */
  8283. exposure: number;
  8284. private _toneMappingEnabled;
  8285. /**
  8286. * Gets wether the tone mapping effect is enabled.
  8287. */
  8288. /**
  8289. * Sets wether the tone mapping effect is enabled.
  8290. */
  8291. toneMappingEnabled: boolean;
  8292. private _toneMappingType;
  8293. /**
  8294. * Gets the type of tone mapping effect.
  8295. */
  8296. /**
  8297. * Sets the type of tone mapping effect used in BabylonJS.
  8298. */
  8299. toneMappingType: number;
  8300. protected _contrast: number;
  8301. /**
  8302. * Gets the contrast used in the effect.
  8303. */
  8304. /**
  8305. * Sets the contrast used in the effect.
  8306. */
  8307. contrast: number;
  8308. /**
  8309. * Vignette stretch size.
  8310. */
  8311. vignetteStretch: number;
  8312. /**
  8313. * Vignette centre X Offset.
  8314. */
  8315. vignetteCentreX: number;
  8316. /**
  8317. * Vignette centre Y Offset.
  8318. */
  8319. vignetteCentreY: number;
  8320. /**
  8321. * Vignette weight or intensity of the vignette effect.
  8322. */
  8323. vignetteWeight: number;
  8324. /**
  8325. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8326. * if vignetteEnabled is set to true.
  8327. */
  8328. vignetteColor: Color4;
  8329. /**
  8330. * Camera field of view used by the Vignette effect.
  8331. */
  8332. vignetteCameraFov: number;
  8333. private _vignetteBlendMode;
  8334. /**
  8335. * Gets the vignette blend mode allowing different kind of effect.
  8336. */
  8337. /**
  8338. * Sets the vignette blend mode allowing different kind of effect.
  8339. */
  8340. vignetteBlendMode: number;
  8341. private _vignetteEnabled;
  8342. /**
  8343. * Gets wether the vignette effect is enabled.
  8344. */
  8345. /**
  8346. * Sets wether the vignette effect is enabled.
  8347. */
  8348. vignetteEnabled: boolean;
  8349. private _applyByPostProcess;
  8350. /**
  8351. * Gets wether the image processing is applied through a post process or not.
  8352. */
  8353. /**
  8354. * Sets wether the image processing is applied through a post process or not.
  8355. */
  8356. applyByPostProcess: boolean;
  8357. private _isEnabled;
  8358. /**
  8359. * Gets wether the image processing is enabled or not.
  8360. */
  8361. /**
  8362. * Sets wether the image processing is enabled or not.
  8363. */
  8364. isEnabled: boolean;
  8365. /**
  8366. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8367. */
  8368. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8369. /**
  8370. * Method called each time the image processing information changes requires to recompile the effect.
  8371. */
  8372. protected _updateParameters(): void;
  8373. /**
  8374. * Gets the current class name.
  8375. * @return "ImageProcessingConfiguration"
  8376. */
  8377. getClassName(): string;
  8378. /**
  8379. * Prepare the list of uniforms associated with the Image Processing effects.
  8380. * @param uniforms The list of uniforms used in the effect
  8381. * @param defines the list of defines currently in use
  8382. */
  8383. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8384. /**
  8385. * Prepare the list of samplers associated with the Image Processing effects.
  8386. * @param samplersList The list of uniforms used in the effect
  8387. * @param defines the list of defines currently in use
  8388. */
  8389. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8390. /**
  8391. * Prepare the list of defines associated to the shader.
  8392. * @param defines the list of defines to complete
  8393. * @param forPostProcess Define if we are currently in post process mode or not
  8394. */
  8395. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8396. /**
  8397. * Returns true if all the image processing information are ready.
  8398. * @returns True if ready, otherwise, false
  8399. */
  8400. isReady(): boolean;
  8401. /**
  8402. * Binds the image processing to the shader.
  8403. * @param effect The effect to bind to
  8404. * @param overrideAspectRatio Override the aspect ratio of the effect
  8405. */
  8406. bind(effect: Effect, overrideAspectRatio?: number): void;
  8407. /**
  8408. * Clones the current image processing instance.
  8409. * @return The cloned image processing
  8410. */
  8411. clone(): ImageProcessingConfiguration;
  8412. /**
  8413. * Serializes the current image processing instance to a json representation.
  8414. * @return a JSON representation
  8415. */
  8416. serialize(): any;
  8417. /**
  8418. * Parses the image processing from a json representation.
  8419. * @param source the JSON source to parse
  8420. * @return The parsed image processing
  8421. */
  8422. static Parse(source: any): ImageProcessingConfiguration;
  8423. private static _VIGNETTEMODE_MULTIPLY;
  8424. private static _VIGNETTEMODE_OPAQUE;
  8425. /**
  8426. * Used to apply the vignette as a mix with the pixel color.
  8427. */
  8428. static readonly VIGNETTEMODE_MULTIPLY: number;
  8429. /**
  8430. * Used to apply the vignette as a replacement of the pixel color.
  8431. */
  8432. static readonly VIGNETTEMODE_OPAQUE: number;
  8433. }
  8434. }
  8435. declare module "babylonjs/Shaders/postprocess.vertex" {
  8436. /** @hidden */
  8437. export var postprocessVertexShader: {
  8438. name: string;
  8439. shader: string;
  8440. };
  8441. }
  8442. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8443. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8444. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8445. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8446. module "babylonjs/Engines/thinEngine" {
  8447. interface ThinEngine {
  8448. /**
  8449. * Creates a new render target texture
  8450. * @param size defines the size of the texture
  8451. * @param options defines the options used to create the texture
  8452. * @returns a new render target texture stored in an InternalTexture
  8453. */
  8454. createRenderTargetTexture(size: number | {
  8455. width: number;
  8456. height: number;
  8457. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8458. /**
  8459. * Creates a depth stencil texture.
  8460. * This is only available in WebGL 2 or with the depth texture extension available.
  8461. * @param size The size of face edge in the texture.
  8462. * @param options The options defining the texture.
  8463. * @returns The texture
  8464. */
  8465. createDepthStencilTexture(size: number | {
  8466. width: number;
  8467. height: number;
  8468. }, options: DepthTextureCreationOptions): InternalTexture;
  8469. /** @hidden */
  8470. _createDepthStencilTexture(size: number | {
  8471. width: number;
  8472. height: number;
  8473. }, options: DepthTextureCreationOptions): InternalTexture;
  8474. }
  8475. }
  8476. }
  8477. declare module "babylonjs/Maths/math.axis" {
  8478. import { Vector3 } from "babylonjs/Maths/math.vector";
  8479. /** Defines supported spaces */
  8480. export enum Space {
  8481. /** Local (object) space */
  8482. LOCAL = 0,
  8483. /** World space */
  8484. WORLD = 1,
  8485. /** Bone space */
  8486. BONE = 2
  8487. }
  8488. /** Defines the 3 main axes */
  8489. export class Axis {
  8490. /** X axis */
  8491. static X: Vector3;
  8492. /** Y axis */
  8493. static Y: Vector3;
  8494. /** Z axis */
  8495. static Z: Vector3;
  8496. }
  8497. }
  8498. declare module "babylonjs/Cameras/targetCamera" {
  8499. import { Nullable } from "babylonjs/types";
  8500. import { Camera } from "babylonjs/Cameras/camera";
  8501. import { Scene } from "babylonjs/scene";
  8502. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8503. /**
  8504. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8505. * This is the base of the follow, arc rotate cameras and Free camera
  8506. * @see http://doc.babylonjs.com/features/cameras
  8507. */
  8508. export class TargetCamera extends Camera {
  8509. private static _RigCamTransformMatrix;
  8510. private static _TargetTransformMatrix;
  8511. private static _TargetFocalPoint;
  8512. /**
  8513. * Define the current direction the camera is moving to
  8514. */
  8515. cameraDirection: Vector3;
  8516. /**
  8517. * Define the current rotation the camera is rotating to
  8518. */
  8519. cameraRotation: Vector2;
  8520. /**
  8521. * When set, the up vector of the camera will be updated by the rotation of the camera
  8522. */
  8523. updateUpVectorFromRotation: boolean;
  8524. private _tmpQuaternion;
  8525. /**
  8526. * Define the current rotation of the camera
  8527. */
  8528. rotation: Vector3;
  8529. /**
  8530. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8531. */
  8532. rotationQuaternion: Quaternion;
  8533. /**
  8534. * Define the current speed of the camera
  8535. */
  8536. speed: number;
  8537. /**
  8538. * Add constraint to the camera to prevent it to move freely in all directions and
  8539. * around all axis.
  8540. */
  8541. noRotationConstraint: boolean;
  8542. /**
  8543. * Define the current target of the camera as an object or a position.
  8544. */
  8545. lockedTarget: any;
  8546. /** @hidden */
  8547. _currentTarget: Vector3;
  8548. /** @hidden */
  8549. _initialFocalDistance: number;
  8550. /** @hidden */
  8551. _viewMatrix: Matrix;
  8552. /** @hidden */
  8553. _camMatrix: Matrix;
  8554. /** @hidden */
  8555. _cameraTransformMatrix: Matrix;
  8556. /** @hidden */
  8557. _cameraRotationMatrix: Matrix;
  8558. /** @hidden */
  8559. _referencePoint: Vector3;
  8560. /** @hidden */
  8561. _transformedReferencePoint: Vector3;
  8562. protected _globalCurrentTarget: Vector3;
  8563. protected _globalCurrentUpVector: Vector3;
  8564. /** @hidden */
  8565. _reset: () => void;
  8566. private _defaultUp;
  8567. /**
  8568. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8569. * This is the base of the follow, arc rotate cameras and Free camera
  8570. * @see http://doc.babylonjs.com/features/cameras
  8571. * @param name Defines the name of the camera in the scene
  8572. * @param position Defines the start position of the camera in the scene
  8573. * @param scene Defines the scene the camera belongs to
  8574. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8575. */
  8576. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8577. /**
  8578. * Gets the position in front of the camera at a given distance.
  8579. * @param distance The distance from the camera we want the position to be
  8580. * @returns the position
  8581. */
  8582. getFrontPosition(distance: number): Vector3;
  8583. /** @hidden */
  8584. _getLockedTargetPosition(): Nullable<Vector3>;
  8585. private _storedPosition;
  8586. private _storedRotation;
  8587. private _storedRotationQuaternion;
  8588. /**
  8589. * Store current camera state of the camera (fov, position, rotation, etc..)
  8590. * @returns the camera
  8591. */
  8592. storeState(): Camera;
  8593. /**
  8594. * Restored camera state. You must call storeState() first
  8595. * @returns whether it was successful or not
  8596. * @hidden
  8597. */
  8598. _restoreStateValues(): boolean;
  8599. /** @hidden */
  8600. _initCache(): void;
  8601. /** @hidden */
  8602. _updateCache(ignoreParentClass?: boolean): void;
  8603. /** @hidden */
  8604. _isSynchronizedViewMatrix(): boolean;
  8605. /** @hidden */
  8606. _computeLocalCameraSpeed(): number;
  8607. /**
  8608. * Defines the target the camera should look at.
  8609. * @param target Defines the new target as a Vector or a mesh
  8610. */
  8611. setTarget(target: Vector3): void;
  8612. /**
  8613. * Return the current target position of the camera. This value is expressed in local space.
  8614. * @returns the target position
  8615. */
  8616. getTarget(): Vector3;
  8617. /** @hidden */
  8618. _decideIfNeedsToMove(): boolean;
  8619. /** @hidden */
  8620. _updatePosition(): void;
  8621. /** @hidden */
  8622. _checkInputs(): void;
  8623. protected _updateCameraRotationMatrix(): void;
  8624. /**
  8625. * 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)
  8626. * @returns the current camera
  8627. */
  8628. private _rotateUpVectorWithCameraRotationMatrix;
  8629. private _cachedRotationZ;
  8630. private _cachedQuaternionRotationZ;
  8631. /** @hidden */
  8632. _getViewMatrix(): Matrix;
  8633. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8634. /**
  8635. * @hidden
  8636. */
  8637. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8638. /**
  8639. * @hidden
  8640. */
  8641. _updateRigCameras(): void;
  8642. private _getRigCamPositionAndTarget;
  8643. /**
  8644. * Gets the current object class name.
  8645. * @return the class name
  8646. */
  8647. getClassName(): string;
  8648. }
  8649. }
  8650. declare module "babylonjs/Events/keyboardEvents" {
  8651. /**
  8652. * Gather the list of keyboard event types as constants.
  8653. */
  8654. export class KeyboardEventTypes {
  8655. /**
  8656. * The keydown event is fired when a key becomes active (pressed).
  8657. */
  8658. static readonly KEYDOWN: number;
  8659. /**
  8660. * The keyup event is fired when a key has been released.
  8661. */
  8662. static readonly KEYUP: number;
  8663. }
  8664. /**
  8665. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8666. */
  8667. export class KeyboardInfo {
  8668. /**
  8669. * Defines the type of event (KeyboardEventTypes)
  8670. */
  8671. type: number;
  8672. /**
  8673. * Defines the related dom event
  8674. */
  8675. event: KeyboardEvent;
  8676. /**
  8677. * Instantiates a new keyboard info.
  8678. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8679. * @param type Defines the type of event (KeyboardEventTypes)
  8680. * @param event Defines the related dom event
  8681. */
  8682. constructor(
  8683. /**
  8684. * Defines the type of event (KeyboardEventTypes)
  8685. */
  8686. type: number,
  8687. /**
  8688. * Defines the related dom event
  8689. */
  8690. event: KeyboardEvent);
  8691. }
  8692. /**
  8693. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8694. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8695. */
  8696. export class KeyboardInfoPre extends KeyboardInfo {
  8697. /**
  8698. * Defines the type of event (KeyboardEventTypes)
  8699. */
  8700. type: number;
  8701. /**
  8702. * Defines the related dom event
  8703. */
  8704. event: KeyboardEvent;
  8705. /**
  8706. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8707. */
  8708. skipOnPointerObservable: boolean;
  8709. /**
  8710. * Instantiates a new keyboard pre info.
  8711. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8712. * @param type Defines the type of event (KeyboardEventTypes)
  8713. * @param event Defines the related dom event
  8714. */
  8715. constructor(
  8716. /**
  8717. * Defines the type of event (KeyboardEventTypes)
  8718. */
  8719. type: number,
  8720. /**
  8721. * Defines the related dom event
  8722. */
  8723. event: KeyboardEvent);
  8724. }
  8725. }
  8726. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8727. import { Nullable } from "babylonjs/types";
  8728. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8729. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8730. /**
  8731. * Manage the keyboard inputs to control the movement of a free camera.
  8732. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8733. */
  8734. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8735. /**
  8736. * Defines the camera the input is attached to.
  8737. */
  8738. camera: FreeCamera;
  8739. /**
  8740. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8741. */
  8742. keysUp: number[];
  8743. /**
  8744. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8745. */
  8746. keysDown: number[];
  8747. /**
  8748. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8749. */
  8750. keysLeft: number[];
  8751. /**
  8752. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8753. */
  8754. keysRight: number[];
  8755. private _keys;
  8756. private _onCanvasBlurObserver;
  8757. private _onKeyboardObserver;
  8758. private _engine;
  8759. private _scene;
  8760. /**
  8761. * Attach the input controls to a specific dom element to get the input from.
  8762. * @param element Defines the element the controls should be listened from
  8763. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8764. */
  8765. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8766. /**
  8767. * Detach the current controls from the specified dom element.
  8768. * @param element Defines the element to stop listening the inputs from
  8769. */
  8770. detachControl(element: Nullable<HTMLElement>): void;
  8771. /**
  8772. * Update the current camera state depending on the inputs that have been used this frame.
  8773. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8774. */
  8775. checkInputs(): void;
  8776. /**
  8777. * Gets the class name of the current intput.
  8778. * @returns the class name
  8779. */
  8780. getClassName(): string;
  8781. /** @hidden */
  8782. _onLostFocus(): void;
  8783. /**
  8784. * Get the friendly name associated with the input class.
  8785. * @returns the input friendly name
  8786. */
  8787. getSimpleName(): string;
  8788. }
  8789. }
  8790. declare module "babylonjs/Lights/shadowLight" {
  8791. import { Camera } from "babylonjs/Cameras/camera";
  8792. import { Scene } from "babylonjs/scene";
  8793. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8794. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8795. import { Light } from "babylonjs/Lights/light";
  8796. /**
  8797. * Interface describing all the common properties and methods a shadow light needs to implement.
  8798. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8799. * as well as binding the different shadow properties to the effects.
  8800. */
  8801. export interface IShadowLight extends Light {
  8802. /**
  8803. * The light id in the scene (used in scene.findLighById for instance)
  8804. */
  8805. id: string;
  8806. /**
  8807. * The position the shdow will be casted from.
  8808. */
  8809. position: Vector3;
  8810. /**
  8811. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8812. */
  8813. direction: Vector3;
  8814. /**
  8815. * The transformed position. Position of the light in world space taking parenting in account.
  8816. */
  8817. transformedPosition: Vector3;
  8818. /**
  8819. * The transformed direction. Direction of the light in world space taking parenting in account.
  8820. */
  8821. transformedDirection: Vector3;
  8822. /**
  8823. * The friendly name of the light in the scene.
  8824. */
  8825. name: string;
  8826. /**
  8827. * Defines the shadow projection clipping minimum z value.
  8828. */
  8829. shadowMinZ: number;
  8830. /**
  8831. * Defines the shadow projection clipping maximum z value.
  8832. */
  8833. shadowMaxZ: number;
  8834. /**
  8835. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8836. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8837. */
  8838. computeTransformedInformation(): boolean;
  8839. /**
  8840. * Gets the scene the light belongs to.
  8841. * @returns The scene
  8842. */
  8843. getScene(): Scene;
  8844. /**
  8845. * Callback defining a custom Projection Matrix Builder.
  8846. * This can be used to override the default projection matrix computation.
  8847. */
  8848. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8849. /**
  8850. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8851. * @param matrix The materix to updated with the projection information
  8852. * @param viewMatrix The transform matrix of the light
  8853. * @param renderList The list of mesh to render in the map
  8854. * @returns The current light
  8855. */
  8856. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8857. /**
  8858. * Gets the current depth scale used in ESM.
  8859. * @returns The scale
  8860. */
  8861. getDepthScale(): number;
  8862. /**
  8863. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8864. * @returns true if a cube texture needs to be use
  8865. */
  8866. needCube(): boolean;
  8867. /**
  8868. * Detects if the projection matrix requires to be recomputed this frame.
  8869. * @returns true if it requires to be recomputed otherwise, false.
  8870. */
  8871. needProjectionMatrixCompute(): boolean;
  8872. /**
  8873. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8874. */
  8875. forceProjectionMatrixCompute(): void;
  8876. /**
  8877. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8878. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8879. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8880. */
  8881. getShadowDirection(faceIndex?: number): Vector3;
  8882. /**
  8883. * Gets the minZ used for shadow according to both the scene and the light.
  8884. * @param activeCamera The camera we are returning the min for
  8885. * @returns the depth min z
  8886. */
  8887. getDepthMinZ(activeCamera: Camera): number;
  8888. /**
  8889. * Gets the maxZ used for shadow according to both the scene and the light.
  8890. * @param activeCamera The camera we are returning the max for
  8891. * @returns the depth max z
  8892. */
  8893. getDepthMaxZ(activeCamera: Camera): number;
  8894. }
  8895. /**
  8896. * Base implementation IShadowLight
  8897. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8898. */
  8899. export abstract class ShadowLight extends Light implements IShadowLight {
  8900. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8901. protected _position: Vector3;
  8902. protected _setPosition(value: Vector3): void;
  8903. /**
  8904. * Sets the position the shadow will be casted from. Also use as the light position for both
  8905. * point and spot lights.
  8906. */
  8907. /**
  8908. * Sets the position the shadow will be casted from. Also use as the light position for both
  8909. * point and spot lights.
  8910. */
  8911. position: Vector3;
  8912. protected _direction: Vector3;
  8913. protected _setDirection(value: Vector3): void;
  8914. /**
  8915. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8916. * Also use as the light direction on spot and directional lights.
  8917. */
  8918. /**
  8919. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8920. * Also use as the light direction on spot and directional lights.
  8921. */
  8922. direction: Vector3;
  8923. private _shadowMinZ;
  8924. /**
  8925. * Gets the shadow projection clipping minimum z value.
  8926. */
  8927. /**
  8928. * Sets the shadow projection clipping minimum z value.
  8929. */
  8930. shadowMinZ: number;
  8931. private _shadowMaxZ;
  8932. /**
  8933. * Sets the shadow projection clipping maximum z value.
  8934. */
  8935. /**
  8936. * Gets the shadow projection clipping maximum z value.
  8937. */
  8938. shadowMaxZ: number;
  8939. /**
  8940. * Callback defining a custom Projection Matrix Builder.
  8941. * This can be used to override the default projection matrix computation.
  8942. */
  8943. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8944. /**
  8945. * The transformed position. Position of the light in world space taking parenting in account.
  8946. */
  8947. transformedPosition: Vector3;
  8948. /**
  8949. * The transformed direction. Direction of the light in world space taking parenting in account.
  8950. */
  8951. transformedDirection: Vector3;
  8952. private _needProjectionMatrixCompute;
  8953. /**
  8954. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8955. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8956. */
  8957. computeTransformedInformation(): boolean;
  8958. /**
  8959. * Return the depth scale used for the shadow map.
  8960. * @returns the depth scale.
  8961. */
  8962. getDepthScale(): number;
  8963. /**
  8964. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8965. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8966. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8967. */
  8968. getShadowDirection(faceIndex?: number): Vector3;
  8969. /**
  8970. * Returns the ShadowLight absolute position in the World.
  8971. * @returns the position vector in world space
  8972. */
  8973. getAbsolutePosition(): Vector3;
  8974. /**
  8975. * Sets the ShadowLight direction toward the passed target.
  8976. * @param target The point to target in local space
  8977. * @returns the updated ShadowLight direction
  8978. */
  8979. setDirectionToTarget(target: Vector3): Vector3;
  8980. /**
  8981. * Returns the light rotation in euler definition.
  8982. * @returns the x y z rotation in local space.
  8983. */
  8984. getRotation(): Vector3;
  8985. /**
  8986. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8987. * @returns true if a cube texture needs to be use
  8988. */
  8989. needCube(): boolean;
  8990. /**
  8991. * Detects if the projection matrix requires to be recomputed this frame.
  8992. * @returns true if it requires to be recomputed otherwise, false.
  8993. */
  8994. needProjectionMatrixCompute(): boolean;
  8995. /**
  8996. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8997. */
  8998. forceProjectionMatrixCompute(): void;
  8999. /** @hidden */
  9000. _initCache(): void;
  9001. /** @hidden */
  9002. _isSynchronized(): boolean;
  9003. /**
  9004. * Computes the world matrix of the node
  9005. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  9006. * @returns the world matrix
  9007. */
  9008. computeWorldMatrix(force?: boolean): Matrix;
  9009. /**
  9010. * Gets the minZ used for shadow according to both the scene and the light.
  9011. * @param activeCamera The camera we are returning the min for
  9012. * @returns the depth min z
  9013. */
  9014. getDepthMinZ(activeCamera: Camera): number;
  9015. /**
  9016. * Gets the maxZ used for shadow according to both the scene and the light.
  9017. * @param activeCamera The camera we are returning the max for
  9018. * @returns the depth max z
  9019. */
  9020. getDepthMaxZ(activeCamera: Camera): number;
  9021. /**
  9022. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  9023. * @param matrix The materix to updated with the projection information
  9024. * @param viewMatrix The transform matrix of the light
  9025. * @param renderList The list of mesh to render in the map
  9026. * @returns The current light
  9027. */
  9028. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  9029. }
  9030. }
  9031. declare module "babylonjs/Materials/effectFallbacks" {
  9032. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  9033. import { Effect } from "babylonjs/Materials/effect";
  9034. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9035. /**
  9036. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  9037. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  9038. */
  9039. export class EffectFallbacks implements IEffectFallbacks {
  9040. private _defines;
  9041. private _currentRank;
  9042. private _maxRank;
  9043. private _mesh;
  9044. /**
  9045. * Removes the fallback from the bound mesh.
  9046. */
  9047. unBindMesh(): void;
  9048. /**
  9049. * Adds a fallback on the specified property.
  9050. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9051. * @param define The name of the define in the shader
  9052. */
  9053. addFallback(rank: number, define: string): void;
  9054. /**
  9055. * Sets the mesh to use CPU skinning when needing to fallback.
  9056. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9057. * @param mesh The mesh to use the fallbacks.
  9058. */
  9059. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  9060. /**
  9061. * Checks to see if more fallbacks are still availible.
  9062. */
  9063. readonly hasMoreFallbacks: boolean;
  9064. /**
  9065. * Removes the defines that should be removed when falling back.
  9066. * @param currentDefines defines the current define statements for the shader.
  9067. * @param effect defines the current effect we try to compile
  9068. * @returns The resulting defines with defines of the current rank removed.
  9069. */
  9070. reduce(currentDefines: string, effect: Effect): string;
  9071. }
  9072. }
  9073. declare module "babylonjs/Materials/materialHelper" {
  9074. import { Nullable } from "babylonjs/types";
  9075. import { Scene } from "babylonjs/scene";
  9076. import { Engine } from "babylonjs/Engines/engine";
  9077. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9078. import { Light } from "babylonjs/Lights/light";
  9079. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9080. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  9081. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  9082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9083. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  9084. /**
  9085. * "Static Class" containing the most commonly used helper while dealing with material for
  9086. * rendering purpose.
  9087. *
  9088. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9089. *
  9090. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9091. */
  9092. export class MaterialHelper {
  9093. /**
  9094. * Bind the current view position to an effect.
  9095. * @param effect The effect to be bound
  9096. * @param scene The scene the eyes position is used from
  9097. */
  9098. static BindEyePosition(effect: Effect, scene: Scene): void;
  9099. /**
  9100. * Helps preparing the defines values about the UVs in used in the effect.
  9101. * UVs are shared as much as we can accross channels in the shaders.
  9102. * @param texture The texture we are preparing the UVs for
  9103. * @param defines The defines to update
  9104. * @param key The channel key "diffuse", "specular"... used in the shader
  9105. */
  9106. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9107. /**
  9108. * Binds a texture matrix value to its corrsponding uniform
  9109. * @param texture The texture to bind the matrix for
  9110. * @param uniformBuffer The uniform buffer receivin the data
  9111. * @param key The channel key "diffuse", "specular"... used in the shader
  9112. */
  9113. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9114. /**
  9115. * Gets the current status of the fog (should it be enabled?)
  9116. * @param mesh defines the mesh to evaluate for fog support
  9117. * @param scene defines the hosting scene
  9118. * @returns true if fog must be enabled
  9119. */
  9120. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9121. /**
  9122. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9123. * @param mesh defines the current mesh
  9124. * @param scene defines the current scene
  9125. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9126. * @param pointsCloud defines if point cloud rendering has to be turned on
  9127. * @param fogEnabled defines if fog has to be turned on
  9128. * @param alphaTest defines if alpha testing has to be turned on
  9129. * @param defines defines the current list of defines
  9130. */
  9131. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9132. /**
  9133. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9134. * @param scene defines the current scene
  9135. * @param engine defines the current engine
  9136. * @param defines specifies the list of active defines
  9137. * @param useInstances defines if instances have to be turned on
  9138. * @param useClipPlane defines if clip plane have to be turned on
  9139. */
  9140. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9141. /**
  9142. * Prepares the defines for bones
  9143. * @param mesh The mesh containing the geometry data we will draw
  9144. * @param defines The defines to update
  9145. */
  9146. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9147. /**
  9148. * Prepares the defines for morph targets
  9149. * @param mesh The mesh containing the geometry data we will draw
  9150. * @param defines The defines to update
  9151. */
  9152. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9153. /**
  9154. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9155. * @param mesh The mesh containing the geometry data we will draw
  9156. * @param defines The defines to update
  9157. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9158. * @param useBones Precise whether bones should be used or not (override mesh info)
  9159. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9160. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9161. * @returns false if defines are considered not dirty and have not been checked
  9162. */
  9163. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9164. /**
  9165. * Prepares the defines related to multiview
  9166. * @param scene The scene we are intending to draw
  9167. * @param defines The defines to update
  9168. */
  9169. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9170. /**
  9171. * Prepares the defines related to the light information passed in parameter
  9172. * @param scene The scene we are intending to draw
  9173. * @param mesh The mesh the effect is compiling for
  9174. * @param light The light the effect is compiling for
  9175. * @param lightIndex The index of the light
  9176. * @param defines The defines to update
  9177. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9178. * @param state Defines the current state regarding what is needed (normals, etc...)
  9179. */
  9180. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9181. needNormals: boolean;
  9182. needRebuild: boolean;
  9183. shadowEnabled: boolean;
  9184. specularEnabled: boolean;
  9185. lightmapMode: boolean;
  9186. }): void;
  9187. /**
  9188. * Prepares the defines related to the light information passed in parameter
  9189. * @param scene The scene we are intending to draw
  9190. * @param mesh The mesh the effect is compiling for
  9191. * @param defines The defines to update
  9192. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9193. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9194. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9195. * @returns true if normals will be required for the rest of the effect
  9196. */
  9197. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9198. /**
  9199. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9200. * @param lightIndex defines the light index
  9201. * @param uniformsList The uniform list
  9202. * @param samplersList The sampler list
  9203. * @param projectedLightTexture defines if projected texture must be used
  9204. * @param uniformBuffersList defines an optional list of uniform buffers
  9205. */
  9206. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9207. /**
  9208. * Prepares the uniforms and samplers list to be used in the effect
  9209. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9210. * @param samplersList The sampler list
  9211. * @param defines The defines helping in the list generation
  9212. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9213. */
  9214. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9215. /**
  9216. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9217. * @param defines The defines to update while falling back
  9218. * @param fallbacks The authorized effect fallbacks
  9219. * @param maxSimultaneousLights The maximum number of lights allowed
  9220. * @param rank the current rank of the Effect
  9221. * @returns The newly affected rank
  9222. */
  9223. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9224. private static _TmpMorphInfluencers;
  9225. /**
  9226. * Prepares the list of attributes required for morph targets according to the effect defines.
  9227. * @param attribs The current list of supported attribs
  9228. * @param mesh The mesh to prepare the morph targets attributes for
  9229. * @param influencers The number of influencers
  9230. */
  9231. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9232. /**
  9233. * Prepares the list of attributes required for morph targets according to the effect defines.
  9234. * @param attribs The current list of supported attribs
  9235. * @param mesh The mesh to prepare the morph targets attributes for
  9236. * @param defines The current Defines of the effect
  9237. */
  9238. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9239. /**
  9240. * Prepares the list of attributes required for bones according to the effect defines.
  9241. * @param attribs The current list of supported attribs
  9242. * @param mesh The mesh to prepare the bones attributes for
  9243. * @param defines The current Defines of the effect
  9244. * @param fallbacks The current efffect fallback strategy
  9245. */
  9246. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9247. /**
  9248. * Check and prepare the list of attributes required for instances according to the effect defines.
  9249. * @param attribs The current list of supported attribs
  9250. * @param defines The current MaterialDefines of the effect
  9251. */
  9252. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9253. /**
  9254. * Add the list of attributes required for instances to the attribs array.
  9255. * @param attribs The current list of supported attribs
  9256. */
  9257. static PushAttributesForInstances(attribs: string[]): void;
  9258. /**
  9259. * Binds the light information to the effect.
  9260. * @param light The light containing the generator
  9261. * @param effect The effect we are binding the data to
  9262. * @param lightIndex The light index in the effect used to render
  9263. */
  9264. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9265. /**
  9266. * Binds the lights information from the scene to the effect for the given mesh.
  9267. * @param light Light to bind
  9268. * @param lightIndex Light index
  9269. * @param scene The scene where the light belongs to
  9270. * @param effect The effect we are binding the data to
  9271. * @param useSpecular Defines if specular is supported
  9272. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9273. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9274. */
  9275. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9276. /**
  9277. * Binds the lights information from the scene to the effect for the given mesh.
  9278. * @param scene The scene the lights belongs to
  9279. * @param mesh The mesh we are binding the information to render
  9280. * @param effect The effect we are binding the data to
  9281. * @param defines The generated defines for the effect
  9282. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9283. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9284. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9285. */
  9286. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9287. private static _tempFogColor;
  9288. /**
  9289. * Binds the fog information from the scene to the effect for the given mesh.
  9290. * @param scene The scene the lights belongs to
  9291. * @param mesh The mesh we are binding the information to render
  9292. * @param effect The effect we are binding the data to
  9293. * @param linearSpace Defines if the fog effect is applied in linear space
  9294. */
  9295. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9296. /**
  9297. * Binds the bones information from the mesh to the effect.
  9298. * @param mesh The mesh we are binding the information to render
  9299. * @param effect The effect we are binding the data to
  9300. */
  9301. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9302. /**
  9303. * Binds the morph targets information from the mesh to the effect.
  9304. * @param abstractMesh The mesh we are binding the information to render
  9305. * @param effect The effect we are binding the data to
  9306. */
  9307. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9308. /**
  9309. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9310. * @param defines The generated defines used in the effect
  9311. * @param effect The effect we are binding the data to
  9312. * @param scene The scene we are willing to render with logarithmic scale for
  9313. */
  9314. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9315. /**
  9316. * Binds the clip plane information from the scene to the effect.
  9317. * @param scene The scene the clip plane information are extracted from
  9318. * @param effect The effect we are binding the data to
  9319. */
  9320. static BindClipPlane(effect: Effect, scene: Scene): void;
  9321. }
  9322. }
  9323. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9324. /** @hidden */
  9325. export var packingFunctions: {
  9326. name: string;
  9327. shader: string;
  9328. };
  9329. }
  9330. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9331. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9332. /** @hidden */
  9333. export var shadowMapPixelShader: {
  9334. name: string;
  9335. shader: string;
  9336. };
  9337. }
  9338. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9339. /** @hidden */
  9340. export var bonesDeclaration: {
  9341. name: string;
  9342. shader: string;
  9343. };
  9344. }
  9345. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9346. /** @hidden */
  9347. export var morphTargetsVertexGlobalDeclaration: {
  9348. name: string;
  9349. shader: string;
  9350. };
  9351. }
  9352. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9353. /** @hidden */
  9354. export var morphTargetsVertexDeclaration: {
  9355. name: string;
  9356. shader: string;
  9357. };
  9358. }
  9359. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9360. /** @hidden */
  9361. export var instancesDeclaration: {
  9362. name: string;
  9363. shader: string;
  9364. };
  9365. }
  9366. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9367. /** @hidden */
  9368. export var helperFunctions: {
  9369. name: string;
  9370. shader: string;
  9371. };
  9372. }
  9373. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9374. /** @hidden */
  9375. export var morphTargetsVertex: {
  9376. name: string;
  9377. shader: string;
  9378. };
  9379. }
  9380. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9381. /** @hidden */
  9382. export var instancesVertex: {
  9383. name: string;
  9384. shader: string;
  9385. };
  9386. }
  9387. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9388. /** @hidden */
  9389. export var bonesVertex: {
  9390. name: string;
  9391. shader: string;
  9392. };
  9393. }
  9394. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9395. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9396. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9397. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9398. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9399. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9400. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9401. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9402. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9403. /** @hidden */
  9404. export var shadowMapVertexShader: {
  9405. name: string;
  9406. shader: string;
  9407. };
  9408. }
  9409. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9410. /** @hidden */
  9411. export var depthBoxBlurPixelShader: {
  9412. name: string;
  9413. shader: string;
  9414. };
  9415. }
  9416. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9417. import { Nullable } from "babylonjs/types";
  9418. import { Scene } from "babylonjs/scene";
  9419. import { Matrix } from "babylonjs/Maths/math.vector";
  9420. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9421. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9422. import { Mesh } from "babylonjs/Meshes/mesh";
  9423. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9424. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9425. import { Effect } from "babylonjs/Materials/effect";
  9426. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9427. import "babylonjs/Shaders/shadowMap.fragment";
  9428. import "babylonjs/Shaders/shadowMap.vertex";
  9429. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9430. import { Observable } from "babylonjs/Misc/observable";
  9431. /**
  9432. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9433. */
  9434. export interface ICustomShaderOptions {
  9435. /**
  9436. * Gets or sets the custom shader name to use
  9437. */
  9438. shaderName: string;
  9439. /**
  9440. * The list of attribute names used in the shader
  9441. */
  9442. attributes?: string[];
  9443. /**
  9444. * The list of unifrom names used in the shader
  9445. */
  9446. uniforms?: string[];
  9447. /**
  9448. * The list of sampler names used in the shader
  9449. */
  9450. samplers?: string[];
  9451. /**
  9452. * The list of defines used in the shader
  9453. */
  9454. defines?: string[];
  9455. }
  9456. /**
  9457. * Interface to implement to create a shadow generator compatible with BJS.
  9458. */
  9459. export interface IShadowGenerator {
  9460. /**
  9461. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9462. * @returns The render target texture if present otherwise, null
  9463. */
  9464. getShadowMap(): Nullable<RenderTargetTexture>;
  9465. /**
  9466. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9467. * @returns The render target texture if the shadow map is present otherwise, null
  9468. */
  9469. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9470. /**
  9471. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9472. * @param subMesh The submesh we want to render in the shadow map
  9473. * @param useInstances Defines wether will draw in the map using instances
  9474. * @returns true if ready otherwise, false
  9475. */
  9476. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9477. /**
  9478. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9479. * @param defines Defines of the material we want to update
  9480. * @param lightIndex Index of the light in the enabled light list of the material
  9481. */
  9482. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9483. /**
  9484. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9485. * defined in the generator but impacting the effect).
  9486. * It implies the unifroms available on the materials are the standard BJS ones.
  9487. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9488. * @param effect The effect we are binfing the information for
  9489. */
  9490. bindShadowLight(lightIndex: string, effect: Effect): void;
  9491. /**
  9492. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9493. * (eq to shadow prjection matrix * light transform matrix)
  9494. * @returns The transform matrix used to create the shadow map
  9495. */
  9496. getTransformMatrix(): Matrix;
  9497. /**
  9498. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9499. * Cube and 2D textures for instance.
  9500. */
  9501. recreateShadowMap(): void;
  9502. /**
  9503. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9504. * @param onCompiled Callback triggered at the and of the effects compilation
  9505. * @param options Sets of optional options forcing the compilation with different modes
  9506. */
  9507. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9508. useInstances: boolean;
  9509. }>): void;
  9510. /**
  9511. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9512. * @param options Sets of optional options forcing the compilation with different modes
  9513. * @returns A promise that resolves when the compilation completes
  9514. */
  9515. forceCompilationAsync(options?: Partial<{
  9516. useInstances: boolean;
  9517. }>): Promise<void>;
  9518. /**
  9519. * Serializes the shadow generator setup to a json object.
  9520. * @returns The serialized JSON object
  9521. */
  9522. serialize(): any;
  9523. /**
  9524. * Disposes the Shadow map and related Textures and effects.
  9525. */
  9526. dispose(): void;
  9527. }
  9528. /**
  9529. * Default implementation IShadowGenerator.
  9530. * This is the main object responsible of generating shadows in the framework.
  9531. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9532. */
  9533. export class ShadowGenerator implements IShadowGenerator {
  9534. /**
  9535. * Shadow generator mode None: no filtering applied.
  9536. */
  9537. static readonly FILTER_NONE: number;
  9538. /**
  9539. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9540. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9541. */
  9542. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9543. /**
  9544. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9545. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9546. */
  9547. static readonly FILTER_POISSONSAMPLING: number;
  9548. /**
  9549. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9550. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9551. */
  9552. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9553. /**
  9554. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9555. * edge artifacts on steep falloff.
  9556. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9557. */
  9558. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9559. /**
  9560. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9561. * edge artifacts on steep falloff.
  9562. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9563. */
  9564. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9565. /**
  9566. * Shadow generator mode PCF: Percentage Closer Filtering
  9567. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9568. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9569. */
  9570. static readonly FILTER_PCF: number;
  9571. /**
  9572. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9573. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9574. * Contact Hardening
  9575. */
  9576. static readonly FILTER_PCSS: number;
  9577. /**
  9578. * Reserved for PCF and PCSS
  9579. * Highest Quality.
  9580. *
  9581. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9582. *
  9583. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9584. */
  9585. static readonly QUALITY_HIGH: number;
  9586. /**
  9587. * Reserved for PCF and PCSS
  9588. * Good tradeoff for quality/perf cross devices
  9589. *
  9590. * Execute PCF on a 3*3 kernel.
  9591. *
  9592. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9593. */
  9594. static readonly QUALITY_MEDIUM: number;
  9595. /**
  9596. * Reserved for PCF and PCSS
  9597. * The lowest quality but the fastest.
  9598. *
  9599. * Execute PCF on a 1*1 kernel.
  9600. *
  9601. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9602. */
  9603. static readonly QUALITY_LOW: number;
  9604. /** Gets or sets the custom shader name to use */
  9605. customShaderOptions: ICustomShaderOptions;
  9606. /**
  9607. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9608. */
  9609. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9610. /**
  9611. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9612. */
  9613. onAfterShadowMapRenderObservable: Observable<Effect>;
  9614. /**
  9615. * Observable triggered before a mesh is rendered in the shadow map.
  9616. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9617. */
  9618. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9619. /**
  9620. * Observable triggered after a mesh is rendered in the shadow map.
  9621. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9622. */
  9623. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9624. private _bias;
  9625. /**
  9626. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9627. */
  9628. /**
  9629. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9630. */
  9631. bias: number;
  9632. private _normalBias;
  9633. /**
  9634. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9635. */
  9636. /**
  9637. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9638. */
  9639. normalBias: number;
  9640. private _blurBoxOffset;
  9641. /**
  9642. * Gets the blur box offset: offset applied during the blur pass.
  9643. * Only useful if useKernelBlur = false
  9644. */
  9645. /**
  9646. * Sets the blur box offset: offset applied during the blur pass.
  9647. * Only useful if useKernelBlur = false
  9648. */
  9649. blurBoxOffset: number;
  9650. private _blurScale;
  9651. /**
  9652. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9653. * 2 means half of the size.
  9654. */
  9655. /**
  9656. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9657. * 2 means half of the size.
  9658. */
  9659. blurScale: number;
  9660. private _blurKernel;
  9661. /**
  9662. * Gets the blur kernel: kernel size of the blur pass.
  9663. * Only useful if useKernelBlur = true
  9664. */
  9665. /**
  9666. * Sets the blur kernel: kernel size of the blur pass.
  9667. * Only useful if useKernelBlur = true
  9668. */
  9669. blurKernel: number;
  9670. private _useKernelBlur;
  9671. /**
  9672. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9673. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9674. */
  9675. /**
  9676. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9677. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9678. */
  9679. useKernelBlur: boolean;
  9680. private _depthScale;
  9681. /**
  9682. * Gets the depth scale used in ESM mode.
  9683. */
  9684. /**
  9685. * Sets the depth scale used in ESM mode.
  9686. * This can override the scale stored on the light.
  9687. */
  9688. depthScale: number;
  9689. private _filter;
  9690. /**
  9691. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9692. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9693. */
  9694. /**
  9695. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9696. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9697. */
  9698. filter: number;
  9699. /**
  9700. * Gets if the current filter is set to Poisson Sampling.
  9701. */
  9702. /**
  9703. * Sets the current filter to Poisson Sampling.
  9704. */
  9705. usePoissonSampling: boolean;
  9706. /**
  9707. * Gets if the current filter is set to ESM.
  9708. */
  9709. /**
  9710. * Sets the current filter is to ESM.
  9711. */
  9712. useExponentialShadowMap: boolean;
  9713. /**
  9714. * Gets if the current filter is set to filtered ESM.
  9715. */
  9716. /**
  9717. * Gets if the current filter is set to filtered ESM.
  9718. */
  9719. useBlurExponentialShadowMap: boolean;
  9720. /**
  9721. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9722. * exponential to prevent steep falloff artifacts).
  9723. */
  9724. /**
  9725. * Sets the current filter to "close ESM" (using the inverse of the
  9726. * exponential to prevent steep falloff artifacts).
  9727. */
  9728. useCloseExponentialShadowMap: boolean;
  9729. /**
  9730. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9731. * exponential to prevent steep falloff artifacts).
  9732. */
  9733. /**
  9734. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9735. * exponential to prevent steep falloff artifacts).
  9736. */
  9737. useBlurCloseExponentialShadowMap: boolean;
  9738. /**
  9739. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9740. */
  9741. /**
  9742. * Sets the current filter to "PCF" (percentage closer filtering).
  9743. */
  9744. usePercentageCloserFiltering: boolean;
  9745. private _filteringQuality;
  9746. /**
  9747. * Gets the PCF or PCSS Quality.
  9748. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9749. */
  9750. /**
  9751. * Sets the PCF or PCSS Quality.
  9752. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9753. */
  9754. filteringQuality: number;
  9755. /**
  9756. * Gets if the current filter is set to "PCSS" (contact hardening).
  9757. */
  9758. /**
  9759. * Sets the current filter to "PCSS" (contact hardening).
  9760. */
  9761. useContactHardeningShadow: boolean;
  9762. private _contactHardeningLightSizeUVRatio;
  9763. /**
  9764. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9765. * Using a ratio helps keeping shape stability independently of the map size.
  9766. *
  9767. * It does not account for the light projection as it was having too much
  9768. * instability during the light setup or during light position changes.
  9769. *
  9770. * Only valid if useContactHardeningShadow is true.
  9771. */
  9772. /**
  9773. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9774. * Using a ratio helps keeping shape stability independently of the map size.
  9775. *
  9776. * It does not account for the light projection as it was having too much
  9777. * instability during the light setup or during light position changes.
  9778. *
  9779. * Only valid if useContactHardeningShadow is true.
  9780. */
  9781. contactHardeningLightSizeUVRatio: number;
  9782. private _darkness;
  9783. /** Gets or sets the actual darkness of a shadow */
  9784. darkness: number;
  9785. /**
  9786. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9787. * 0 means strongest and 1 would means no shadow.
  9788. * @returns the darkness.
  9789. */
  9790. getDarkness(): number;
  9791. /**
  9792. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9793. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9794. * @returns the shadow generator allowing fluent coding.
  9795. */
  9796. setDarkness(darkness: number): ShadowGenerator;
  9797. private _transparencyShadow;
  9798. /** Gets or sets the ability to have transparent shadow */
  9799. transparencyShadow: boolean;
  9800. /**
  9801. * Sets the ability to have transparent shadow (boolean).
  9802. * @param transparent True if transparent else False
  9803. * @returns the shadow generator allowing fluent coding
  9804. */
  9805. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9806. private _shadowMap;
  9807. private _shadowMap2;
  9808. /**
  9809. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9810. * @returns The render target texture if present otherwise, null
  9811. */
  9812. getShadowMap(): Nullable<RenderTargetTexture>;
  9813. /**
  9814. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9815. * @returns The render target texture if the shadow map is present otherwise, null
  9816. */
  9817. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9818. /**
  9819. * Gets the class name of that object
  9820. * @returns "ShadowGenerator"
  9821. */
  9822. getClassName(): string;
  9823. /**
  9824. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9825. * @param mesh Mesh to add
  9826. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9827. * @returns the Shadow Generator itself
  9828. */
  9829. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9830. /**
  9831. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9832. * @param mesh Mesh to remove
  9833. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9834. * @returns the Shadow Generator itself
  9835. */
  9836. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9837. /**
  9838. * Controls the extent to which the shadows fade out at the edge of the frustum
  9839. * Used only by directionals and spots
  9840. */
  9841. frustumEdgeFalloff: number;
  9842. private _light;
  9843. /**
  9844. * Returns the associated light object.
  9845. * @returns the light generating the shadow
  9846. */
  9847. getLight(): IShadowLight;
  9848. /**
  9849. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9850. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9851. * It might on the other hand introduce peter panning.
  9852. */
  9853. forceBackFacesOnly: boolean;
  9854. private _scene;
  9855. private _lightDirection;
  9856. private _effect;
  9857. private _viewMatrix;
  9858. private _projectionMatrix;
  9859. private _transformMatrix;
  9860. private _cachedPosition;
  9861. private _cachedDirection;
  9862. private _cachedDefines;
  9863. private _currentRenderID;
  9864. private _boxBlurPostprocess;
  9865. private _kernelBlurXPostprocess;
  9866. private _kernelBlurYPostprocess;
  9867. private _blurPostProcesses;
  9868. private _mapSize;
  9869. private _currentFaceIndex;
  9870. private _currentFaceIndexCache;
  9871. private _textureType;
  9872. private _defaultTextureMatrix;
  9873. private _storedUniqueId;
  9874. /** @hidden */
  9875. static _SceneComponentInitialization: (scene: Scene) => void;
  9876. /**
  9877. * Creates a ShadowGenerator object.
  9878. * A ShadowGenerator is the required tool to use the shadows.
  9879. * Each light casting shadows needs to use its own ShadowGenerator.
  9880. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9881. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9882. * @param light The light object generating the shadows.
  9883. * @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.
  9884. */
  9885. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9886. private _initializeGenerator;
  9887. private _initializeShadowMap;
  9888. private _initializeBlurRTTAndPostProcesses;
  9889. private _renderForShadowMap;
  9890. private _renderSubMeshForShadowMap;
  9891. private _applyFilterValues;
  9892. /**
  9893. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9894. * @param onCompiled Callback triggered at the and of the effects compilation
  9895. * @param options Sets of optional options forcing the compilation with different modes
  9896. */
  9897. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9898. useInstances: boolean;
  9899. }>): void;
  9900. /**
  9901. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9902. * @param options Sets of optional options forcing the compilation with different modes
  9903. * @returns A promise that resolves when the compilation completes
  9904. */
  9905. forceCompilationAsync(options?: Partial<{
  9906. useInstances: boolean;
  9907. }>): Promise<void>;
  9908. /**
  9909. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9910. * @param subMesh The submesh we want to render in the shadow map
  9911. * @param useInstances Defines wether will draw in the map using instances
  9912. * @returns true if ready otherwise, false
  9913. */
  9914. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9915. /**
  9916. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9917. * @param defines Defines of the material we want to update
  9918. * @param lightIndex Index of the light in the enabled light list of the material
  9919. */
  9920. prepareDefines(defines: any, lightIndex: number): void;
  9921. /**
  9922. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9923. * defined in the generator but impacting the effect).
  9924. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9925. * @param effect The effect we are binfing the information for
  9926. */
  9927. bindShadowLight(lightIndex: string, effect: Effect): void;
  9928. /**
  9929. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9930. * (eq to shadow prjection matrix * light transform matrix)
  9931. * @returns The transform matrix used to create the shadow map
  9932. */
  9933. getTransformMatrix(): Matrix;
  9934. /**
  9935. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9936. * Cube and 2D textures for instance.
  9937. */
  9938. recreateShadowMap(): void;
  9939. private _disposeBlurPostProcesses;
  9940. private _disposeRTTandPostProcesses;
  9941. /**
  9942. * Disposes the ShadowGenerator.
  9943. * Returns nothing.
  9944. */
  9945. dispose(): void;
  9946. /**
  9947. * Serializes the shadow generator setup to a json object.
  9948. * @returns The serialized JSON object
  9949. */
  9950. serialize(): any;
  9951. /**
  9952. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9953. * @param parsedShadowGenerator The JSON object to parse
  9954. * @param scene The scene to create the shadow map for
  9955. * @returns The parsed shadow generator
  9956. */
  9957. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9958. }
  9959. }
  9960. declare module "babylonjs/Lights/light" {
  9961. import { Nullable } from "babylonjs/types";
  9962. import { Scene } from "babylonjs/scene";
  9963. import { Vector3 } from "babylonjs/Maths/math.vector";
  9964. import { Color3 } from "babylonjs/Maths/math.color";
  9965. import { Node } from "babylonjs/node";
  9966. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9967. import { Effect } from "babylonjs/Materials/effect";
  9968. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9969. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9970. /**
  9971. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9972. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9973. * 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.
  9974. */
  9975. export abstract class Light extends Node {
  9976. /**
  9977. * Falloff Default: light is falling off following the material specification:
  9978. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9979. */
  9980. static readonly FALLOFF_DEFAULT: number;
  9981. /**
  9982. * Falloff Physical: light is falling off following the inverse squared distance law.
  9983. */
  9984. static readonly FALLOFF_PHYSICAL: number;
  9985. /**
  9986. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9987. * to enhance interoperability with other engines.
  9988. */
  9989. static readonly FALLOFF_GLTF: number;
  9990. /**
  9991. * Falloff Standard: light is falling off like in the standard material
  9992. * to enhance interoperability with other materials.
  9993. */
  9994. static readonly FALLOFF_STANDARD: number;
  9995. /**
  9996. * If every light affecting the material is in this lightmapMode,
  9997. * material.lightmapTexture adds or multiplies
  9998. * (depends on material.useLightmapAsShadowmap)
  9999. * after every other light calculations.
  10000. */
  10001. static readonly LIGHTMAP_DEFAULT: number;
  10002. /**
  10003. * material.lightmapTexture as only diffuse lighting from this light
  10004. * adds only specular lighting from this light
  10005. * adds dynamic shadows
  10006. */
  10007. static readonly LIGHTMAP_SPECULAR: number;
  10008. /**
  10009. * material.lightmapTexture as only lighting
  10010. * no light calculation from this light
  10011. * only adds dynamic shadows from this light
  10012. */
  10013. static readonly LIGHTMAP_SHADOWSONLY: number;
  10014. /**
  10015. * Each light type uses the default quantity according to its type:
  10016. * point/spot lights use luminous intensity
  10017. * directional lights use illuminance
  10018. */
  10019. static readonly INTENSITYMODE_AUTOMATIC: number;
  10020. /**
  10021. * lumen (lm)
  10022. */
  10023. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  10024. /**
  10025. * candela (lm/sr)
  10026. */
  10027. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  10028. /**
  10029. * lux (lm/m^2)
  10030. */
  10031. static readonly INTENSITYMODE_ILLUMINANCE: number;
  10032. /**
  10033. * nit (cd/m^2)
  10034. */
  10035. static readonly INTENSITYMODE_LUMINANCE: number;
  10036. /**
  10037. * Light type const id of the point light.
  10038. */
  10039. static readonly LIGHTTYPEID_POINTLIGHT: number;
  10040. /**
  10041. * Light type const id of the directional light.
  10042. */
  10043. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  10044. /**
  10045. * Light type const id of the spot light.
  10046. */
  10047. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  10048. /**
  10049. * Light type const id of the hemispheric light.
  10050. */
  10051. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  10052. /**
  10053. * Diffuse gives the basic color to an object.
  10054. */
  10055. diffuse: Color3;
  10056. /**
  10057. * Specular produces a highlight color on an object.
  10058. * Note: This is note affecting PBR materials.
  10059. */
  10060. specular: Color3;
  10061. /**
  10062. * Defines the falloff type for this light. This lets overrriding how punctual light are
  10063. * falling off base on range or angle.
  10064. * This can be set to any values in Light.FALLOFF_x.
  10065. *
  10066. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  10067. * other types of materials.
  10068. */
  10069. falloffType: number;
  10070. /**
  10071. * Strength of the light.
  10072. * Note: By default it is define in the framework own unit.
  10073. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  10074. */
  10075. intensity: number;
  10076. private _range;
  10077. protected _inverseSquaredRange: number;
  10078. /**
  10079. * Defines how far from the source the light is impacting in scene units.
  10080. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10081. */
  10082. /**
  10083. * Defines how far from the source the light is impacting in scene units.
  10084. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10085. */
  10086. range: number;
  10087. /**
  10088. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10089. * of light.
  10090. */
  10091. private _photometricScale;
  10092. private _intensityMode;
  10093. /**
  10094. * Gets the photometric scale used to interpret the intensity.
  10095. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10096. */
  10097. /**
  10098. * Sets the photometric scale used to interpret the intensity.
  10099. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10100. */
  10101. intensityMode: number;
  10102. private _radius;
  10103. /**
  10104. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10105. */
  10106. /**
  10107. * sets the light radius used by PBR Materials to simulate soft area lights.
  10108. */
  10109. radius: number;
  10110. private _renderPriority;
  10111. /**
  10112. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10113. * exceeding the number allowed of the materials.
  10114. */
  10115. renderPriority: number;
  10116. private _shadowEnabled;
  10117. /**
  10118. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10119. * the current shadow generator.
  10120. */
  10121. /**
  10122. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10123. * the current shadow generator.
  10124. */
  10125. shadowEnabled: boolean;
  10126. private _includedOnlyMeshes;
  10127. /**
  10128. * Gets the only meshes impacted by this light.
  10129. */
  10130. /**
  10131. * Sets the only meshes impacted by this light.
  10132. */
  10133. includedOnlyMeshes: AbstractMesh[];
  10134. private _excludedMeshes;
  10135. /**
  10136. * Gets the meshes not impacted by this light.
  10137. */
  10138. /**
  10139. * Sets the meshes not impacted by this light.
  10140. */
  10141. excludedMeshes: AbstractMesh[];
  10142. private _excludeWithLayerMask;
  10143. /**
  10144. * Gets the layer id use to find what meshes are not impacted by the light.
  10145. * Inactive if 0
  10146. */
  10147. /**
  10148. * Sets the layer id use to find what meshes are not impacted by the light.
  10149. * Inactive if 0
  10150. */
  10151. excludeWithLayerMask: number;
  10152. private _includeOnlyWithLayerMask;
  10153. /**
  10154. * Gets the layer id use to find what meshes are impacted by the light.
  10155. * Inactive if 0
  10156. */
  10157. /**
  10158. * Sets the layer id use to find what meshes are impacted by the light.
  10159. * Inactive if 0
  10160. */
  10161. includeOnlyWithLayerMask: number;
  10162. private _lightmapMode;
  10163. /**
  10164. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10165. */
  10166. /**
  10167. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10168. */
  10169. lightmapMode: number;
  10170. /**
  10171. * Shadow generator associted to the light.
  10172. * @hidden Internal use only.
  10173. */
  10174. _shadowGenerator: Nullable<IShadowGenerator>;
  10175. /**
  10176. * @hidden Internal use only.
  10177. */
  10178. _excludedMeshesIds: string[];
  10179. /**
  10180. * @hidden Internal use only.
  10181. */
  10182. _includedOnlyMeshesIds: string[];
  10183. /**
  10184. * The current light unifom buffer.
  10185. * @hidden Internal use only.
  10186. */
  10187. _uniformBuffer: UniformBuffer;
  10188. /** @hidden */
  10189. _renderId: number;
  10190. /**
  10191. * Creates a Light object in the scene.
  10192. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10193. * @param name The firendly name of the light
  10194. * @param scene The scene the light belongs too
  10195. */
  10196. constructor(name: string, scene: Scene);
  10197. protected abstract _buildUniformLayout(): void;
  10198. /**
  10199. * Sets the passed Effect "effect" with the Light information.
  10200. * @param effect The effect to update
  10201. * @param lightIndex The index of the light in the effect to update
  10202. * @returns The light
  10203. */
  10204. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10205. /**
  10206. * Sets the passed Effect "effect" with the Light information.
  10207. * @param effect The effect to update
  10208. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10209. * @returns The light
  10210. */
  10211. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10212. /**
  10213. * Returns the string "Light".
  10214. * @returns the class name
  10215. */
  10216. getClassName(): string;
  10217. /** @hidden */
  10218. readonly _isLight: boolean;
  10219. /**
  10220. * Converts the light information to a readable string for debug purpose.
  10221. * @param fullDetails Supports for multiple levels of logging within scene loading
  10222. * @returns the human readable light info
  10223. */
  10224. toString(fullDetails?: boolean): string;
  10225. /** @hidden */
  10226. protected _syncParentEnabledState(): void;
  10227. /**
  10228. * Set the enabled state of this node.
  10229. * @param value - the new enabled state
  10230. */
  10231. setEnabled(value: boolean): void;
  10232. /**
  10233. * Returns the Light associated shadow generator if any.
  10234. * @return the associated shadow generator.
  10235. */
  10236. getShadowGenerator(): Nullable<IShadowGenerator>;
  10237. /**
  10238. * Returns a Vector3, the absolute light position in the World.
  10239. * @returns the world space position of the light
  10240. */
  10241. getAbsolutePosition(): Vector3;
  10242. /**
  10243. * Specifies if the light will affect the passed mesh.
  10244. * @param mesh The mesh to test against the light
  10245. * @return true the mesh is affected otherwise, false.
  10246. */
  10247. canAffectMesh(mesh: AbstractMesh): boolean;
  10248. /**
  10249. * Sort function to order lights for rendering.
  10250. * @param a First Light object to compare to second.
  10251. * @param b Second Light object to compare first.
  10252. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10253. */
  10254. static CompareLightsPriority(a: Light, b: Light): number;
  10255. /**
  10256. * Releases resources associated with this node.
  10257. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10258. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10259. */
  10260. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10261. /**
  10262. * Returns the light type ID (integer).
  10263. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10264. */
  10265. getTypeID(): number;
  10266. /**
  10267. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10268. * @returns the scaled intensity in intensity mode unit
  10269. */
  10270. getScaledIntensity(): number;
  10271. /**
  10272. * Returns a new Light object, named "name", from the current one.
  10273. * @param name The name of the cloned light
  10274. * @returns the new created light
  10275. */
  10276. clone(name: string): Nullable<Light>;
  10277. /**
  10278. * Serializes the current light into a Serialization object.
  10279. * @returns the serialized object.
  10280. */
  10281. serialize(): any;
  10282. /**
  10283. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10284. * This new light is named "name" and added to the passed scene.
  10285. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10286. * @param name The friendly name of the light
  10287. * @param scene The scene the new light will belong to
  10288. * @returns the constructor function
  10289. */
  10290. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10291. /**
  10292. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10293. * @param parsedLight The JSON representation of the light
  10294. * @param scene The scene to create the parsed light in
  10295. * @returns the created light after parsing
  10296. */
  10297. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10298. private _hookArrayForExcluded;
  10299. private _hookArrayForIncludedOnly;
  10300. private _resyncMeshes;
  10301. /**
  10302. * Forces the meshes to update their light related information in their rendering used effects
  10303. * @hidden Internal Use Only
  10304. */
  10305. _markMeshesAsLightDirty(): void;
  10306. /**
  10307. * Recomputes the cached photometric scale if needed.
  10308. */
  10309. private _computePhotometricScale;
  10310. /**
  10311. * Returns the Photometric Scale according to the light type and intensity mode.
  10312. */
  10313. private _getPhotometricScale;
  10314. /**
  10315. * Reorder the light in the scene according to their defined priority.
  10316. * @hidden Internal Use Only
  10317. */
  10318. _reorderLightsInScene(): void;
  10319. /**
  10320. * Prepares the list of defines specific to the light type.
  10321. * @param defines the list of defines
  10322. * @param lightIndex defines the index of the light for the effect
  10323. */
  10324. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10325. }
  10326. }
  10327. declare module "babylonjs/Actions/action" {
  10328. import { Observable } from "babylonjs/Misc/observable";
  10329. import { Condition } from "babylonjs/Actions/condition";
  10330. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10331. import { ActionManager } from "babylonjs/Actions/actionManager";
  10332. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10333. /**
  10334. * Interface used to define Action
  10335. */
  10336. export interface IAction {
  10337. /**
  10338. * Trigger for the action
  10339. */
  10340. trigger: number;
  10341. /** Options of the trigger */
  10342. triggerOptions: any;
  10343. /**
  10344. * Gets the trigger parameters
  10345. * @returns the trigger parameters
  10346. */
  10347. getTriggerParameter(): any;
  10348. /**
  10349. * Internal only - executes current action event
  10350. * @hidden
  10351. */
  10352. _executeCurrent(evt?: ActionEvent): void;
  10353. /**
  10354. * Serialize placeholder for child classes
  10355. * @param parent of child
  10356. * @returns the serialized object
  10357. */
  10358. serialize(parent: any): any;
  10359. /**
  10360. * Internal only
  10361. * @hidden
  10362. */
  10363. _prepare(): void;
  10364. /**
  10365. * Internal only - manager for action
  10366. * @hidden
  10367. */
  10368. _actionManager: AbstractActionManager;
  10369. /**
  10370. * Adds action to chain of actions, may be a DoNothingAction
  10371. * @param action defines the next action to execute
  10372. * @returns The action passed in
  10373. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10374. */
  10375. then(action: IAction): IAction;
  10376. }
  10377. /**
  10378. * The action to be carried out following a trigger
  10379. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10380. */
  10381. export class Action implements IAction {
  10382. /** the trigger, with or without parameters, for the action */
  10383. triggerOptions: any;
  10384. /**
  10385. * Trigger for the action
  10386. */
  10387. trigger: number;
  10388. /**
  10389. * Internal only - manager for action
  10390. * @hidden
  10391. */
  10392. _actionManager: ActionManager;
  10393. private _nextActiveAction;
  10394. private _child;
  10395. private _condition?;
  10396. private _triggerParameter;
  10397. /**
  10398. * An event triggered prior to action being executed.
  10399. */
  10400. onBeforeExecuteObservable: Observable<Action>;
  10401. /**
  10402. * Creates a new Action
  10403. * @param triggerOptions the trigger, with or without parameters, for the action
  10404. * @param condition an optional determinant of action
  10405. */
  10406. constructor(
  10407. /** the trigger, with or without parameters, for the action */
  10408. triggerOptions: any, condition?: Condition);
  10409. /**
  10410. * Internal only
  10411. * @hidden
  10412. */
  10413. _prepare(): void;
  10414. /**
  10415. * Gets the trigger parameters
  10416. * @returns the trigger parameters
  10417. */
  10418. getTriggerParameter(): any;
  10419. /**
  10420. * Internal only - executes current action event
  10421. * @hidden
  10422. */
  10423. _executeCurrent(evt?: ActionEvent): void;
  10424. /**
  10425. * Execute placeholder for child classes
  10426. * @param evt optional action event
  10427. */
  10428. execute(evt?: ActionEvent): void;
  10429. /**
  10430. * Skips to next active action
  10431. */
  10432. skipToNextActiveAction(): void;
  10433. /**
  10434. * Adds action to chain of actions, may be a DoNothingAction
  10435. * @param action defines the next action to execute
  10436. * @returns The action passed in
  10437. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10438. */
  10439. then(action: Action): Action;
  10440. /**
  10441. * Internal only
  10442. * @hidden
  10443. */
  10444. _getProperty(propertyPath: string): string;
  10445. /**
  10446. * Internal only
  10447. * @hidden
  10448. */
  10449. _getEffectiveTarget(target: any, propertyPath: string): any;
  10450. /**
  10451. * Serialize placeholder for child classes
  10452. * @param parent of child
  10453. * @returns the serialized object
  10454. */
  10455. serialize(parent: any): any;
  10456. /**
  10457. * Internal only called by serialize
  10458. * @hidden
  10459. */
  10460. protected _serialize(serializedAction: any, parent?: any): any;
  10461. /**
  10462. * Internal only
  10463. * @hidden
  10464. */
  10465. static _SerializeValueAsString: (value: any) => string;
  10466. /**
  10467. * Internal only
  10468. * @hidden
  10469. */
  10470. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10471. name: string;
  10472. targetType: string;
  10473. value: string;
  10474. };
  10475. }
  10476. }
  10477. declare module "babylonjs/Actions/condition" {
  10478. import { ActionManager } from "babylonjs/Actions/actionManager";
  10479. /**
  10480. * A Condition applied to an Action
  10481. */
  10482. export class Condition {
  10483. /**
  10484. * Internal only - manager for action
  10485. * @hidden
  10486. */
  10487. _actionManager: ActionManager;
  10488. /**
  10489. * Internal only
  10490. * @hidden
  10491. */
  10492. _evaluationId: number;
  10493. /**
  10494. * Internal only
  10495. * @hidden
  10496. */
  10497. _currentResult: boolean;
  10498. /**
  10499. * Creates a new Condition
  10500. * @param actionManager the manager of the action the condition is applied to
  10501. */
  10502. constructor(actionManager: ActionManager);
  10503. /**
  10504. * Check if the current condition is valid
  10505. * @returns a boolean
  10506. */
  10507. isValid(): boolean;
  10508. /**
  10509. * Internal only
  10510. * @hidden
  10511. */
  10512. _getProperty(propertyPath: string): string;
  10513. /**
  10514. * Internal only
  10515. * @hidden
  10516. */
  10517. _getEffectiveTarget(target: any, propertyPath: string): any;
  10518. /**
  10519. * Serialize placeholder for child classes
  10520. * @returns the serialized object
  10521. */
  10522. serialize(): any;
  10523. /**
  10524. * Internal only
  10525. * @hidden
  10526. */
  10527. protected _serialize(serializedCondition: any): any;
  10528. }
  10529. /**
  10530. * Defines specific conditional operators as extensions of Condition
  10531. */
  10532. export class ValueCondition extends Condition {
  10533. /** path to specify the property of the target the conditional operator uses */
  10534. propertyPath: string;
  10535. /** the value compared by the conditional operator against the current value of the property */
  10536. value: any;
  10537. /** the conditional operator, default ValueCondition.IsEqual */
  10538. operator: number;
  10539. /**
  10540. * Internal only
  10541. * @hidden
  10542. */
  10543. private static _IsEqual;
  10544. /**
  10545. * Internal only
  10546. * @hidden
  10547. */
  10548. private static _IsDifferent;
  10549. /**
  10550. * Internal only
  10551. * @hidden
  10552. */
  10553. private static _IsGreater;
  10554. /**
  10555. * Internal only
  10556. * @hidden
  10557. */
  10558. private static _IsLesser;
  10559. /**
  10560. * returns the number for IsEqual
  10561. */
  10562. static readonly IsEqual: number;
  10563. /**
  10564. * Returns the number for IsDifferent
  10565. */
  10566. static readonly IsDifferent: number;
  10567. /**
  10568. * Returns the number for IsGreater
  10569. */
  10570. static readonly IsGreater: number;
  10571. /**
  10572. * Returns the number for IsLesser
  10573. */
  10574. static readonly IsLesser: number;
  10575. /**
  10576. * Internal only The action manager for the condition
  10577. * @hidden
  10578. */
  10579. _actionManager: ActionManager;
  10580. /**
  10581. * Internal only
  10582. * @hidden
  10583. */
  10584. private _target;
  10585. /**
  10586. * Internal only
  10587. * @hidden
  10588. */
  10589. private _effectiveTarget;
  10590. /**
  10591. * Internal only
  10592. * @hidden
  10593. */
  10594. private _property;
  10595. /**
  10596. * Creates a new ValueCondition
  10597. * @param actionManager manager for the action the condition applies to
  10598. * @param target for the action
  10599. * @param propertyPath path to specify the property of the target the conditional operator uses
  10600. * @param value the value compared by the conditional operator against the current value of the property
  10601. * @param operator the conditional operator, default ValueCondition.IsEqual
  10602. */
  10603. constructor(actionManager: ActionManager, target: any,
  10604. /** path to specify the property of the target the conditional operator uses */
  10605. propertyPath: string,
  10606. /** the value compared by the conditional operator against the current value of the property */
  10607. value: any,
  10608. /** the conditional operator, default ValueCondition.IsEqual */
  10609. operator?: number);
  10610. /**
  10611. * Compares the given value with the property value for the specified conditional operator
  10612. * @returns the result of the comparison
  10613. */
  10614. isValid(): boolean;
  10615. /**
  10616. * Serialize the ValueCondition into a JSON compatible object
  10617. * @returns serialization object
  10618. */
  10619. serialize(): any;
  10620. /**
  10621. * Gets the name of the conditional operator for the ValueCondition
  10622. * @param operator the conditional operator
  10623. * @returns the name
  10624. */
  10625. static GetOperatorName(operator: number): string;
  10626. }
  10627. /**
  10628. * Defines a predicate condition as an extension of Condition
  10629. */
  10630. export class PredicateCondition extends Condition {
  10631. /** defines the predicate function used to validate the condition */
  10632. predicate: () => boolean;
  10633. /**
  10634. * Internal only - manager for action
  10635. * @hidden
  10636. */
  10637. _actionManager: ActionManager;
  10638. /**
  10639. * Creates a new PredicateCondition
  10640. * @param actionManager manager for the action the condition applies to
  10641. * @param predicate defines the predicate function used to validate the condition
  10642. */
  10643. constructor(actionManager: ActionManager,
  10644. /** defines the predicate function used to validate the condition */
  10645. predicate: () => boolean);
  10646. /**
  10647. * @returns the validity of the predicate condition
  10648. */
  10649. isValid(): boolean;
  10650. }
  10651. /**
  10652. * Defines a state condition as an extension of Condition
  10653. */
  10654. export class StateCondition extends Condition {
  10655. /** Value to compare with target state */
  10656. value: string;
  10657. /**
  10658. * Internal only - manager for action
  10659. * @hidden
  10660. */
  10661. _actionManager: ActionManager;
  10662. /**
  10663. * Internal only
  10664. * @hidden
  10665. */
  10666. private _target;
  10667. /**
  10668. * Creates a new StateCondition
  10669. * @param actionManager manager for the action the condition applies to
  10670. * @param target of the condition
  10671. * @param value to compare with target state
  10672. */
  10673. constructor(actionManager: ActionManager, target: any,
  10674. /** Value to compare with target state */
  10675. value: string);
  10676. /**
  10677. * Gets a boolean indicating if the current condition is met
  10678. * @returns the validity of the state
  10679. */
  10680. isValid(): boolean;
  10681. /**
  10682. * Serialize the StateCondition into a JSON compatible object
  10683. * @returns serialization object
  10684. */
  10685. serialize(): any;
  10686. }
  10687. }
  10688. declare module "babylonjs/Actions/directActions" {
  10689. import { Action } from "babylonjs/Actions/action";
  10690. import { Condition } from "babylonjs/Actions/condition";
  10691. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10692. /**
  10693. * This defines an action responsible to toggle a boolean once triggered.
  10694. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10695. */
  10696. export class SwitchBooleanAction extends Action {
  10697. /**
  10698. * The path to the boolean property in the target object
  10699. */
  10700. propertyPath: string;
  10701. private _target;
  10702. private _effectiveTarget;
  10703. private _property;
  10704. /**
  10705. * Instantiate the action
  10706. * @param triggerOptions defines the trigger options
  10707. * @param target defines the object containing the boolean
  10708. * @param propertyPath defines the path to the boolean property in the target object
  10709. * @param condition defines the trigger related conditions
  10710. */
  10711. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10712. /** @hidden */
  10713. _prepare(): void;
  10714. /**
  10715. * Execute the action toggle the boolean value.
  10716. */
  10717. execute(): void;
  10718. /**
  10719. * Serializes the actions and its related information.
  10720. * @param parent defines the object to serialize in
  10721. * @returns the serialized object
  10722. */
  10723. serialize(parent: any): any;
  10724. }
  10725. /**
  10726. * This defines an action responsible to set a the state field of the target
  10727. * to a desired value once triggered.
  10728. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10729. */
  10730. export class SetStateAction extends Action {
  10731. /**
  10732. * The value to store in the state field.
  10733. */
  10734. value: string;
  10735. private _target;
  10736. /**
  10737. * Instantiate the action
  10738. * @param triggerOptions defines the trigger options
  10739. * @param target defines the object containing the state property
  10740. * @param value defines the value to store in the state field
  10741. * @param condition defines the trigger related conditions
  10742. */
  10743. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10744. /**
  10745. * Execute the action and store the value on the target state property.
  10746. */
  10747. execute(): void;
  10748. /**
  10749. * Serializes the actions and its related information.
  10750. * @param parent defines the object to serialize in
  10751. * @returns the serialized object
  10752. */
  10753. serialize(parent: any): any;
  10754. }
  10755. /**
  10756. * This defines an action responsible to set a property of the target
  10757. * to a desired value once triggered.
  10758. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10759. */
  10760. export class SetValueAction extends Action {
  10761. /**
  10762. * The path of the property to set in the target.
  10763. */
  10764. propertyPath: string;
  10765. /**
  10766. * The value to set in the property
  10767. */
  10768. value: any;
  10769. private _target;
  10770. private _effectiveTarget;
  10771. private _property;
  10772. /**
  10773. * Instantiate the action
  10774. * @param triggerOptions defines the trigger options
  10775. * @param target defines the object containing the property
  10776. * @param propertyPath defines the path of the property to set in the target
  10777. * @param value defines the value to set in the property
  10778. * @param condition defines the trigger related conditions
  10779. */
  10780. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10781. /** @hidden */
  10782. _prepare(): void;
  10783. /**
  10784. * Execute the action and set the targetted property to the desired value.
  10785. */
  10786. execute(): void;
  10787. /**
  10788. * Serializes the actions and its related information.
  10789. * @param parent defines the object to serialize in
  10790. * @returns the serialized object
  10791. */
  10792. serialize(parent: any): any;
  10793. }
  10794. /**
  10795. * This defines an action responsible to increment the target value
  10796. * to a desired value once triggered.
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10798. */
  10799. export class IncrementValueAction extends Action {
  10800. /**
  10801. * The path of the property to increment in the target.
  10802. */
  10803. propertyPath: string;
  10804. /**
  10805. * The value we should increment the property by.
  10806. */
  10807. value: any;
  10808. private _target;
  10809. private _effectiveTarget;
  10810. private _property;
  10811. /**
  10812. * Instantiate the action
  10813. * @param triggerOptions defines the trigger options
  10814. * @param target defines the object containing the property
  10815. * @param propertyPath defines the path of the property to increment in the target
  10816. * @param value defines the value value we should increment the property by
  10817. * @param condition defines the trigger related conditions
  10818. */
  10819. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10820. /** @hidden */
  10821. _prepare(): void;
  10822. /**
  10823. * Execute the action and increment the target of the value amount.
  10824. */
  10825. execute(): void;
  10826. /**
  10827. * Serializes the actions and its related information.
  10828. * @param parent defines the object to serialize in
  10829. * @returns the serialized object
  10830. */
  10831. serialize(parent: any): any;
  10832. }
  10833. /**
  10834. * This defines an action responsible to start an animation once triggered.
  10835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10836. */
  10837. export class PlayAnimationAction extends Action {
  10838. /**
  10839. * Where the animation should start (animation frame)
  10840. */
  10841. from: number;
  10842. /**
  10843. * Where the animation should stop (animation frame)
  10844. */
  10845. to: number;
  10846. /**
  10847. * Define if the animation should loop or stop after the first play.
  10848. */
  10849. loop?: boolean;
  10850. private _target;
  10851. /**
  10852. * Instantiate the action
  10853. * @param triggerOptions defines the trigger options
  10854. * @param target defines the target animation or animation name
  10855. * @param from defines from where the animation should start (animation frame)
  10856. * @param end defines where the animation should stop (animation frame)
  10857. * @param loop defines if the animation should loop or stop after the first play
  10858. * @param condition defines the trigger related conditions
  10859. */
  10860. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10861. /** @hidden */
  10862. _prepare(): void;
  10863. /**
  10864. * Execute the action and play the animation.
  10865. */
  10866. execute(): void;
  10867. /**
  10868. * Serializes the actions and its related information.
  10869. * @param parent defines the object to serialize in
  10870. * @returns the serialized object
  10871. */
  10872. serialize(parent: any): any;
  10873. }
  10874. /**
  10875. * This defines an action responsible to stop an animation once triggered.
  10876. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10877. */
  10878. export class StopAnimationAction extends Action {
  10879. private _target;
  10880. /**
  10881. * Instantiate the action
  10882. * @param triggerOptions defines the trigger options
  10883. * @param target defines the target animation or animation name
  10884. * @param condition defines the trigger related conditions
  10885. */
  10886. constructor(triggerOptions: any, target: any, condition?: Condition);
  10887. /** @hidden */
  10888. _prepare(): void;
  10889. /**
  10890. * Execute the action and stop the animation.
  10891. */
  10892. execute(): void;
  10893. /**
  10894. * Serializes the actions and its related information.
  10895. * @param parent defines the object to serialize in
  10896. * @returns the serialized object
  10897. */
  10898. serialize(parent: any): any;
  10899. }
  10900. /**
  10901. * This defines an action responsible that does nothing once triggered.
  10902. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10903. */
  10904. export class DoNothingAction extends Action {
  10905. /**
  10906. * Instantiate the action
  10907. * @param triggerOptions defines the trigger options
  10908. * @param condition defines the trigger related conditions
  10909. */
  10910. constructor(triggerOptions?: any, condition?: Condition);
  10911. /**
  10912. * Execute the action and do nothing.
  10913. */
  10914. execute(): void;
  10915. /**
  10916. * Serializes the actions and its related information.
  10917. * @param parent defines the object to serialize in
  10918. * @returns the serialized object
  10919. */
  10920. serialize(parent: any): any;
  10921. }
  10922. /**
  10923. * This defines an action responsible to trigger several actions once triggered.
  10924. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10925. */
  10926. export class CombineAction extends Action {
  10927. /**
  10928. * The list of aggregated animations to run.
  10929. */
  10930. children: Action[];
  10931. /**
  10932. * Instantiate the action
  10933. * @param triggerOptions defines the trigger options
  10934. * @param children defines the list of aggregated animations to run
  10935. * @param condition defines the trigger related conditions
  10936. */
  10937. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10938. /** @hidden */
  10939. _prepare(): void;
  10940. /**
  10941. * Execute the action and executes all the aggregated actions.
  10942. */
  10943. execute(evt: ActionEvent): void;
  10944. /**
  10945. * Serializes the actions and its related information.
  10946. * @param parent defines the object to serialize in
  10947. * @returns the serialized object
  10948. */
  10949. serialize(parent: any): any;
  10950. }
  10951. /**
  10952. * This defines an action responsible to run code (external event) once triggered.
  10953. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10954. */
  10955. export class ExecuteCodeAction extends Action {
  10956. /**
  10957. * The callback function to run.
  10958. */
  10959. func: (evt: ActionEvent) => void;
  10960. /**
  10961. * Instantiate the action
  10962. * @param triggerOptions defines the trigger options
  10963. * @param func defines the callback function to run
  10964. * @param condition defines the trigger related conditions
  10965. */
  10966. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10967. /**
  10968. * Execute the action and run the attached code.
  10969. */
  10970. execute(evt: ActionEvent): void;
  10971. }
  10972. /**
  10973. * This defines an action responsible to set the parent property of the target once triggered.
  10974. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10975. */
  10976. export class SetParentAction extends Action {
  10977. private _parent;
  10978. private _target;
  10979. /**
  10980. * Instantiate the action
  10981. * @param triggerOptions defines the trigger options
  10982. * @param target defines the target containing the parent property
  10983. * @param parent defines from where the animation should start (animation frame)
  10984. * @param condition defines the trigger related conditions
  10985. */
  10986. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10987. /** @hidden */
  10988. _prepare(): void;
  10989. /**
  10990. * Execute the action and set the parent property.
  10991. */
  10992. execute(): void;
  10993. /**
  10994. * Serializes the actions and its related information.
  10995. * @param parent defines the object to serialize in
  10996. * @returns the serialized object
  10997. */
  10998. serialize(parent: any): any;
  10999. }
  11000. }
  11001. declare module "babylonjs/Actions/actionManager" {
  11002. import { Nullable } from "babylonjs/types";
  11003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11004. import { Scene } from "babylonjs/scene";
  11005. import { IAction } from "babylonjs/Actions/action";
  11006. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  11007. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  11008. /**
  11009. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  11010. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  11011. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11012. */
  11013. export class ActionManager extends AbstractActionManager {
  11014. /**
  11015. * Nothing
  11016. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11017. */
  11018. static readonly NothingTrigger: number;
  11019. /**
  11020. * On pick
  11021. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11022. */
  11023. static readonly OnPickTrigger: number;
  11024. /**
  11025. * On left pick
  11026. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11027. */
  11028. static readonly OnLeftPickTrigger: number;
  11029. /**
  11030. * On right pick
  11031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11032. */
  11033. static readonly OnRightPickTrigger: number;
  11034. /**
  11035. * On center pick
  11036. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11037. */
  11038. static readonly OnCenterPickTrigger: number;
  11039. /**
  11040. * On pick down
  11041. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11042. */
  11043. static readonly OnPickDownTrigger: number;
  11044. /**
  11045. * On double pick
  11046. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11047. */
  11048. static readonly OnDoublePickTrigger: number;
  11049. /**
  11050. * On pick up
  11051. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11052. */
  11053. static readonly OnPickUpTrigger: number;
  11054. /**
  11055. * On pick out.
  11056. * This trigger will only be raised if you also declared a OnPickDown
  11057. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11058. */
  11059. static readonly OnPickOutTrigger: number;
  11060. /**
  11061. * On long press
  11062. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11063. */
  11064. static readonly OnLongPressTrigger: number;
  11065. /**
  11066. * On pointer over
  11067. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11068. */
  11069. static readonly OnPointerOverTrigger: number;
  11070. /**
  11071. * On pointer out
  11072. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11073. */
  11074. static readonly OnPointerOutTrigger: number;
  11075. /**
  11076. * On every frame
  11077. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11078. */
  11079. static readonly OnEveryFrameTrigger: number;
  11080. /**
  11081. * On intersection enter
  11082. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11083. */
  11084. static readonly OnIntersectionEnterTrigger: number;
  11085. /**
  11086. * On intersection exit
  11087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11088. */
  11089. static readonly OnIntersectionExitTrigger: number;
  11090. /**
  11091. * On key down
  11092. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11093. */
  11094. static readonly OnKeyDownTrigger: number;
  11095. /**
  11096. * On key up
  11097. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11098. */
  11099. static readonly OnKeyUpTrigger: number;
  11100. private _scene;
  11101. /**
  11102. * Creates a new action manager
  11103. * @param scene defines the hosting scene
  11104. */
  11105. constructor(scene: Scene);
  11106. /**
  11107. * Releases all associated resources
  11108. */
  11109. dispose(): void;
  11110. /**
  11111. * Gets hosting scene
  11112. * @returns the hosting scene
  11113. */
  11114. getScene(): Scene;
  11115. /**
  11116. * Does this action manager handles actions of any of the given triggers
  11117. * @param triggers defines the triggers to be tested
  11118. * @return a boolean indicating whether one (or more) of the triggers is handled
  11119. */
  11120. hasSpecificTriggers(triggers: number[]): boolean;
  11121. /**
  11122. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11123. * speed.
  11124. * @param triggerA defines the trigger to be tested
  11125. * @param triggerB defines the trigger to be tested
  11126. * @return a boolean indicating whether one (or more) of the triggers is handled
  11127. */
  11128. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11129. /**
  11130. * Does this action manager handles actions of a given trigger
  11131. * @param trigger defines the trigger to be tested
  11132. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11133. * @return whether the trigger is handled
  11134. */
  11135. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11136. /**
  11137. * Does this action manager has pointer triggers
  11138. */
  11139. readonly hasPointerTriggers: boolean;
  11140. /**
  11141. * Does this action manager has pick triggers
  11142. */
  11143. readonly hasPickTriggers: boolean;
  11144. /**
  11145. * Registers an action to this action manager
  11146. * @param action defines the action to be registered
  11147. * @return the action amended (prepared) after registration
  11148. */
  11149. registerAction(action: IAction): Nullable<IAction>;
  11150. /**
  11151. * Unregisters an action to this action manager
  11152. * @param action defines the action to be unregistered
  11153. * @return a boolean indicating whether the action has been unregistered
  11154. */
  11155. unregisterAction(action: IAction): Boolean;
  11156. /**
  11157. * Process a specific trigger
  11158. * @param trigger defines the trigger to process
  11159. * @param evt defines the event details to be processed
  11160. */
  11161. processTrigger(trigger: number, evt?: IActionEvent): void;
  11162. /** @hidden */
  11163. _getEffectiveTarget(target: any, propertyPath: string): any;
  11164. /** @hidden */
  11165. _getProperty(propertyPath: string): string;
  11166. /**
  11167. * Serialize this manager to a JSON object
  11168. * @param name defines the property name to store this manager
  11169. * @returns a JSON representation of this manager
  11170. */
  11171. serialize(name: string): any;
  11172. /**
  11173. * Creates a new ActionManager from a JSON data
  11174. * @param parsedActions defines the JSON data to read from
  11175. * @param object defines the hosting mesh
  11176. * @param scene defines the hosting scene
  11177. */
  11178. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11179. /**
  11180. * Get a trigger name by index
  11181. * @param trigger defines the trigger index
  11182. * @returns a trigger name
  11183. */
  11184. static GetTriggerName(trigger: number): string;
  11185. }
  11186. }
  11187. declare module "babylonjs/Culling/ray" {
  11188. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11189. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11191. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11192. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11193. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11194. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11195. import { Plane } from "babylonjs/Maths/math.plane";
  11196. /**
  11197. * Class representing a ray with position and direction
  11198. */
  11199. export class Ray {
  11200. /** origin point */
  11201. origin: Vector3;
  11202. /** direction */
  11203. direction: Vector3;
  11204. /** length of the ray */
  11205. length: number;
  11206. private static readonly TmpVector3;
  11207. private _tmpRay;
  11208. /**
  11209. * Creates a new ray
  11210. * @param origin origin point
  11211. * @param direction direction
  11212. * @param length length of the ray
  11213. */
  11214. constructor(
  11215. /** origin point */
  11216. origin: Vector3,
  11217. /** direction */
  11218. direction: Vector3,
  11219. /** length of the ray */
  11220. length?: number);
  11221. /**
  11222. * Checks if the ray intersects a box
  11223. * @param minimum bound of the box
  11224. * @param maximum bound of the box
  11225. * @param intersectionTreshold extra extend to be added to the box in all direction
  11226. * @returns if the box was hit
  11227. */
  11228. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11229. /**
  11230. * Checks if the ray intersects a box
  11231. * @param box the bounding box to check
  11232. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11233. * @returns if the box was hit
  11234. */
  11235. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11236. /**
  11237. * If the ray hits a sphere
  11238. * @param sphere the bounding sphere to check
  11239. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11240. * @returns true if it hits the sphere
  11241. */
  11242. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11243. /**
  11244. * If the ray hits a triange
  11245. * @param vertex0 triangle vertex
  11246. * @param vertex1 triangle vertex
  11247. * @param vertex2 triangle vertex
  11248. * @returns intersection information if hit
  11249. */
  11250. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11251. /**
  11252. * Checks if ray intersects a plane
  11253. * @param plane the plane to check
  11254. * @returns the distance away it was hit
  11255. */
  11256. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11257. /**
  11258. * Calculate the intercept of a ray on a given axis
  11259. * @param axis to check 'x' | 'y' | 'z'
  11260. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11261. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11262. */
  11263. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11264. /**
  11265. * Checks if ray intersects a mesh
  11266. * @param mesh the mesh to check
  11267. * @param fastCheck if only the bounding box should checked
  11268. * @returns picking info of the intersecton
  11269. */
  11270. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11271. /**
  11272. * Checks if ray intersects a mesh
  11273. * @param meshes the meshes to check
  11274. * @param fastCheck if only the bounding box should checked
  11275. * @param results array to store result in
  11276. * @returns Array of picking infos
  11277. */
  11278. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11279. private _comparePickingInfo;
  11280. private static smallnum;
  11281. private static rayl;
  11282. /**
  11283. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11284. * @param sega the first point of the segment to test the intersection against
  11285. * @param segb the second point of the segment to test the intersection against
  11286. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11287. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11288. */
  11289. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11290. /**
  11291. * Update the ray from viewport position
  11292. * @param x position
  11293. * @param y y position
  11294. * @param viewportWidth viewport width
  11295. * @param viewportHeight viewport height
  11296. * @param world world matrix
  11297. * @param view view matrix
  11298. * @param projection projection matrix
  11299. * @returns this ray updated
  11300. */
  11301. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11302. /**
  11303. * Creates a ray with origin and direction of 0,0,0
  11304. * @returns the new ray
  11305. */
  11306. static Zero(): Ray;
  11307. /**
  11308. * Creates a new ray from screen space and viewport
  11309. * @param x position
  11310. * @param y y position
  11311. * @param viewportWidth viewport width
  11312. * @param viewportHeight viewport height
  11313. * @param world world matrix
  11314. * @param view view matrix
  11315. * @param projection projection matrix
  11316. * @returns new ray
  11317. */
  11318. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11319. /**
  11320. * 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
  11321. * transformed to the given world matrix.
  11322. * @param origin The origin point
  11323. * @param end The end point
  11324. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11325. * @returns the new ray
  11326. */
  11327. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11328. /**
  11329. * Transforms a ray by a matrix
  11330. * @param ray ray to transform
  11331. * @param matrix matrix to apply
  11332. * @returns the resulting new ray
  11333. */
  11334. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11335. /**
  11336. * Transforms a ray by a matrix
  11337. * @param ray ray to transform
  11338. * @param matrix matrix to apply
  11339. * @param result ray to store result in
  11340. */
  11341. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11342. /**
  11343. * Unproject a ray from screen space to object space
  11344. * @param sourceX defines the screen space x coordinate to use
  11345. * @param sourceY defines the screen space y coordinate to use
  11346. * @param viewportWidth defines the current width of the viewport
  11347. * @param viewportHeight defines the current height of the viewport
  11348. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11349. * @param view defines the view matrix to use
  11350. * @param projection defines the projection matrix to use
  11351. */
  11352. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11353. }
  11354. /**
  11355. * Type used to define predicate used to select faces when a mesh intersection is detected
  11356. */
  11357. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11358. module "babylonjs/scene" {
  11359. interface Scene {
  11360. /** @hidden */
  11361. _tempPickingRay: Nullable<Ray>;
  11362. /** @hidden */
  11363. _cachedRayForTransform: Ray;
  11364. /** @hidden */
  11365. _pickWithRayInverseMatrix: Matrix;
  11366. /** @hidden */
  11367. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11368. /** @hidden */
  11369. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11370. }
  11371. }
  11372. }
  11373. declare module "babylonjs/sceneComponent" {
  11374. import { Scene } from "babylonjs/scene";
  11375. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11376. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11377. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11378. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11379. import { Nullable } from "babylonjs/types";
  11380. import { Camera } from "babylonjs/Cameras/camera";
  11381. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11382. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11383. import { AbstractScene } from "babylonjs/abstractScene";
  11384. import { Mesh } from "babylonjs/Meshes/mesh";
  11385. /**
  11386. * Groups all the scene component constants in one place to ease maintenance.
  11387. * @hidden
  11388. */
  11389. export class SceneComponentConstants {
  11390. static readonly NAME_EFFECTLAYER: string;
  11391. static readonly NAME_LAYER: string;
  11392. static readonly NAME_LENSFLARESYSTEM: string;
  11393. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11394. static readonly NAME_PARTICLESYSTEM: string;
  11395. static readonly NAME_GAMEPAD: string;
  11396. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11397. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11398. static readonly NAME_DEPTHRENDERER: string;
  11399. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11400. static readonly NAME_SPRITE: string;
  11401. static readonly NAME_OUTLINERENDERER: string;
  11402. static readonly NAME_PROCEDURALTEXTURE: string;
  11403. static readonly NAME_SHADOWGENERATOR: string;
  11404. static readonly NAME_OCTREE: string;
  11405. static readonly NAME_PHYSICSENGINE: string;
  11406. static readonly NAME_AUDIO: string;
  11407. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11408. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11409. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11410. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11411. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11412. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11413. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11414. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11415. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11416. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11417. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11418. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11419. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11420. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11421. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11422. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11423. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11424. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11425. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11426. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11427. static readonly STEP_AFTERRENDER_AUDIO: number;
  11428. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11429. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11430. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11431. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11432. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11433. static readonly STEP_POINTERMOVE_SPRITE: number;
  11434. static readonly STEP_POINTERDOWN_SPRITE: number;
  11435. static readonly STEP_POINTERUP_SPRITE: number;
  11436. }
  11437. /**
  11438. * This represents a scene component.
  11439. *
  11440. * This is used to decouple the dependency the scene is having on the different workloads like
  11441. * layers, post processes...
  11442. */
  11443. export interface ISceneComponent {
  11444. /**
  11445. * The name of the component. Each component must have a unique name.
  11446. */
  11447. name: string;
  11448. /**
  11449. * The scene the component belongs to.
  11450. */
  11451. scene: Scene;
  11452. /**
  11453. * Register the component to one instance of a scene.
  11454. */
  11455. register(): void;
  11456. /**
  11457. * Rebuilds the elements related to this component in case of
  11458. * context lost for instance.
  11459. */
  11460. rebuild(): void;
  11461. /**
  11462. * Disposes the component and the associated ressources.
  11463. */
  11464. dispose(): void;
  11465. }
  11466. /**
  11467. * This represents a SERIALIZABLE scene component.
  11468. *
  11469. * This extends Scene Component to add Serialization methods on top.
  11470. */
  11471. export interface ISceneSerializableComponent extends ISceneComponent {
  11472. /**
  11473. * Adds all the elements from the container to the scene
  11474. * @param container the container holding the elements
  11475. */
  11476. addFromContainer(container: AbstractScene): void;
  11477. /**
  11478. * Removes all the elements in the container from the scene
  11479. * @param container contains the elements to remove
  11480. * @param dispose if the removed element should be disposed (default: false)
  11481. */
  11482. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11483. /**
  11484. * Serializes the component data to the specified json object
  11485. * @param serializationObject The object to serialize to
  11486. */
  11487. serialize(serializationObject: any): void;
  11488. }
  11489. /**
  11490. * Strong typing of a Mesh related stage step action
  11491. */
  11492. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11493. /**
  11494. * Strong typing of a Evaluate Sub Mesh related stage step action
  11495. */
  11496. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11497. /**
  11498. * Strong typing of a Active Mesh related stage step action
  11499. */
  11500. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11501. /**
  11502. * Strong typing of a Camera related stage step action
  11503. */
  11504. export type CameraStageAction = (camera: Camera) => void;
  11505. /**
  11506. * Strong typing of a Camera Frame buffer related stage step action
  11507. */
  11508. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11509. /**
  11510. * Strong typing of a Render Target related stage step action
  11511. */
  11512. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11513. /**
  11514. * Strong typing of a RenderingGroup related stage step action
  11515. */
  11516. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11517. /**
  11518. * Strong typing of a Mesh Render related stage step action
  11519. */
  11520. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11521. /**
  11522. * Strong typing of a simple stage step action
  11523. */
  11524. export type SimpleStageAction = () => void;
  11525. /**
  11526. * Strong typing of a render target action.
  11527. */
  11528. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11529. /**
  11530. * Strong typing of a pointer move action.
  11531. */
  11532. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  11533. /**
  11534. * Strong typing of a pointer up/down action.
  11535. */
  11536. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11537. /**
  11538. * Representation of a stage in the scene (Basically a list of ordered steps)
  11539. * @hidden
  11540. */
  11541. export class Stage<T extends Function> extends Array<{
  11542. index: number;
  11543. component: ISceneComponent;
  11544. action: T;
  11545. }> {
  11546. /**
  11547. * Hide ctor from the rest of the world.
  11548. * @param items The items to add.
  11549. */
  11550. private constructor();
  11551. /**
  11552. * Creates a new Stage.
  11553. * @returns A new instance of a Stage
  11554. */
  11555. static Create<T extends Function>(): Stage<T>;
  11556. /**
  11557. * Registers a step in an ordered way in the targeted stage.
  11558. * @param index Defines the position to register the step in
  11559. * @param component Defines the component attached to the step
  11560. * @param action Defines the action to launch during the step
  11561. */
  11562. registerStep(index: number, component: ISceneComponent, action: T): void;
  11563. /**
  11564. * Clears all the steps from the stage.
  11565. */
  11566. clear(): void;
  11567. }
  11568. }
  11569. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11570. import { Nullable } from "babylonjs/types";
  11571. import { Observable } from "babylonjs/Misc/observable";
  11572. import { Scene } from "babylonjs/scene";
  11573. import { Sprite } from "babylonjs/Sprites/sprite";
  11574. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11575. import { Ray } from "babylonjs/Culling/ray";
  11576. import { Camera } from "babylonjs/Cameras/camera";
  11577. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11578. import { ISceneComponent } from "babylonjs/sceneComponent";
  11579. module "babylonjs/scene" {
  11580. interface Scene {
  11581. /** @hidden */
  11582. _pointerOverSprite: Nullable<Sprite>;
  11583. /** @hidden */
  11584. _pickedDownSprite: Nullable<Sprite>;
  11585. /** @hidden */
  11586. _tempSpritePickingRay: Nullable<Ray>;
  11587. /**
  11588. * All of the sprite managers added to this scene
  11589. * @see http://doc.babylonjs.com/babylon101/sprites
  11590. */
  11591. spriteManagers: Array<ISpriteManager>;
  11592. /**
  11593. * An event triggered when sprites rendering is about to start
  11594. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11595. */
  11596. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11597. /**
  11598. * An event triggered when sprites rendering is done
  11599. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11600. */
  11601. onAfterSpritesRenderingObservable: Observable<Scene>;
  11602. /** @hidden */
  11603. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11604. /** Launch a ray to try to pick a sprite in the scene
  11605. * @param x position on screen
  11606. * @param y position on screen
  11607. * @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
  11608. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11609. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11610. * @returns a PickingInfo
  11611. */
  11612. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11613. /** Use the given ray to pick a sprite in the scene
  11614. * @param ray The ray (in world space) to use to pick meshes
  11615. * @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
  11616. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11617. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11618. * @returns a PickingInfo
  11619. */
  11620. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11621. /** @hidden */
  11622. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11623. /** Launch a ray to try to pick sprites in the scene
  11624. * @param x position on screen
  11625. * @param y position on screen
  11626. * @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
  11627. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11628. * @returns a PickingInfo array
  11629. */
  11630. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11631. /** Use the given ray to pick sprites in the scene
  11632. * @param ray The ray (in world space) to use to pick meshes
  11633. * @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
  11634. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11635. * @returns a PickingInfo array
  11636. */
  11637. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11638. /**
  11639. * Force the sprite under the pointer
  11640. * @param sprite defines the sprite to use
  11641. */
  11642. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11643. /**
  11644. * Gets the sprite under the pointer
  11645. * @returns a Sprite or null if no sprite is under the pointer
  11646. */
  11647. getPointerOverSprite(): Nullable<Sprite>;
  11648. }
  11649. }
  11650. /**
  11651. * Defines the sprite scene component responsible to manage sprites
  11652. * in a given scene.
  11653. */
  11654. export class SpriteSceneComponent implements ISceneComponent {
  11655. /**
  11656. * The component name helpfull to identify the component in the list of scene components.
  11657. */
  11658. readonly name: string;
  11659. /**
  11660. * The scene the component belongs to.
  11661. */
  11662. scene: Scene;
  11663. /** @hidden */
  11664. private _spritePredicate;
  11665. /**
  11666. * Creates a new instance of the component for the given scene
  11667. * @param scene Defines the scene to register the component in
  11668. */
  11669. constructor(scene: Scene);
  11670. /**
  11671. * Registers the component in a given scene
  11672. */
  11673. register(): void;
  11674. /**
  11675. * Rebuilds the elements related to this component in case of
  11676. * context lost for instance.
  11677. */
  11678. rebuild(): void;
  11679. /**
  11680. * Disposes the component and the associated ressources.
  11681. */
  11682. dispose(): void;
  11683. private _pickSpriteButKeepRay;
  11684. private _pointerMove;
  11685. private _pointerDown;
  11686. private _pointerUp;
  11687. }
  11688. }
  11689. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11690. /** @hidden */
  11691. export var fogFragmentDeclaration: {
  11692. name: string;
  11693. shader: string;
  11694. };
  11695. }
  11696. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11697. /** @hidden */
  11698. export var fogFragment: {
  11699. name: string;
  11700. shader: string;
  11701. };
  11702. }
  11703. declare module "babylonjs/Shaders/sprites.fragment" {
  11704. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11705. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11706. /** @hidden */
  11707. export var spritesPixelShader: {
  11708. name: string;
  11709. shader: string;
  11710. };
  11711. }
  11712. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11713. /** @hidden */
  11714. export var fogVertexDeclaration: {
  11715. name: string;
  11716. shader: string;
  11717. };
  11718. }
  11719. declare module "babylonjs/Shaders/sprites.vertex" {
  11720. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11721. /** @hidden */
  11722. export var spritesVertexShader: {
  11723. name: string;
  11724. shader: string;
  11725. };
  11726. }
  11727. declare module "babylonjs/Sprites/spriteManager" {
  11728. import { IDisposable, Scene } from "babylonjs/scene";
  11729. import { Nullable } from "babylonjs/types";
  11730. import { Observable } from "babylonjs/Misc/observable";
  11731. import { Sprite } from "babylonjs/Sprites/sprite";
  11732. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11733. import { Camera } from "babylonjs/Cameras/camera";
  11734. import { Texture } from "babylonjs/Materials/Textures/texture";
  11735. import "babylonjs/Shaders/sprites.fragment";
  11736. import "babylonjs/Shaders/sprites.vertex";
  11737. import { Ray } from "babylonjs/Culling/ray";
  11738. /**
  11739. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11740. */
  11741. export interface ISpriteManager extends IDisposable {
  11742. /**
  11743. * Restricts the camera to viewing objects with the same layerMask.
  11744. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11745. */
  11746. layerMask: number;
  11747. /**
  11748. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11749. */
  11750. isPickable: boolean;
  11751. /**
  11752. * Specifies the rendering group id for this mesh (0 by default)
  11753. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11754. */
  11755. renderingGroupId: number;
  11756. /**
  11757. * Defines the list of sprites managed by the manager.
  11758. */
  11759. sprites: Array<Sprite>;
  11760. /**
  11761. * Tests the intersection of a sprite with a specific ray.
  11762. * @param ray The ray we are sending to test the collision
  11763. * @param camera The camera space we are sending rays in
  11764. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11765. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11766. * @returns picking info or null.
  11767. */
  11768. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11769. /**
  11770. * Intersects the sprites with a ray
  11771. * @param ray defines the ray to intersect with
  11772. * @param camera defines the current active camera
  11773. * @param predicate defines a predicate used to select candidate sprites
  11774. * @returns null if no hit or a PickingInfo array
  11775. */
  11776. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11777. /**
  11778. * Renders the list of sprites on screen.
  11779. */
  11780. render(): void;
  11781. }
  11782. /**
  11783. * Class used to manage multiple sprites on the same spritesheet
  11784. * @see http://doc.babylonjs.com/babylon101/sprites
  11785. */
  11786. export class SpriteManager implements ISpriteManager {
  11787. /** defines the manager's name */
  11788. name: string;
  11789. /** Gets the list of sprites */
  11790. sprites: Sprite[];
  11791. /** Gets or sets the rendering group id (0 by default) */
  11792. renderingGroupId: number;
  11793. /** Gets or sets camera layer mask */
  11794. layerMask: number;
  11795. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11796. fogEnabled: boolean;
  11797. /** Gets or sets a boolean indicating if the sprites are pickable */
  11798. isPickable: boolean;
  11799. /** Defines the default width of a cell in the spritesheet */
  11800. cellWidth: number;
  11801. /** Defines the default height of a cell in the spritesheet */
  11802. cellHeight: number;
  11803. /** Associative array from JSON sprite data file */
  11804. private _cellData;
  11805. /** Array of sprite names from JSON sprite data file */
  11806. private _spriteMap;
  11807. /** True when packed cell data from JSON file is ready*/
  11808. private _packedAndReady;
  11809. /**
  11810. * An event triggered when the manager is disposed.
  11811. */
  11812. onDisposeObservable: Observable<SpriteManager>;
  11813. private _onDisposeObserver;
  11814. /**
  11815. * Callback called when the manager is disposed
  11816. */
  11817. onDispose: () => void;
  11818. private _capacity;
  11819. private _fromPacked;
  11820. private _spriteTexture;
  11821. private _epsilon;
  11822. private _scene;
  11823. private _vertexData;
  11824. private _buffer;
  11825. private _vertexBuffers;
  11826. private _indexBuffer;
  11827. private _effectBase;
  11828. private _effectFog;
  11829. /**
  11830. * Gets or sets the spritesheet texture
  11831. */
  11832. texture: Texture;
  11833. /**
  11834. * Creates a new sprite manager
  11835. * @param name defines the manager's name
  11836. * @param imgUrl defines the sprite sheet url
  11837. * @param capacity defines the maximum allowed number of sprites
  11838. * @param cellSize defines the size of a sprite cell
  11839. * @param scene defines the hosting scene
  11840. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11841. * @param samplingMode defines the smapling mode to use with spritesheet
  11842. * @param fromPacked set to false; do not alter
  11843. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11844. */
  11845. constructor(
  11846. /** defines the manager's name */
  11847. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11848. private _makePacked;
  11849. private _appendSpriteVertex;
  11850. /**
  11851. * Intersects the sprites with a ray
  11852. * @param ray defines the ray to intersect with
  11853. * @param camera defines the current active camera
  11854. * @param predicate defines a predicate used to select candidate sprites
  11855. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11856. * @returns null if no hit or a PickingInfo
  11857. */
  11858. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11859. /**
  11860. * Intersects the sprites with a ray
  11861. * @param ray defines the ray to intersect with
  11862. * @param camera defines the current active camera
  11863. * @param predicate defines a predicate used to select candidate sprites
  11864. * @returns null if no hit or a PickingInfo array
  11865. */
  11866. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11867. /**
  11868. * Render all child sprites
  11869. */
  11870. render(): void;
  11871. /**
  11872. * Release associated resources
  11873. */
  11874. dispose(): void;
  11875. }
  11876. }
  11877. declare module "babylonjs/Sprites/sprite" {
  11878. import { Vector3 } from "babylonjs/Maths/math.vector";
  11879. import { Nullable } from "babylonjs/types";
  11880. import { ActionManager } from "babylonjs/Actions/actionManager";
  11881. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11882. import { Color4 } from "babylonjs/Maths/math.color";
  11883. /**
  11884. * Class used to represent a sprite
  11885. * @see http://doc.babylonjs.com/babylon101/sprites
  11886. */
  11887. export class Sprite {
  11888. /** defines the name */
  11889. name: string;
  11890. /** Gets or sets the current world position */
  11891. position: Vector3;
  11892. /** Gets or sets the main color */
  11893. color: Color4;
  11894. /** Gets or sets the width */
  11895. width: number;
  11896. /** Gets or sets the height */
  11897. height: number;
  11898. /** Gets or sets rotation angle */
  11899. angle: number;
  11900. /** Gets or sets the cell index in the sprite sheet */
  11901. cellIndex: number;
  11902. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11903. cellRef: string;
  11904. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11905. invertU: number;
  11906. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11907. invertV: number;
  11908. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11909. disposeWhenFinishedAnimating: boolean;
  11910. /** Gets the list of attached animations */
  11911. animations: Animation[];
  11912. /** Gets or sets a boolean indicating if the sprite can be picked */
  11913. isPickable: boolean;
  11914. /**
  11915. * Gets or sets the associated action manager
  11916. */
  11917. actionManager: Nullable<ActionManager>;
  11918. private _animationStarted;
  11919. private _loopAnimation;
  11920. private _fromIndex;
  11921. private _toIndex;
  11922. private _delay;
  11923. private _direction;
  11924. private _manager;
  11925. private _time;
  11926. private _onAnimationEnd;
  11927. /**
  11928. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11929. */
  11930. isVisible: boolean;
  11931. /**
  11932. * Gets or sets the sprite size
  11933. */
  11934. size: number;
  11935. /**
  11936. * Creates a new Sprite
  11937. * @param name defines the name
  11938. * @param manager defines the manager
  11939. */
  11940. constructor(
  11941. /** defines the name */
  11942. name: string, manager: ISpriteManager);
  11943. /**
  11944. * Starts an animation
  11945. * @param from defines the initial key
  11946. * @param to defines the end key
  11947. * @param loop defines if the animation must loop
  11948. * @param delay defines the start delay (in ms)
  11949. * @param onAnimationEnd defines a callback to call when animation ends
  11950. */
  11951. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11952. /** Stops current animation (if any) */
  11953. stopAnimation(): void;
  11954. /** @hidden */
  11955. _animate(deltaTime: number): void;
  11956. /** Release associated resources */
  11957. dispose(): void;
  11958. }
  11959. }
  11960. declare module "babylonjs/Collisions/pickingInfo" {
  11961. import { Nullable } from "babylonjs/types";
  11962. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11963. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11964. import { Sprite } from "babylonjs/Sprites/sprite";
  11965. import { Ray } from "babylonjs/Culling/ray";
  11966. /**
  11967. * Information about the result of picking within a scene
  11968. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11969. */
  11970. export class PickingInfo {
  11971. /** @hidden */
  11972. _pickingUnavailable: boolean;
  11973. /**
  11974. * If the pick collided with an object
  11975. */
  11976. hit: boolean;
  11977. /**
  11978. * Distance away where the pick collided
  11979. */
  11980. distance: number;
  11981. /**
  11982. * The location of pick collision
  11983. */
  11984. pickedPoint: Nullable<Vector3>;
  11985. /**
  11986. * The mesh corresponding the the pick collision
  11987. */
  11988. pickedMesh: Nullable<AbstractMesh>;
  11989. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11990. bu: number;
  11991. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11992. bv: number;
  11993. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11994. faceId: number;
  11995. /** Id of the the submesh that was picked */
  11996. subMeshId: number;
  11997. /** If a sprite was picked, this will be the sprite the pick collided with */
  11998. pickedSprite: Nullable<Sprite>;
  11999. /**
  12000. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  12001. */
  12002. originMesh: Nullable<AbstractMesh>;
  12003. /**
  12004. * The ray that was used to perform the picking.
  12005. */
  12006. ray: Nullable<Ray>;
  12007. /**
  12008. * Gets the normal correspodning to the face the pick collided with
  12009. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  12010. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  12011. * @returns The normal correspodning to the face the pick collided with
  12012. */
  12013. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  12014. /**
  12015. * Gets the texture coordinates of where the pick occured
  12016. * @returns the vector containing the coordnates of the texture
  12017. */
  12018. getTextureCoordinates(): Nullable<Vector2>;
  12019. }
  12020. }
  12021. declare module "babylonjs/Events/pointerEvents" {
  12022. import { Nullable } from "babylonjs/types";
  12023. import { Vector2 } from "babylonjs/Maths/math.vector";
  12024. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  12025. import { Ray } from "babylonjs/Culling/ray";
  12026. /**
  12027. * Gather the list of pointer event types as constants.
  12028. */
  12029. export class PointerEventTypes {
  12030. /**
  12031. * 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.
  12032. */
  12033. static readonly POINTERDOWN: number;
  12034. /**
  12035. * The pointerup event is fired when a pointer is no longer active.
  12036. */
  12037. static readonly POINTERUP: number;
  12038. /**
  12039. * The pointermove event is fired when a pointer changes coordinates.
  12040. */
  12041. static readonly POINTERMOVE: number;
  12042. /**
  12043. * The pointerwheel event is fired when a mouse wheel has been rotated.
  12044. */
  12045. static readonly POINTERWHEEL: number;
  12046. /**
  12047. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  12048. */
  12049. static readonly POINTERPICK: number;
  12050. /**
  12051. * The pointertap event is fired when a the object has been touched and released without drag.
  12052. */
  12053. static readonly POINTERTAP: number;
  12054. /**
  12055. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  12056. */
  12057. static readonly POINTERDOUBLETAP: number;
  12058. }
  12059. /**
  12060. * Base class of pointer info types.
  12061. */
  12062. export class PointerInfoBase {
  12063. /**
  12064. * Defines the type of event (PointerEventTypes)
  12065. */
  12066. type: number;
  12067. /**
  12068. * Defines the related dom event
  12069. */
  12070. event: PointerEvent | MouseWheelEvent;
  12071. /**
  12072. * Instantiates the base class of pointers info.
  12073. * @param type Defines the type of event (PointerEventTypes)
  12074. * @param event Defines the related dom event
  12075. */
  12076. constructor(
  12077. /**
  12078. * Defines the type of event (PointerEventTypes)
  12079. */
  12080. type: number,
  12081. /**
  12082. * Defines the related dom event
  12083. */
  12084. event: PointerEvent | MouseWheelEvent);
  12085. }
  12086. /**
  12087. * This class is used to store pointer related info for the onPrePointerObservable event.
  12088. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12089. */
  12090. export class PointerInfoPre extends PointerInfoBase {
  12091. /**
  12092. * Ray from a pointer if availible (eg. 6dof controller)
  12093. */
  12094. ray: Nullable<Ray>;
  12095. /**
  12096. * Defines the local position of the pointer on the canvas.
  12097. */
  12098. localPosition: Vector2;
  12099. /**
  12100. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12101. */
  12102. skipOnPointerObservable: boolean;
  12103. /**
  12104. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12105. * @param type Defines the type of event (PointerEventTypes)
  12106. * @param event Defines the related dom event
  12107. * @param localX Defines the local x coordinates of the pointer when the event occured
  12108. * @param localY Defines the local y coordinates of the pointer when the event occured
  12109. */
  12110. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12111. }
  12112. /**
  12113. * This type contains all the data related to a pointer event in Babylon.js.
  12114. * 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.
  12115. */
  12116. export class PointerInfo extends PointerInfoBase {
  12117. /**
  12118. * Defines the picking info associated to the info (if any)\
  12119. */
  12120. pickInfo: Nullable<PickingInfo>;
  12121. /**
  12122. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12123. * @param type Defines the type of event (PointerEventTypes)
  12124. * @param event Defines the related dom event
  12125. * @param pickInfo Defines the picking info associated to the info (if any)\
  12126. */
  12127. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12128. /**
  12129. * Defines the picking info associated to the info (if any)\
  12130. */
  12131. pickInfo: Nullable<PickingInfo>);
  12132. }
  12133. /**
  12134. * Data relating to a touch event on the screen.
  12135. */
  12136. export interface PointerTouch {
  12137. /**
  12138. * X coordinate of touch.
  12139. */
  12140. x: number;
  12141. /**
  12142. * Y coordinate of touch.
  12143. */
  12144. y: number;
  12145. /**
  12146. * Id of touch. Unique for each finger.
  12147. */
  12148. pointerId: number;
  12149. /**
  12150. * Event type passed from DOM.
  12151. */
  12152. type: any;
  12153. }
  12154. }
  12155. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12156. import { Observable } from "babylonjs/Misc/observable";
  12157. import { Nullable } from "babylonjs/types";
  12158. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12159. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12160. /**
  12161. * Manage the mouse inputs to control the movement of a free camera.
  12162. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12163. */
  12164. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12165. /**
  12166. * Define if touch is enabled in the mouse input
  12167. */
  12168. touchEnabled: boolean;
  12169. /**
  12170. * Defines the camera the input is attached to.
  12171. */
  12172. camera: FreeCamera;
  12173. /**
  12174. * Defines the buttons associated with the input to handle camera move.
  12175. */
  12176. buttons: number[];
  12177. /**
  12178. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12179. */
  12180. angularSensibility: number;
  12181. private _pointerInput;
  12182. private _onMouseMove;
  12183. private _observer;
  12184. private previousPosition;
  12185. /**
  12186. * Observable for when a pointer move event occurs containing the move offset
  12187. */
  12188. onPointerMovedObservable: Observable<{
  12189. offsetX: number;
  12190. offsetY: number;
  12191. }>;
  12192. /**
  12193. * @hidden
  12194. * If the camera should be rotated automatically based on pointer movement
  12195. */
  12196. _allowCameraRotation: boolean;
  12197. /**
  12198. * Manage the mouse inputs to control the movement of a free camera.
  12199. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12200. * @param touchEnabled Defines if touch is enabled or not
  12201. */
  12202. constructor(
  12203. /**
  12204. * Define if touch is enabled in the mouse input
  12205. */
  12206. touchEnabled?: boolean);
  12207. /**
  12208. * Attach the input controls to a specific dom element to get the input from.
  12209. * @param element Defines the element the controls should be listened from
  12210. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12211. */
  12212. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12213. /**
  12214. * Called on JS contextmenu event.
  12215. * Override this method to provide functionality.
  12216. */
  12217. protected onContextMenu(evt: PointerEvent): void;
  12218. /**
  12219. * Detach the current controls from the specified dom element.
  12220. * @param element Defines the element to stop listening the inputs from
  12221. */
  12222. detachControl(element: Nullable<HTMLElement>): void;
  12223. /**
  12224. * Gets the class name of the current intput.
  12225. * @returns the class name
  12226. */
  12227. getClassName(): string;
  12228. /**
  12229. * Get the friendly name associated with the input class.
  12230. * @returns the input friendly name
  12231. */
  12232. getSimpleName(): string;
  12233. }
  12234. }
  12235. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12236. import { Nullable } from "babylonjs/types";
  12237. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12238. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12239. /**
  12240. * Manage the touch inputs to control the movement of a free camera.
  12241. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12242. */
  12243. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12244. /**
  12245. * Defines the camera the input is attached to.
  12246. */
  12247. camera: FreeCamera;
  12248. /**
  12249. * Defines the touch sensibility for rotation.
  12250. * The higher the faster.
  12251. */
  12252. touchAngularSensibility: number;
  12253. /**
  12254. * Defines the touch sensibility for move.
  12255. * The higher the faster.
  12256. */
  12257. touchMoveSensibility: number;
  12258. private _offsetX;
  12259. private _offsetY;
  12260. private _pointerPressed;
  12261. private _pointerInput;
  12262. private _observer;
  12263. private _onLostFocus;
  12264. /**
  12265. * Attach the input controls to a specific dom element to get the input from.
  12266. * @param element Defines the element the controls should be listened from
  12267. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12268. */
  12269. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12270. /**
  12271. * Detach the current controls from the specified dom element.
  12272. * @param element Defines the element to stop listening the inputs from
  12273. */
  12274. detachControl(element: Nullable<HTMLElement>): void;
  12275. /**
  12276. * Update the current camera state depending on the inputs that have been used this frame.
  12277. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12278. */
  12279. checkInputs(): void;
  12280. /**
  12281. * Gets the class name of the current intput.
  12282. * @returns the class name
  12283. */
  12284. getClassName(): string;
  12285. /**
  12286. * Get the friendly name associated with the input class.
  12287. * @returns the input friendly name
  12288. */
  12289. getSimpleName(): string;
  12290. }
  12291. }
  12292. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12293. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12294. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12295. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12296. import { Nullable } from "babylonjs/types";
  12297. /**
  12298. * Default Inputs manager for the FreeCamera.
  12299. * It groups all the default supported inputs for ease of use.
  12300. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12301. */
  12302. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12303. /**
  12304. * @hidden
  12305. */
  12306. _mouseInput: Nullable<FreeCameraMouseInput>;
  12307. /**
  12308. * Instantiates a new FreeCameraInputsManager.
  12309. * @param camera Defines the camera the inputs belong to
  12310. */
  12311. constructor(camera: FreeCamera);
  12312. /**
  12313. * Add keyboard input support to the input manager.
  12314. * @returns the current input manager
  12315. */
  12316. addKeyboard(): FreeCameraInputsManager;
  12317. /**
  12318. * Add mouse input support to the input manager.
  12319. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12320. * @returns the current input manager
  12321. */
  12322. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12323. /**
  12324. * Removes the mouse input support from the manager
  12325. * @returns the current input manager
  12326. */
  12327. removeMouse(): FreeCameraInputsManager;
  12328. /**
  12329. * Add touch input support to the input manager.
  12330. * @returns the current input manager
  12331. */
  12332. addTouch(): FreeCameraInputsManager;
  12333. /**
  12334. * Remove all attached input methods from a camera
  12335. */
  12336. clear(): void;
  12337. }
  12338. }
  12339. declare module "babylonjs/Cameras/freeCamera" {
  12340. import { Vector3 } from "babylonjs/Maths/math.vector";
  12341. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12342. import { Scene } from "babylonjs/scene";
  12343. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12344. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12345. /**
  12346. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12347. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12348. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12349. */
  12350. export class FreeCamera extends TargetCamera {
  12351. /**
  12352. * Define the collision ellipsoid of the camera.
  12353. * This is helpful to simulate a camera body like the player body around the camera
  12354. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12355. */
  12356. ellipsoid: Vector3;
  12357. /**
  12358. * Define an offset for the position of the ellipsoid around the camera.
  12359. * This can be helpful to determine the center of the body near the gravity center of the body
  12360. * instead of its head.
  12361. */
  12362. ellipsoidOffset: Vector3;
  12363. /**
  12364. * Enable or disable collisions of the camera with the rest of the scene objects.
  12365. */
  12366. checkCollisions: boolean;
  12367. /**
  12368. * Enable or disable gravity on the camera.
  12369. */
  12370. applyGravity: boolean;
  12371. /**
  12372. * Define the input manager associated to the camera.
  12373. */
  12374. inputs: FreeCameraInputsManager;
  12375. /**
  12376. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12377. * Higher values reduce sensitivity.
  12378. */
  12379. /**
  12380. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12381. * Higher values reduce sensitivity.
  12382. */
  12383. angularSensibility: number;
  12384. /**
  12385. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12386. */
  12387. keysUp: number[];
  12388. /**
  12389. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12390. */
  12391. keysDown: number[];
  12392. /**
  12393. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12394. */
  12395. keysLeft: number[];
  12396. /**
  12397. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12398. */
  12399. keysRight: number[];
  12400. /**
  12401. * Event raised when the camera collide with a mesh in the scene.
  12402. */
  12403. onCollide: (collidedMesh: AbstractMesh) => void;
  12404. private _collider;
  12405. private _needMoveForGravity;
  12406. private _oldPosition;
  12407. private _diffPosition;
  12408. private _newPosition;
  12409. /** @hidden */
  12410. _localDirection: Vector3;
  12411. /** @hidden */
  12412. _transformedDirection: Vector3;
  12413. /**
  12414. * Instantiates a Free Camera.
  12415. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12416. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12417. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12418. * @param name Define the name of the camera in the scene
  12419. * @param position Define the start position of the camera in the scene
  12420. * @param scene Define the scene the camera belongs to
  12421. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12422. */
  12423. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12424. /**
  12425. * Attached controls to the current camera.
  12426. * @param element Defines the element the controls should be listened from
  12427. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12428. */
  12429. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12430. /**
  12431. * Detach the current controls from the camera.
  12432. * The camera will stop reacting to inputs.
  12433. * @param element Defines the element to stop listening the inputs from
  12434. */
  12435. detachControl(element: HTMLElement): void;
  12436. private _collisionMask;
  12437. /**
  12438. * Define a collision mask to limit the list of object the camera can collide with
  12439. */
  12440. collisionMask: number;
  12441. /** @hidden */
  12442. _collideWithWorld(displacement: Vector3): void;
  12443. private _onCollisionPositionChange;
  12444. /** @hidden */
  12445. _checkInputs(): void;
  12446. /** @hidden */
  12447. _decideIfNeedsToMove(): boolean;
  12448. /** @hidden */
  12449. _updatePosition(): void;
  12450. /**
  12451. * Destroy the camera and release the current resources hold by it.
  12452. */
  12453. dispose(): void;
  12454. /**
  12455. * Gets the current object class name.
  12456. * @return the class name
  12457. */
  12458. getClassName(): string;
  12459. }
  12460. }
  12461. declare module "babylonjs/Gamepads/gamepad" {
  12462. import { Observable } from "babylonjs/Misc/observable";
  12463. /**
  12464. * Represents a gamepad control stick position
  12465. */
  12466. export class StickValues {
  12467. /**
  12468. * The x component of the control stick
  12469. */
  12470. x: number;
  12471. /**
  12472. * The y component of the control stick
  12473. */
  12474. y: number;
  12475. /**
  12476. * Initializes the gamepad x and y control stick values
  12477. * @param x The x component of the gamepad control stick value
  12478. * @param y The y component of the gamepad control stick value
  12479. */
  12480. constructor(
  12481. /**
  12482. * The x component of the control stick
  12483. */
  12484. x: number,
  12485. /**
  12486. * The y component of the control stick
  12487. */
  12488. y: number);
  12489. }
  12490. /**
  12491. * An interface which manages callbacks for gamepad button changes
  12492. */
  12493. export interface GamepadButtonChanges {
  12494. /**
  12495. * Called when a gamepad has been changed
  12496. */
  12497. changed: boolean;
  12498. /**
  12499. * Called when a gamepad press event has been triggered
  12500. */
  12501. pressChanged: boolean;
  12502. /**
  12503. * Called when a touch event has been triggered
  12504. */
  12505. touchChanged: boolean;
  12506. /**
  12507. * Called when a value has changed
  12508. */
  12509. valueChanged: boolean;
  12510. }
  12511. /**
  12512. * Represents a gamepad
  12513. */
  12514. export class Gamepad {
  12515. /**
  12516. * The id of the gamepad
  12517. */
  12518. id: string;
  12519. /**
  12520. * The index of the gamepad
  12521. */
  12522. index: number;
  12523. /**
  12524. * The browser gamepad
  12525. */
  12526. browserGamepad: any;
  12527. /**
  12528. * Specifies what type of gamepad this represents
  12529. */
  12530. type: number;
  12531. private _leftStick;
  12532. private _rightStick;
  12533. /** @hidden */
  12534. _isConnected: boolean;
  12535. private _leftStickAxisX;
  12536. private _leftStickAxisY;
  12537. private _rightStickAxisX;
  12538. private _rightStickAxisY;
  12539. /**
  12540. * Triggered when the left control stick has been changed
  12541. */
  12542. private _onleftstickchanged;
  12543. /**
  12544. * Triggered when the right control stick has been changed
  12545. */
  12546. private _onrightstickchanged;
  12547. /**
  12548. * Represents a gamepad controller
  12549. */
  12550. static GAMEPAD: number;
  12551. /**
  12552. * Represents a generic controller
  12553. */
  12554. static GENERIC: number;
  12555. /**
  12556. * Represents an XBox controller
  12557. */
  12558. static XBOX: number;
  12559. /**
  12560. * Represents a pose-enabled controller
  12561. */
  12562. static POSE_ENABLED: number;
  12563. /**
  12564. * Represents an Dual Shock controller
  12565. */
  12566. static DUALSHOCK: number;
  12567. /**
  12568. * Specifies whether the left control stick should be Y-inverted
  12569. */
  12570. protected _invertLeftStickY: boolean;
  12571. /**
  12572. * Specifies if the gamepad has been connected
  12573. */
  12574. readonly isConnected: boolean;
  12575. /**
  12576. * Initializes the gamepad
  12577. * @param id The id of the gamepad
  12578. * @param index The index of the gamepad
  12579. * @param browserGamepad The browser gamepad
  12580. * @param leftStickX The x component of the left joystick
  12581. * @param leftStickY The y component of the left joystick
  12582. * @param rightStickX The x component of the right joystick
  12583. * @param rightStickY The y component of the right joystick
  12584. */
  12585. constructor(
  12586. /**
  12587. * The id of the gamepad
  12588. */
  12589. id: string,
  12590. /**
  12591. * The index of the gamepad
  12592. */
  12593. index: number,
  12594. /**
  12595. * The browser gamepad
  12596. */
  12597. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12598. /**
  12599. * Callback triggered when the left joystick has changed
  12600. * @param callback
  12601. */
  12602. onleftstickchanged(callback: (values: StickValues) => void): void;
  12603. /**
  12604. * Callback triggered when the right joystick has changed
  12605. * @param callback
  12606. */
  12607. onrightstickchanged(callback: (values: StickValues) => void): void;
  12608. /**
  12609. * Gets the left joystick
  12610. */
  12611. /**
  12612. * Sets the left joystick values
  12613. */
  12614. leftStick: StickValues;
  12615. /**
  12616. * Gets the right joystick
  12617. */
  12618. /**
  12619. * Sets the right joystick value
  12620. */
  12621. rightStick: StickValues;
  12622. /**
  12623. * Updates the gamepad joystick positions
  12624. */
  12625. update(): void;
  12626. /**
  12627. * Disposes the gamepad
  12628. */
  12629. dispose(): void;
  12630. }
  12631. /**
  12632. * Represents a generic gamepad
  12633. */
  12634. export class GenericPad extends Gamepad {
  12635. private _buttons;
  12636. private _onbuttondown;
  12637. private _onbuttonup;
  12638. /**
  12639. * Observable triggered when a button has been pressed
  12640. */
  12641. onButtonDownObservable: Observable<number>;
  12642. /**
  12643. * Observable triggered when a button has been released
  12644. */
  12645. onButtonUpObservable: Observable<number>;
  12646. /**
  12647. * Callback triggered when a button has been pressed
  12648. * @param callback Called when a button has been pressed
  12649. */
  12650. onbuttondown(callback: (buttonPressed: number) => void): void;
  12651. /**
  12652. * Callback triggered when a button has been released
  12653. * @param callback Called when a button has been released
  12654. */
  12655. onbuttonup(callback: (buttonReleased: number) => void): void;
  12656. /**
  12657. * Initializes the generic gamepad
  12658. * @param id The id of the generic gamepad
  12659. * @param index The index of the generic gamepad
  12660. * @param browserGamepad The browser gamepad
  12661. */
  12662. constructor(id: string, index: number, browserGamepad: any);
  12663. private _setButtonValue;
  12664. /**
  12665. * Updates the generic gamepad
  12666. */
  12667. update(): void;
  12668. /**
  12669. * Disposes the generic gamepad
  12670. */
  12671. dispose(): void;
  12672. }
  12673. }
  12674. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12675. import { Nullable } from "babylonjs/types";
  12676. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12677. import { Scene } from "babylonjs/scene";
  12678. module "babylonjs/Engines/engine" {
  12679. interface Engine {
  12680. /**
  12681. * Creates a raw texture
  12682. * @param data defines the data to store in the texture
  12683. * @param width defines the width of the texture
  12684. * @param height defines the height of the texture
  12685. * @param format defines the format of the data
  12686. * @param generateMipMaps defines if the engine should generate the mip levels
  12687. * @param invertY defines if data must be stored with Y axis inverted
  12688. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12689. * @param compression defines the compression used (null by default)
  12690. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12691. * @returns the raw texture inside an InternalTexture
  12692. */
  12693. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12694. /**
  12695. * Update a raw texture
  12696. * @param texture defines the texture to update
  12697. * @param data defines the data to store in the texture
  12698. * @param format defines the format of the data
  12699. * @param invertY defines if data must be stored with Y axis inverted
  12700. */
  12701. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12702. /**
  12703. * Update a raw texture
  12704. * @param texture defines the texture to update
  12705. * @param data defines the data to store in the texture
  12706. * @param format defines the format of the data
  12707. * @param invertY defines if data must be stored with Y axis inverted
  12708. * @param compression defines the compression used (null by default)
  12709. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12710. */
  12711. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12712. /**
  12713. * Creates a new raw cube texture
  12714. * @param data defines the array of data to use to create each face
  12715. * @param size defines the size of the textures
  12716. * @param format defines the format of the data
  12717. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12718. * @param generateMipMaps defines if the engine should generate the mip levels
  12719. * @param invertY defines if data must be stored with Y axis inverted
  12720. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12721. * @param compression defines the compression used (null by default)
  12722. * @returns the cube texture as an InternalTexture
  12723. */
  12724. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12725. /**
  12726. * Update a raw cube texture
  12727. * @param texture defines the texture to udpdate
  12728. * @param data defines the data to store
  12729. * @param format defines the data format
  12730. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12731. * @param invertY defines if data must be stored with Y axis inverted
  12732. */
  12733. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12734. /**
  12735. * Update a raw cube texture
  12736. * @param texture defines the texture to udpdate
  12737. * @param data defines the data to store
  12738. * @param format defines the data format
  12739. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12740. * @param invertY defines if data must be stored with Y axis inverted
  12741. * @param compression defines the compression used (null by default)
  12742. */
  12743. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12744. /**
  12745. * Update a raw cube texture
  12746. * @param texture defines the texture to udpdate
  12747. * @param data defines the data to store
  12748. * @param format defines the data format
  12749. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12750. * @param invertY defines if data must be stored with Y axis inverted
  12751. * @param compression defines the compression used (null by default)
  12752. * @param level defines which level of the texture to update
  12753. */
  12754. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12755. /**
  12756. * Creates a new raw cube texture from a specified url
  12757. * @param url defines the url where the data is located
  12758. * @param scene defines the current scene
  12759. * @param size defines the size of the textures
  12760. * @param format defines the format of the data
  12761. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12762. * @param noMipmap defines if the engine should avoid generating the mip levels
  12763. * @param callback defines a callback used to extract texture data from loaded data
  12764. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12765. * @param onLoad defines a callback called when texture is loaded
  12766. * @param onError defines a callback called if there is an error
  12767. * @returns the cube texture as an InternalTexture
  12768. */
  12769. 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;
  12770. /**
  12771. * Creates a new raw cube texture from a specified url
  12772. * @param url defines the url where the data is located
  12773. * @param scene defines the current scene
  12774. * @param size defines the size of the textures
  12775. * @param format defines the format of the data
  12776. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12777. * @param noMipmap defines if the engine should avoid generating the mip levels
  12778. * @param callback defines a callback used to extract texture data from loaded data
  12779. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12780. * @param onLoad defines a callback called when texture is loaded
  12781. * @param onError defines a callback called if there is an error
  12782. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12783. * @param invertY defines if data must be stored with Y axis inverted
  12784. * @returns the cube texture as an InternalTexture
  12785. */
  12786. 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;
  12787. /**
  12788. * Creates a new raw 3D texture
  12789. * @param data defines the data used to create the texture
  12790. * @param width defines the width of the texture
  12791. * @param height defines the height of the texture
  12792. * @param depth defines the depth of the texture
  12793. * @param format defines the format of the texture
  12794. * @param generateMipMaps defines if the engine must generate mip levels
  12795. * @param invertY defines if data must be stored with Y axis inverted
  12796. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12797. * @param compression defines the compressed used (can be null)
  12798. * @param textureType defines the compressed used (can be null)
  12799. * @returns a new raw 3D texture (stored in an InternalTexture)
  12800. */
  12801. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12802. /**
  12803. * Update a raw 3D texture
  12804. * @param texture defines the texture to update
  12805. * @param data defines the data to store
  12806. * @param format defines the data format
  12807. * @param invertY defines if data must be stored with Y axis inverted
  12808. */
  12809. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12810. /**
  12811. * Update a raw 3D texture
  12812. * @param texture defines the texture to update
  12813. * @param data defines the data to store
  12814. * @param format defines the data format
  12815. * @param invertY defines if data must be stored with Y axis inverted
  12816. * @param compression defines the used compression (can be null)
  12817. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12818. */
  12819. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12820. /**
  12821. * Creates a new raw 2D array texture
  12822. * @param data defines the data used to create the texture
  12823. * @param width defines the width of the texture
  12824. * @param height defines the height of the texture
  12825. * @param depth defines the number of layers of the texture
  12826. * @param format defines the format of the texture
  12827. * @param generateMipMaps defines if the engine must generate mip levels
  12828. * @param invertY defines if data must be stored with Y axis inverted
  12829. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12830. * @param compression defines the compressed used (can be null)
  12831. * @param textureType defines the compressed used (can be null)
  12832. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12833. */
  12834. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12835. /**
  12836. * Update a raw 2D array texture
  12837. * @param texture defines the texture to update
  12838. * @param data defines the data to store
  12839. * @param format defines the data format
  12840. * @param invertY defines if data must be stored with Y axis inverted
  12841. */
  12842. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12843. /**
  12844. * Update a raw 2D array texture
  12845. * @param texture defines the texture to update
  12846. * @param data defines the data to store
  12847. * @param format defines the data format
  12848. * @param invertY defines if data must be stored with Y axis inverted
  12849. * @param compression defines the used compression (can be null)
  12850. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12851. */
  12852. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12853. }
  12854. }
  12855. }
  12856. declare module "babylonjs/Materials/Textures/rawTexture" {
  12857. import { Scene } from "babylonjs/scene";
  12858. import { Texture } from "babylonjs/Materials/Textures/texture";
  12859. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12860. /**
  12861. * Raw texture can help creating a texture directly from an array of data.
  12862. * This can be super useful if you either get the data from an uncompressed source or
  12863. * if you wish to create your texture pixel by pixel.
  12864. */
  12865. export class RawTexture extends Texture {
  12866. /**
  12867. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12868. */
  12869. format: number;
  12870. private _engine;
  12871. /**
  12872. * Instantiates a new RawTexture.
  12873. * Raw texture can help creating a texture directly from an array of data.
  12874. * This can be super useful if you either get the data from an uncompressed source or
  12875. * if you wish to create your texture pixel by pixel.
  12876. * @param data define the array of data to use to create the texture
  12877. * @param width define the width of the texture
  12878. * @param height define the height of the texture
  12879. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12880. * @param scene define the scene the texture belongs to
  12881. * @param generateMipMaps define whether mip maps should be generated or not
  12882. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12883. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12884. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12885. */
  12886. constructor(data: ArrayBufferView, width: number, height: number,
  12887. /**
  12888. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12889. */
  12890. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12891. /**
  12892. * Updates the texture underlying data.
  12893. * @param data Define the new data of the texture
  12894. */
  12895. update(data: ArrayBufferView): void;
  12896. /**
  12897. * Creates a luminance texture from some data.
  12898. * @param data Define the texture data
  12899. * @param width Define the width of the texture
  12900. * @param height Define the height of the texture
  12901. * @param scene Define the scene the texture belongs to
  12902. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12903. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12904. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12905. * @returns the luminance texture
  12906. */
  12907. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12908. /**
  12909. * Creates a luminance alpha texture from some data.
  12910. * @param data Define the texture data
  12911. * @param width Define the width of the texture
  12912. * @param height Define the height of the texture
  12913. * @param scene Define the scene the texture belongs to
  12914. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12915. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12916. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12917. * @returns the luminance alpha texture
  12918. */
  12919. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12920. /**
  12921. * Creates an alpha texture from some data.
  12922. * @param data Define the texture data
  12923. * @param width Define the width of the texture
  12924. * @param height Define the height of the texture
  12925. * @param scene Define the scene the texture belongs to
  12926. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12927. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12928. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12929. * @returns the alpha texture
  12930. */
  12931. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12932. /**
  12933. * Creates a RGB texture from some data.
  12934. * @param data Define the texture data
  12935. * @param width Define the width of the texture
  12936. * @param height Define the height of the texture
  12937. * @param scene Define the scene the texture belongs to
  12938. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12939. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12940. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12941. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12942. * @returns the RGB alpha texture
  12943. */
  12944. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12945. /**
  12946. * Creates a RGBA texture from some data.
  12947. * @param data Define the texture data
  12948. * @param width Define the width of the texture
  12949. * @param height Define the height of the texture
  12950. * @param scene Define the scene the texture belongs to
  12951. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12952. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12953. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12954. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12955. * @returns the RGBA texture
  12956. */
  12957. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12958. /**
  12959. * Creates a R texture from some data.
  12960. * @param data Define the texture data
  12961. * @param width Define the width of the texture
  12962. * @param height Define the height of the texture
  12963. * @param scene Define the scene the texture belongs to
  12964. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12965. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12966. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12967. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12968. * @returns the R texture
  12969. */
  12970. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12971. }
  12972. }
  12973. declare module "babylonjs/Maths/math.size" {
  12974. /**
  12975. * Interface for the size containing width and height
  12976. */
  12977. export interface ISize {
  12978. /**
  12979. * Width
  12980. */
  12981. width: number;
  12982. /**
  12983. * Heighht
  12984. */
  12985. height: number;
  12986. }
  12987. /**
  12988. * Size containing widht and height
  12989. */
  12990. export class Size implements ISize {
  12991. /**
  12992. * Width
  12993. */
  12994. width: number;
  12995. /**
  12996. * Height
  12997. */
  12998. height: number;
  12999. /**
  13000. * Creates a Size object from the given width and height (floats).
  13001. * @param width width of the new size
  13002. * @param height height of the new size
  13003. */
  13004. constructor(width: number, height: number);
  13005. /**
  13006. * Returns a string with the Size width and height
  13007. * @returns a string with the Size width and height
  13008. */
  13009. toString(): string;
  13010. /**
  13011. * "Size"
  13012. * @returns the string "Size"
  13013. */
  13014. getClassName(): string;
  13015. /**
  13016. * Returns the Size hash code.
  13017. * @returns a hash code for a unique width and height
  13018. */
  13019. getHashCode(): number;
  13020. /**
  13021. * Updates the current size from the given one.
  13022. * @param src the given size
  13023. */
  13024. copyFrom(src: Size): void;
  13025. /**
  13026. * Updates in place the current Size from the given floats.
  13027. * @param width width of the new size
  13028. * @param height height of the new size
  13029. * @returns the updated Size.
  13030. */
  13031. copyFromFloats(width: number, height: number): Size;
  13032. /**
  13033. * Updates in place the current Size from the given floats.
  13034. * @param width width to set
  13035. * @param height height to set
  13036. * @returns the updated Size.
  13037. */
  13038. set(width: number, height: number): Size;
  13039. /**
  13040. * Multiplies the width and height by numbers
  13041. * @param w factor to multiple the width by
  13042. * @param h factor to multiple the height by
  13043. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  13044. */
  13045. multiplyByFloats(w: number, h: number): Size;
  13046. /**
  13047. * Clones the size
  13048. * @returns a new Size copied from the given one.
  13049. */
  13050. clone(): Size;
  13051. /**
  13052. * True if the current Size and the given one width and height are strictly equal.
  13053. * @param other the other size to compare against
  13054. * @returns True if the current Size and the given one width and height are strictly equal.
  13055. */
  13056. equals(other: Size): boolean;
  13057. /**
  13058. * The surface of the Size : width * height (float).
  13059. */
  13060. readonly surface: number;
  13061. /**
  13062. * Create a new size of zero
  13063. * @returns a new Size set to (0.0, 0.0)
  13064. */
  13065. static Zero(): Size;
  13066. /**
  13067. * Sums the width and height of two sizes
  13068. * @param otherSize size to add to this size
  13069. * @returns a new Size set as the addition result of the current Size and the given one.
  13070. */
  13071. add(otherSize: Size): Size;
  13072. /**
  13073. * Subtracts the width and height of two
  13074. * @param otherSize size to subtract to this size
  13075. * @returns a new Size set as the subtraction result of the given one from the current Size.
  13076. */
  13077. subtract(otherSize: Size): Size;
  13078. /**
  13079. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  13080. * @param start starting size to lerp between
  13081. * @param end end size to lerp between
  13082. * @param amount amount to lerp between the start and end values
  13083. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  13084. */
  13085. static Lerp(start: Size, end: Size, amount: number): Size;
  13086. }
  13087. }
  13088. declare module "babylonjs/Animations/runtimeAnimation" {
  13089. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13090. import { Animatable } from "babylonjs/Animations/animatable";
  13091. import { Scene } from "babylonjs/scene";
  13092. /**
  13093. * Defines a runtime animation
  13094. */
  13095. export class RuntimeAnimation {
  13096. private _events;
  13097. /**
  13098. * The current frame of the runtime animation
  13099. */
  13100. private _currentFrame;
  13101. /**
  13102. * The animation used by the runtime animation
  13103. */
  13104. private _animation;
  13105. /**
  13106. * The target of the runtime animation
  13107. */
  13108. private _target;
  13109. /**
  13110. * The initiating animatable
  13111. */
  13112. private _host;
  13113. /**
  13114. * The original value of the runtime animation
  13115. */
  13116. private _originalValue;
  13117. /**
  13118. * The original blend value of the runtime animation
  13119. */
  13120. private _originalBlendValue;
  13121. /**
  13122. * The offsets cache of the runtime animation
  13123. */
  13124. private _offsetsCache;
  13125. /**
  13126. * The high limits cache of the runtime animation
  13127. */
  13128. private _highLimitsCache;
  13129. /**
  13130. * Specifies if the runtime animation has been stopped
  13131. */
  13132. private _stopped;
  13133. /**
  13134. * The blending factor of the runtime animation
  13135. */
  13136. private _blendingFactor;
  13137. /**
  13138. * The BabylonJS scene
  13139. */
  13140. private _scene;
  13141. /**
  13142. * The current value of the runtime animation
  13143. */
  13144. private _currentValue;
  13145. /** @hidden */
  13146. _animationState: _IAnimationState;
  13147. /**
  13148. * The active target of the runtime animation
  13149. */
  13150. private _activeTargets;
  13151. private _currentActiveTarget;
  13152. private _directTarget;
  13153. /**
  13154. * The target path of the runtime animation
  13155. */
  13156. private _targetPath;
  13157. /**
  13158. * The weight of the runtime animation
  13159. */
  13160. private _weight;
  13161. /**
  13162. * The ratio offset of the runtime animation
  13163. */
  13164. private _ratioOffset;
  13165. /**
  13166. * The previous delay of the runtime animation
  13167. */
  13168. private _previousDelay;
  13169. /**
  13170. * The previous ratio of the runtime animation
  13171. */
  13172. private _previousRatio;
  13173. private _enableBlending;
  13174. private _keys;
  13175. private _minFrame;
  13176. private _maxFrame;
  13177. private _minValue;
  13178. private _maxValue;
  13179. private _targetIsArray;
  13180. /**
  13181. * Gets the current frame of the runtime animation
  13182. */
  13183. readonly currentFrame: number;
  13184. /**
  13185. * Gets the weight of the runtime animation
  13186. */
  13187. readonly weight: number;
  13188. /**
  13189. * Gets the current value of the runtime animation
  13190. */
  13191. readonly currentValue: any;
  13192. /**
  13193. * Gets the target path of the runtime animation
  13194. */
  13195. readonly targetPath: string;
  13196. /**
  13197. * Gets the actual target of the runtime animation
  13198. */
  13199. readonly target: any;
  13200. /** @hidden */
  13201. _onLoop: () => void;
  13202. /**
  13203. * Create a new RuntimeAnimation object
  13204. * @param target defines the target of the animation
  13205. * @param animation defines the source animation object
  13206. * @param scene defines the hosting scene
  13207. * @param host defines the initiating Animatable
  13208. */
  13209. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13210. private _preparePath;
  13211. /**
  13212. * Gets the animation from the runtime animation
  13213. */
  13214. readonly animation: Animation;
  13215. /**
  13216. * Resets the runtime animation to the beginning
  13217. * @param restoreOriginal defines whether to restore the target property to the original value
  13218. */
  13219. reset(restoreOriginal?: boolean): void;
  13220. /**
  13221. * Specifies if the runtime animation is stopped
  13222. * @returns Boolean specifying if the runtime animation is stopped
  13223. */
  13224. isStopped(): boolean;
  13225. /**
  13226. * Disposes of the runtime animation
  13227. */
  13228. dispose(): void;
  13229. /**
  13230. * Apply the interpolated value to the target
  13231. * @param currentValue defines the value computed by the animation
  13232. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13233. */
  13234. setValue(currentValue: any, weight: number): void;
  13235. private _getOriginalValues;
  13236. private _setValue;
  13237. /**
  13238. * Gets the loop pmode of the runtime animation
  13239. * @returns Loop Mode
  13240. */
  13241. private _getCorrectLoopMode;
  13242. /**
  13243. * Move the current animation to a given frame
  13244. * @param frame defines the frame to move to
  13245. */
  13246. goToFrame(frame: number): void;
  13247. /**
  13248. * @hidden Internal use only
  13249. */
  13250. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13251. /**
  13252. * Execute the current animation
  13253. * @param delay defines the delay to add to the current frame
  13254. * @param from defines the lower bound of the animation range
  13255. * @param to defines the upper bound of the animation range
  13256. * @param loop defines if the current animation must loop
  13257. * @param speedRatio defines the current speed ratio
  13258. * @param weight defines the weight of the animation (default is -1 so no weight)
  13259. * @param onLoop optional callback called when animation loops
  13260. * @returns a boolean indicating if the animation is running
  13261. */
  13262. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13263. }
  13264. }
  13265. declare module "babylonjs/Animations/animatable" {
  13266. import { Animation } from "babylonjs/Animations/animation";
  13267. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13268. import { Nullable } from "babylonjs/types";
  13269. import { Observable } from "babylonjs/Misc/observable";
  13270. import { Scene } from "babylonjs/scene";
  13271. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13272. import { Node } from "babylonjs/node";
  13273. /**
  13274. * Class used to store an actual running animation
  13275. */
  13276. export class Animatable {
  13277. /** defines the target object */
  13278. target: any;
  13279. /** defines the starting frame number (default is 0) */
  13280. fromFrame: number;
  13281. /** defines the ending frame number (default is 100) */
  13282. toFrame: number;
  13283. /** defines if the animation must loop (default is false) */
  13284. loopAnimation: boolean;
  13285. /** defines a callback to call when animation ends if it is not looping */
  13286. onAnimationEnd?: (() => void) | null | undefined;
  13287. /** defines a callback to call when animation loops */
  13288. onAnimationLoop?: (() => void) | null | undefined;
  13289. private _localDelayOffset;
  13290. private _pausedDelay;
  13291. private _runtimeAnimations;
  13292. private _paused;
  13293. private _scene;
  13294. private _speedRatio;
  13295. private _weight;
  13296. private _syncRoot;
  13297. /**
  13298. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13299. * This will only apply for non looping animation (default is true)
  13300. */
  13301. disposeOnEnd: boolean;
  13302. /**
  13303. * Gets a boolean indicating if the animation has started
  13304. */
  13305. animationStarted: boolean;
  13306. /**
  13307. * Observer raised when the animation ends
  13308. */
  13309. onAnimationEndObservable: Observable<Animatable>;
  13310. /**
  13311. * Observer raised when the animation loops
  13312. */
  13313. onAnimationLoopObservable: Observable<Animatable>;
  13314. /**
  13315. * Gets the root Animatable used to synchronize and normalize animations
  13316. */
  13317. readonly syncRoot: Nullable<Animatable>;
  13318. /**
  13319. * Gets the current frame of the first RuntimeAnimation
  13320. * Used to synchronize Animatables
  13321. */
  13322. readonly masterFrame: number;
  13323. /**
  13324. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13325. */
  13326. weight: number;
  13327. /**
  13328. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13329. */
  13330. speedRatio: number;
  13331. /**
  13332. * Creates a new Animatable
  13333. * @param scene defines the hosting scene
  13334. * @param target defines the target object
  13335. * @param fromFrame defines the starting frame number (default is 0)
  13336. * @param toFrame defines the ending frame number (default is 100)
  13337. * @param loopAnimation defines if the animation must loop (default is false)
  13338. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13339. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13340. * @param animations defines a group of animation to add to the new Animatable
  13341. * @param onAnimationLoop defines a callback to call when animation loops
  13342. */
  13343. constructor(scene: Scene,
  13344. /** defines the target object */
  13345. target: any,
  13346. /** defines the starting frame number (default is 0) */
  13347. fromFrame?: number,
  13348. /** defines the ending frame number (default is 100) */
  13349. toFrame?: number,
  13350. /** defines if the animation must loop (default is false) */
  13351. loopAnimation?: boolean, speedRatio?: number,
  13352. /** defines a callback to call when animation ends if it is not looping */
  13353. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13354. /** defines a callback to call when animation loops */
  13355. onAnimationLoop?: (() => void) | null | undefined);
  13356. /**
  13357. * Synchronize and normalize current Animatable with a source Animatable
  13358. * This is useful when using animation weights and when animations are not of the same length
  13359. * @param root defines the root Animatable to synchronize with
  13360. * @returns the current Animatable
  13361. */
  13362. syncWith(root: Animatable): Animatable;
  13363. /**
  13364. * Gets the list of runtime animations
  13365. * @returns an array of RuntimeAnimation
  13366. */
  13367. getAnimations(): RuntimeAnimation[];
  13368. /**
  13369. * Adds more animations to the current animatable
  13370. * @param target defines the target of the animations
  13371. * @param animations defines the new animations to add
  13372. */
  13373. appendAnimations(target: any, animations: Animation[]): void;
  13374. /**
  13375. * Gets the source animation for a specific property
  13376. * @param property defines the propertyu to look for
  13377. * @returns null or the source animation for the given property
  13378. */
  13379. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13380. /**
  13381. * Gets the runtime animation for a specific property
  13382. * @param property defines the propertyu to look for
  13383. * @returns null or the runtime animation for the given property
  13384. */
  13385. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13386. /**
  13387. * Resets the animatable to its original state
  13388. */
  13389. reset(): void;
  13390. /**
  13391. * Allows the animatable to blend with current running animations
  13392. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13393. * @param blendingSpeed defines the blending speed to use
  13394. */
  13395. enableBlending(blendingSpeed: number): void;
  13396. /**
  13397. * Disable animation blending
  13398. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13399. */
  13400. disableBlending(): void;
  13401. /**
  13402. * Jump directly to a given frame
  13403. * @param frame defines the frame to jump to
  13404. */
  13405. goToFrame(frame: number): void;
  13406. /**
  13407. * Pause the animation
  13408. */
  13409. pause(): void;
  13410. /**
  13411. * Restart the animation
  13412. */
  13413. restart(): void;
  13414. private _raiseOnAnimationEnd;
  13415. /**
  13416. * Stop and delete the current animation
  13417. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13418. * @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)
  13419. */
  13420. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13421. /**
  13422. * Wait asynchronously for the animation to end
  13423. * @returns a promise which will be fullfilled when the animation ends
  13424. */
  13425. waitAsync(): Promise<Animatable>;
  13426. /** @hidden */
  13427. _animate(delay: number): boolean;
  13428. }
  13429. module "babylonjs/scene" {
  13430. interface Scene {
  13431. /** @hidden */
  13432. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13433. /** @hidden */
  13434. _processLateAnimationBindingsForMatrices(holder: {
  13435. totalWeight: number;
  13436. animations: RuntimeAnimation[];
  13437. originalValue: Matrix;
  13438. }): any;
  13439. /** @hidden */
  13440. _processLateAnimationBindingsForQuaternions(holder: {
  13441. totalWeight: number;
  13442. animations: RuntimeAnimation[];
  13443. originalValue: Quaternion;
  13444. }, refQuaternion: Quaternion): Quaternion;
  13445. /** @hidden */
  13446. _processLateAnimationBindings(): void;
  13447. /**
  13448. * Will start the animation sequence of a given target
  13449. * @param target defines the target
  13450. * @param from defines from which frame should animation start
  13451. * @param to defines until which frame should animation run.
  13452. * @param weight defines the weight to apply to the animation (1.0 by default)
  13453. * @param loop defines if the animation loops
  13454. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13455. * @param onAnimationEnd defines the function to be executed when the animation ends
  13456. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13457. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13458. * @param onAnimationLoop defines the callback to call when an animation loops
  13459. * @returns the animatable object created for this animation
  13460. */
  13461. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13462. /**
  13463. * Will start the animation sequence of a given target
  13464. * @param target defines the target
  13465. * @param from defines from which frame should animation start
  13466. * @param to defines until which frame should animation run.
  13467. * @param loop defines if the animation loops
  13468. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13469. * @param onAnimationEnd defines the function to be executed when the animation ends
  13470. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13471. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13472. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13473. * @param onAnimationLoop defines the callback to call when an animation loops
  13474. * @returns the animatable object created for this animation
  13475. */
  13476. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13477. /**
  13478. * Will start the animation sequence of a given target and its hierarchy
  13479. * @param target defines the target
  13480. * @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.
  13481. * @param from defines from which frame should animation start
  13482. * @param to defines until which frame should animation run.
  13483. * @param loop defines if the animation loops
  13484. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13485. * @param onAnimationEnd defines the function to be executed when the animation ends
  13486. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13487. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13488. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13489. * @param onAnimationLoop defines the callback to call when an animation loops
  13490. * @returns the list of created animatables
  13491. */
  13492. 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[];
  13493. /**
  13494. * Begin a new animation on a given node
  13495. * @param target defines the target where the animation will take place
  13496. * @param animations defines the list of animations to start
  13497. * @param from defines the initial value
  13498. * @param to defines the final value
  13499. * @param loop defines if you want animation to loop (off by default)
  13500. * @param speedRatio defines the speed ratio to apply to all animations
  13501. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13502. * @param onAnimationLoop defines the callback to call when an animation loops
  13503. * @returns the list of created animatables
  13504. */
  13505. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13506. /**
  13507. * Begin a new animation on a given node and its hierarchy
  13508. * @param target defines the root node where the animation will take place
  13509. * @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.
  13510. * @param animations defines the list of animations to start
  13511. * @param from defines the initial value
  13512. * @param to defines the final value
  13513. * @param loop defines if you want animation to loop (off by default)
  13514. * @param speedRatio defines the speed ratio to apply to all animations
  13515. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13516. * @param onAnimationLoop defines the callback to call when an animation loops
  13517. * @returns the list of animatables created for all nodes
  13518. */
  13519. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13520. /**
  13521. * Gets the animatable associated with a specific target
  13522. * @param target defines the target of the animatable
  13523. * @returns the required animatable if found
  13524. */
  13525. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13526. /**
  13527. * Gets all animatables associated with a given target
  13528. * @param target defines the target to look animatables for
  13529. * @returns an array of Animatables
  13530. */
  13531. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13532. /**
  13533. * Stops and removes all animations that have been applied to the scene
  13534. */
  13535. stopAllAnimations(): void;
  13536. /**
  13537. * Gets the current delta time used by animation engine
  13538. */
  13539. deltaTime: number;
  13540. }
  13541. }
  13542. module "babylonjs/Bones/bone" {
  13543. interface Bone {
  13544. /**
  13545. * Copy an animation range from another bone
  13546. * @param source defines the source bone
  13547. * @param rangeName defines the range name to copy
  13548. * @param frameOffset defines the frame offset
  13549. * @param rescaleAsRequired defines if rescaling must be applied if required
  13550. * @param skelDimensionsRatio defines the scaling ratio
  13551. * @returns true if operation was successful
  13552. */
  13553. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13554. }
  13555. }
  13556. }
  13557. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13558. /**
  13559. * Class used to override all child animations of a given target
  13560. */
  13561. export class AnimationPropertiesOverride {
  13562. /**
  13563. * Gets or sets a value indicating if animation blending must be used
  13564. */
  13565. enableBlending: boolean;
  13566. /**
  13567. * Gets or sets the blending speed to use when enableBlending is true
  13568. */
  13569. blendingSpeed: number;
  13570. /**
  13571. * Gets or sets the default loop mode to use
  13572. */
  13573. loopMode: number;
  13574. }
  13575. }
  13576. declare module "babylonjs/Bones/skeleton" {
  13577. import { Bone } from "babylonjs/Bones/bone";
  13578. import { Observable } from "babylonjs/Misc/observable";
  13579. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13580. import { Scene } from "babylonjs/scene";
  13581. import { Nullable } from "babylonjs/types";
  13582. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13583. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13584. import { Animatable } from "babylonjs/Animations/animatable";
  13585. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13586. import { Animation } from "babylonjs/Animations/animation";
  13587. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13588. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13589. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13590. /**
  13591. * Class used to handle skinning animations
  13592. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13593. */
  13594. export class Skeleton implements IAnimatable {
  13595. /** defines the skeleton name */
  13596. name: string;
  13597. /** defines the skeleton Id */
  13598. id: string;
  13599. /**
  13600. * Defines the list of child bones
  13601. */
  13602. bones: Bone[];
  13603. /**
  13604. * Defines an estimate of the dimension of the skeleton at rest
  13605. */
  13606. dimensionsAtRest: Vector3;
  13607. /**
  13608. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13609. */
  13610. needInitialSkinMatrix: boolean;
  13611. /**
  13612. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13613. */
  13614. overrideMesh: Nullable<AbstractMesh>;
  13615. /**
  13616. * Gets the list of animations attached to this skeleton
  13617. */
  13618. animations: Array<Animation>;
  13619. private _scene;
  13620. private _isDirty;
  13621. private _transformMatrices;
  13622. private _transformMatrixTexture;
  13623. private _meshesWithPoseMatrix;
  13624. private _animatables;
  13625. private _identity;
  13626. private _synchronizedWithMesh;
  13627. private _ranges;
  13628. private _lastAbsoluteTransformsUpdateId;
  13629. private _canUseTextureForBones;
  13630. private _uniqueId;
  13631. /** @hidden */
  13632. _numBonesWithLinkedTransformNode: number;
  13633. /** @hidden */
  13634. _hasWaitingData: Nullable<boolean>;
  13635. /**
  13636. * Specifies if the skeleton should be serialized
  13637. */
  13638. doNotSerialize: boolean;
  13639. private _useTextureToStoreBoneMatrices;
  13640. /**
  13641. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13642. * Please note that this option is not available if the hardware does not support it
  13643. */
  13644. useTextureToStoreBoneMatrices: boolean;
  13645. private _animationPropertiesOverride;
  13646. /**
  13647. * Gets or sets the animation properties override
  13648. */
  13649. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13650. /**
  13651. * List of inspectable custom properties (used by the Inspector)
  13652. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13653. */
  13654. inspectableCustomProperties: IInspectable[];
  13655. /**
  13656. * An observable triggered before computing the skeleton's matrices
  13657. */
  13658. onBeforeComputeObservable: Observable<Skeleton>;
  13659. /**
  13660. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13661. */
  13662. readonly isUsingTextureForMatrices: boolean;
  13663. /**
  13664. * Gets the unique ID of this skeleton
  13665. */
  13666. readonly uniqueId: number;
  13667. /**
  13668. * Creates a new skeleton
  13669. * @param name defines the skeleton name
  13670. * @param id defines the skeleton Id
  13671. * @param scene defines the hosting scene
  13672. */
  13673. constructor(
  13674. /** defines the skeleton name */
  13675. name: string,
  13676. /** defines the skeleton Id */
  13677. id: string, scene: Scene);
  13678. /**
  13679. * Gets the current object class name.
  13680. * @return the class name
  13681. */
  13682. getClassName(): string;
  13683. /**
  13684. * Returns an array containing the root bones
  13685. * @returns an array containing the root bones
  13686. */
  13687. getChildren(): Array<Bone>;
  13688. /**
  13689. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13690. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13691. * @returns a Float32Array containing matrices data
  13692. */
  13693. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13694. /**
  13695. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13696. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13697. * @returns a raw texture containing the data
  13698. */
  13699. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13700. /**
  13701. * Gets the current hosting scene
  13702. * @returns a scene object
  13703. */
  13704. getScene(): Scene;
  13705. /**
  13706. * Gets a string representing the current skeleton data
  13707. * @param fullDetails defines a boolean indicating if we want a verbose version
  13708. * @returns a string representing the current skeleton data
  13709. */
  13710. toString(fullDetails?: boolean): string;
  13711. /**
  13712. * Get bone's index searching by name
  13713. * @param name defines bone's name to search for
  13714. * @return the indice of the bone. Returns -1 if not found
  13715. */
  13716. getBoneIndexByName(name: string): number;
  13717. /**
  13718. * Creater a new animation range
  13719. * @param name defines the name of the range
  13720. * @param from defines the start key
  13721. * @param to defines the end key
  13722. */
  13723. createAnimationRange(name: string, from: number, to: number): void;
  13724. /**
  13725. * Delete a specific animation range
  13726. * @param name defines the name of the range
  13727. * @param deleteFrames defines if frames must be removed as well
  13728. */
  13729. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13730. /**
  13731. * Gets a specific animation range
  13732. * @param name defines the name of the range to look for
  13733. * @returns the requested animation range or null if not found
  13734. */
  13735. getAnimationRange(name: string): Nullable<AnimationRange>;
  13736. /**
  13737. * Gets the list of all animation ranges defined on this skeleton
  13738. * @returns an array
  13739. */
  13740. getAnimationRanges(): Nullable<AnimationRange>[];
  13741. /**
  13742. * Copy animation range from a source skeleton.
  13743. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13744. * @param source defines the source skeleton
  13745. * @param name defines the name of the range to copy
  13746. * @param rescaleAsRequired defines if rescaling must be applied if required
  13747. * @returns true if operation was successful
  13748. */
  13749. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13750. /**
  13751. * Forces the skeleton to go to rest pose
  13752. */
  13753. returnToRest(): void;
  13754. private _getHighestAnimationFrame;
  13755. /**
  13756. * Begin a specific animation range
  13757. * @param name defines the name of the range to start
  13758. * @param loop defines if looping must be turned on (false by default)
  13759. * @param speedRatio defines the speed ratio to apply (1 by default)
  13760. * @param onAnimationEnd defines a callback which will be called when animation will end
  13761. * @returns a new animatable
  13762. */
  13763. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13764. /** @hidden */
  13765. _markAsDirty(): void;
  13766. /** @hidden */
  13767. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13768. /** @hidden */
  13769. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13770. private _computeTransformMatrices;
  13771. /**
  13772. * Build all resources required to render a skeleton
  13773. */
  13774. prepare(): void;
  13775. /**
  13776. * Gets the list of animatables currently running for this skeleton
  13777. * @returns an array of animatables
  13778. */
  13779. getAnimatables(): IAnimatable[];
  13780. /**
  13781. * Clone the current skeleton
  13782. * @param name defines the name of the new skeleton
  13783. * @param id defines the id of the new skeleton
  13784. * @returns the new skeleton
  13785. */
  13786. clone(name: string, id?: string): Skeleton;
  13787. /**
  13788. * Enable animation blending for this skeleton
  13789. * @param blendingSpeed defines the blending speed to apply
  13790. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13791. */
  13792. enableBlending(blendingSpeed?: number): void;
  13793. /**
  13794. * Releases all resources associated with the current skeleton
  13795. */
  13796. dispose(): void;
  13797. /**
  13798. * Serialize the skeleton in a JSON object
  13799. * @returns a JSON object
  13800. */
  13801. serialize(): any;
  13802. /**
  13803. * Creates a new skeleton from serialized data
  13804. * @param parsedSkeleton defines the serialized data
  13805. * @param scene defines the hosting scene
  13806. * @returns a new skeleton
  13807. */
  13808. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13809. /**
  13810. * Compute all node absolute transforms
  13811. * @param forceUpdate defines if computation must be done even if cache is up to date
  13812. */
  13813. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13814. /**
  13815. * Gets the root pose matrix
  13816. * @returns a matrix
  13817. */
  13818. getPoseMatrix(): Nullable<Matrix>;
  13819. /**
  13820. * Sorts bones per internal index
  13821. */
  13822. sortBones(): void;
  13823. private _sortBones;
  13824. }
  13825. }
  13826. declare module "babylonjs/Bones/bone" {
  13827. import { Skeleton } from "babylonjs/Bones/skeleton";
  13828. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13829. import { Nullable } from "babylonjs/types";
  13830. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13831. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13832. import { Node } from "babylonjs/node";
  13833. import { Space } from "babylonjs/Maths/math.axis";
  13834. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13835. /**
  13836. * Class used to store bone information
  13837. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13838. */
  13839. export class Bone extends Node {
  13840. /**
  13841. * defines the bone name
  13842. */
  13843. name: string;
  13844. private static _tmpVecs;
  13845. private static _tmpQuat;
  13846. private static _tmpMats;
  13847. /**
  13848. * Gets the list of child bones
  13849. */
  13850. children: Bone[];
  13851. /** Gets the animations associated with this bone */
  13852. animations: import("babylonjs/Animations/animation").Animation[];
  13853. /**
  13854. * Gets or sets bone length
  13855. */
  13856. length: number;
  13857. /**
  13858. * @hidden Internal only
  13859. * Set this value to map this bone to a different index in the transform matrices
  13860. * Set this value to -1 to exclude the bone from the transform matrices
  13861. */
  13862. _index: Nullable<number>;
  13863. private _skeleton;
  13864. private _localMatrix;
  13865. private _restPose;
  13866. private _baseMatrix;
  13867. private _absoluteTransform;
  13868. private _invertedAbsoluteTransform;
  13869. private _parent;
  13870. private _scalingDeterminant;
  13871. private _worldTransform;
  13872. private _localScaling;
  13873. private _localRotation;
  13874. private _localPosition;
  13875. private _needToDecompose;
  13876. private _needToCompose;
  13877. /** @hidden */
  13878. _linkedTransformNode: Nullable<TransformNode>;
  13879. /** @hidden */
  13880. _waitingTransformNodeId: Nullable<string>;
  13881. /** @hidden */
  13882. /** @hidden */
  13883. _matrix: Matrix;
  13884. /**
  13885. * Create a new bone
  13886. * @param name defines the bone name
  13887. * @param skeleton defines the parent skeleton
  13888. * @param parentBone defines the parent (can be null if the bone is the root)
  13889. * @param localMatrix defines the local matrix
  13890. * @param restPose defines the rest pose matrix
  13891. * @param baseMatrix defines the base matrix
  13892. * @param index defines index of the bone in the hiearchy
  13893. */
  13894. constructor(
  13895. /**
  13896. * defines the bone name
  13897. */
  13898. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13899. /**
  13900. * Gets the current object class name.
  13901. * @return the class name
  13902. */
  13903. getClassName(): string;
  13904. /**
  13905. * Gets the parent skeleton
  13906. * @returns a skeleton
  13907. */
  13908. getSkeleton(): Skeleton;
  13909. /**
  13910. * Gets parent bone
  13911. * @returns a bone or null if the bone is the root of the bone hierarchy
  13912. */
  13913. getParent(): Nullable<Bone>;
  13914. /**
  13915. * Returns an array containing the root bones
  13916. * @returns an array containing the root bones
  13917. */
  13918. getChildren(): Array<Bone>;
  13919. /**
  13920. * Gets the node index in matrix array generated for rendering
  13921. * @returns the node index
  13922. */
  13923. getIndex(): number;
  13924. /**
  13925. * Sets the parent bone
  13926. * @param parent defines the parent (can be null if the bone is the root)
  13927. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13928. */
  13929. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13930. /**
  13931. * Gets the local matrix
  13932. * @returns a matrix
  13933. */
  13934. getLocalMatrix(): Matrix;
  13935. /**
  13936. * Gets the base matrix (initial matrix which remains unchanged)
  13937. * @returns a matrix
  13938. */
  13939. getBaseMatrix(): Matrix;
  13940. /**
  13941. * Gets the rest pose matrix
  13942. * @returns a matrix
  13943. */
  13944. getRestPose(): Matrix;
  13945. /**
  13946. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13947. */
  13948. getWorldMatrix(): Matrix;
  13949. /**
  13950. * Sets the local matrix to rest pose matrix
  13951. */
  13952. returnToRest(): void;
  13953. /**
  13954. * Gets the inverse of the absolute transform matrix.
  13955. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13956. * @returns a matrix
  13957. */
  13958. getInvertedAbsoluteTransform(): Matrix;
  13959. /**
  13960. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13961. * @returns a matrix
  13962. */
  13963. getAbsoluteTransform(): Matrix;
  13964. /**
  13965. * Links with the given transform node.
  13966. * The local matrix of this bone is copied from the transform node every frame.
  13967. * @param transformNode defines the transform node to link to
  13968. */
  13969. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13970. /**
  13971. * Gets the node used to drive the bone's transformation
  13972. * @returns a transform node or null
  13973. */
  13974. getTransformNode(): Nullable<TransformNode>;
  13975. /** Gets or sets current position (in local space) */
  13976. position: Vector3;
  13977. /** Gets or sets current rotation (in local space) */
  13978. rotation: Vector3;
  13979. /** Gets or sets current rotation quaternion (in local space) */
  13980. rotationQuaternion: Quaternion;
  13981. /** Gets or sets current scaling (in local space) */
  13982. scaling: Vector3;
  13983. /**
  13984. * Gets the animation properties override
  13985. */
  13986. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13987. private _decompose;
  13988. private _compose;
  13989. /**
  13990. * Update the base and local matrices
  13991. * @param matrix defines the new base or local matrix
  13992. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13993. * @param updateLocalMatrix defines if the local matrix should be updated
  13994. */
  13995. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13996. /** @hidden */
  13997. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13998. /**
  13999. * Flag the bone as dirty (Forcing it to update everything)
  14000. */
  14001. markAsDirty(): void;
  14002. /** @hidden */
  14003. _markAsDirtyAndCompose(): void;
  14004. private _markAsDirtyAndDecompose;
  14005. /**
  14006. * Translate the bone in local or world space
  14007. * @param vec The amount to translate the bone
  14008. * @param space The space that the translation is in
  14009. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14010. */
  14011. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14012. /**
  14013. * Set the postion of the bone in local or world space
  14014. * @param position The position to set the bone
  14015. * @param space The space that the position is in
  14016. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14017. */
  14018. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14019. /**
  14020. * Set the absolute position of the bone (world space)
  14021. * @param position The position to set the bone
  14022. * @param mesh The mesh that this bone is attached to
  14023. */
  14024. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  14025. /**
  14026. * Scale the bone on the x, y and z axes (in local space)
  14027. * @param x The amount to scale the bone on the x axis
  14028. * @param y The amount to scale the bone on the y axis
  14029. * @param z The amount to scale the bone on the z axis
  14030. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  14031. */
  14032. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  14033. /**
  14034. * Set the bone scaling in local space
  14035. * @param scale defines the scaling vector
  14036. */
  14037. setScale(scale: Vector3): void;
  14038. /**
  14039. * Gets the current scaling in local space
  14040. * @returns the current scaling vector
  14041. */
  14042. getScale(): Vector3;
  14043. /**
  14044. * Gets the current scaling in local space and stores it in a target vector
  14045. * @param result defines the target vector
  14046. */
  14047. getScaleToRef(result: Vector3): void;
  14048. /**
  14049. * Set the yaw, pitch, and roll of the bone in local or world space
  14050. * @param yaw The rotation of the bone on the y axis
  14051. * @param pitch The rotation of the bone on the x axis
  14052. * @param roll The rotation of the bone on the z axis
  14053. * @param space The space that the axes of rotation are in
  14054. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14055. */
  14056. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  14057. /**
  14058. * Add a rotation to the bone on an axis in local or world space
  14059. * @param axis The axis to rotate the bone on
  14060. * @param amount The amount to rotate the bone
  14061. * @param space The space that the axis is in
  14062. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14063. */
  14064. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  14065. /**
  14066. * Set the rotation of the bone to a particular axis angle in local or world space
  14067. * @param axis The axis to rotate the bone on
  14068. * @param angle The angle that the bone should be rotated to
  14069. * @param space The space that the axis is in
  14070. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14071. */
  14072. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  14073. /**
  14074. * Set the euler rotation of the bone in local of world space
  14075. * @param rotation The euler rotation that the bone should be set to
  14076. * @param space The space that the rotation is in
  14077. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14078. */
  14079. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14080. /**
  14081. * Set the quaternion rotation of the bone in local of world space
  14082. * @param quat The quaternion rotation that the bone should be set to
  14083. * @param space The space that the rotation is in
  14084. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14085. */
  14086. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  14087. /**
  14088. * Set the rotation matrix of the bone in local of world space
  14089. * @param rotMat The rotation matrix that the bone should be set to
  14090. * @param space The space that the rotation is in
  14091. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14092. */
  14093. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14094. private _rotateWithMatrix;
  14095. private _getNegativeRotationToRef;
  14096. /**
  14097. * Get the position of the bone in local or world space
  14098. * @param space The space that the returned position is in
  14099. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14100. * @returns The position of the bone
  14101. */
  14102. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14103. /**
  14104. * Copy the position of the bone to a vector3 in local or world space
  14105. * @param space The space that the returned position is in
  14106. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14107. * @param result The vector3 to copy the position to
  14108. */
  14109. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14110. /**
  14111. * Get the absolute position of the bone (world space)
  14112. * @param mesh The mesh that this bone is attached to
  14113. * @returns The absolute position of the bone
  14114. */
  14115. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14116. /**
  14117. * Copy the absolute position of the bone (world space) to the result param
  14118. * @param mesh The mesh that this bone is attached to
  14119. * @param result The vector3 to copy the absolute position to
  14120. */
  14121. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14122. /**
  14123. * Compute the absolute transforms of this bone and its children
  14124. */
  14125. computeAbsoluteTransforms(): void;
  14126. /**
  14127. * Get the world direction from an axis that is in the local space of the bone
  14128. * @param localAxis The local direction that is used to compute the world direction
  14129. * @param mesh The mesh that this bone is attached to
  14130. * @returns The world direction
  14131. */
  14132. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14133. /**
  14134. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14135. * @param localAxis The local direction that is used to compute the world direction
  14136. * @param mesh The mesh that this bone is attached to
  14137. * @param result The vector3 that the world direction will be copied to
  14138. */
  14139. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14140. /**
  14141. * Get the euler rotation of the bone in local or world space
  14142. * @param space The space that the rotation should be in
  14143. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14144. * @returns The euler rotation
  14145. */
  14146. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14147. /**
  14148. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14149. * @param space The space that the rotation should be in
  14150. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14151. * @param result The vector3 that the rotation should be copied to
  14152. */
  14153. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14154. /**
  14155. * Get the quaternion rotation of the bone in either local or world space
  14156. * @param space The space that the rotation should be in
  14157. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14158. * @returns The quaternion rotation
  14159. */
  14160. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14161. /**
  14162. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14163. * @param space The space that the rotation should be in
  14164. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14165. * @param result The quaternion that the rotation should be copied to
  14166. */
  14167. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14168. /**
  14169. * Get the rotation matrix of the bone in local or world space
  14170. * @param space The space that the rotation should be in
  14171. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14172. * @returns The rotation matrix
  14173. */
  14174. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14175. /**
  14176. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14177. * @param space The space that the rotation should be in
  14178. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14179. * @param result The quaternion that the rotation should be copied to
  14180. */
  14181. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14182. /**
  14183. * Get the world position of a point that is in the local space of the bone
  14184. * @param position The local position
  14185. * @param mesh The mesh that this bone is attached to
  14186. * @returns The world position
  14187. */
  14188. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14189. /**
  14190. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14191. * @param position The local position
  14192. * @param mesh The mesh that this bone is attached to
  14193. * @param result The vector3 that the world position should be copied to
  14194. */
  14195. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14196. /**
  14197. * Get the local position of a point that is in world space
  14198. * @param position The world position
  14199. * @param mesh The mesh that this bone is attached to
  14200. * @returns The local position
  14201. */
  14202. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14203. /**
  14204. * Get the local position of a point that is in world space and copy it to the result param
  14205. * @param position The world position
  14206. * @param mesh The mesh that this bone is attached to
  14207. * @param result The vector3 that the local position should be copied to
  14208. */
  14209. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14210. }
  14211. }
  14212. declare module "babylonjs/Meshes/transformNode" {
  14213. import { DeepImmutable } from "babylonjs/types";
  14214. import { Observable } from "babylonjs/Misc/observable";
  14215. import { Nullable } from "babylonjs/types";
  14216. import { Camera } from "babylonjs/Cameras/camera";
  14217. import { Scene } from "babylonjs/scene";
  14218. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14219. import { Node } from "babylonjs/node";
  14220. import { Bone } from "babylonjs/Bones/bone";
  14221. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14222. import { Space } from "babylonjs/Maths/math.axis";
  14223. /**
  14224. * 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.
  14225. * @see https://doc.babylonjs.com/how_to/transformnode
  14226. */
  14227. export class TransformNode extends Node {
  14228. /**
  14229. * Object will not rotate to face the camera
  14230. */
  14231. static BILLBOARDMODE_NONE: number;
  14232. /**
  14233. * Object will rotate to face the camera but only on the x axis
  14234. */
  14235. static BILLBOARDMODE_X: number;
  14236. /**
  14237. * Object will rotate to face the camera but only on the y axis
  14238. */
  14239. static BILLBOARDMODE_Y: number;
  14240. /**
  14241. * Object will rotate to face the camera but only on the z axis
  14242. */
  14243. static BILLBOARDMODE_Z: number;
  14244. /**
  14245. * Object will rotate to face the camera
  14246. */
  14247. static BILLBOARDMODE_ALL: number;
  14248. /**
  14249. * Object will rotate to face the camera's position instead of orientation
  14250. */
  14251. static BILLBOARDMODE_USE_POSITION: number;
  14252. private _forward;
  14253. private _forwardInverted;
  14254. private _up;
  14255. private _right;
  14256. private _rightInverted;
  14257. private _position;
  14258. private _rotation;
  14259. private _rotationQuaternion;
  14260. protected _scaling: Vector3;
  14261. protected _isDirty: boolean;
  14262. private _transformToBoneReferal;
  14263. private _isAbsoluteSynced;
  14264. private _billboardMode;
  14265. /**
  14266. * Gets or sets the billboard mode. Default is 0.
  14267. *
  14268. * | Value | Type | Description |
  14269. * | --- | --- | --- |
  14270. * | 0 | BILLBOARDMODE_NONE | |
  14271. * | 1 | BILLBOARDMODE_X | |
  14272. * | 2 | BILLBOARDMODE_Y | |
  14273. * | 4 | BILLBOARDMODE_Z | |
  14274. * | 7 | BILLBOARDMODE_ALL | |
  14275. *
  14276. */
  14277. billboardMode: number;
  14278. private _preserveParentRotationForBillboard;
  14279. /**
  14280. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14281. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14282. */
  14283. preserveParentRotationForBillboard: boolean;
  14284. /**
  14285. * 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
  14286. */
  14287. scalingDeterminant: number;
  14288. private _infiniteDistance;
  14289. /**
  14290. * Gets or sets the distance of the object to max, often used by skybox
  14291. */
  14292. infiniteDistance: boolean;
  14293. /**
  14294. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14295. * By default the system will update normals to compensate
  14296. */
  14297. ignoreNonUniformScaling: boolean;
  14298. /**
  14299. * 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
  14300. */
  14301. reIntegrateRotationIntoRotationQuaternion: boolean;
  14302. /** @hidden */
  14303. _poseMatrix: Nullable<Matrix>;
  14304. /** @hidden */
  14305. _localMatrix: Matrix;
  14306. private _usePivotMatrix;
  14307. private _absolutePosition;
  14308. private _absoluteScaling;
  14309. private _absoluteRotationQuaternion;
  14310. private _pivotMatrix;
  14311. private _pivotMatrixInverse;
  14312. protected _postMultiplyPivotMatrix: boolean;
  14313. protected _isWorldMatrixFrozen: boolean;
  14314. /** @hidden */
  14315. _indexInSceneTransformNodesArray: number;
  14316. /**
  14317. * An event triggered after the world matrix is updated
  14318. */
  14319. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14320. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14321. /**
  14322. * Gets a string identifying the name of the class
  14323. * @returns "TransformNode" string
  14324. */
  14325. getClassName(): string;
  14326. /**
  14327. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14328. */
  14329. position: Vector3;
  14330. /**
  14331. * 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)).
  14332. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14333. */
  14334. rotation: Vector3;
  14335. /**
  14336. * 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)).
  14337. */
  14338. scaling: Vector3;
  14339. /**
  14340. * 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).
  14341. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14342. */
  14343. rotationQuaternion: Nullable<Quaternion>;
  14344. /**
  14345. * The forward direction of that transform in world space.
  14346. */
  14347. readonly forward: Vector3;
  14348. /**
  14349. * The up direction of that transform in world space.
  14350. */
  14351. readonly up: Vector3;
  14352. /**
  14353. * The right direction of that transform in world space.
  14354. */
  14355. readonly right: Vector3;
  14356. /**
  14357. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14358. * @param matrix the matrix to copy the pose from
  14359. * @returns this TransformNode.
  14360. */
  14361. updatePoseMatrix(matrix: Matrix): TransformNode;
  14362. /**
  14363. * Returns the mesh Pose matrix.
  14364. * @returns the pose matrix
  14365. */
  14366. getPoseMatrix(): Matrix;
  14367. /** @hidden */
  14368. _isSynchronized(): boolean;
  14369. /** @hidden */
  14370. _initCache(): void;
  14371. /**
  14372. * Flag the transform node as dirty (Forcing it to update everything)
  14373. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14374. * @returns this transform node
  14375. */
  14376. markAsDirty(property: string): TransformNode;
  14377. /**
  14378. * Returns the current mesh absolute position.
  14379. * Returns a Vector3.
  14380. */
  14381. readonly absolutePosition: Vector3;
  14382. /**
  14383. * Returns the current mesh absolute scaling.
  14384. * Returns a Vector3.
  14385. */
  14386. readonly absoluteScaling: Vector3;
  14387. /**
  14388. * Returns the current mesh absolute rotation.
  14389. * Returns a Quaternion.
  14390. */
  14391. readonly absoluteRotationQuaternion: Quaternion;
  14392. /**
  14393. * Sets a new matrix to apply before all other transformation
  14394. * @param matrix defines the transform matrix
  14395. * @returns the current TransformNode
  14396. */
  14397. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14398. /**
  14399. * Sets a new pivot matrix to the current node
  14400. * @param matrix defines the new pivot matrix to use
  14401. * @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
  14402. * @returns the current TransformNode
  14403. */
  14404. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14405. /**
  14406. * Returns the mesh pivot matrix.
  14407. * Default : Identity.
  14408. * @returns the matrix
  14409. */
  14410. getPivotMatrix(): Matrix;
  14411. /**
  14412. * Instantiate (when possible) or clone that node with its hierarchy
  14413. * @param newParent defines the new parent to use for the instance (or clone)
  14414. * @param options defines options to configure how copy is done
  14415. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14416. * @returns an instance (or a clone) of the current node with its hiearchy
  14417. */
  14418. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14419. doNotInstantiate: boolean;
  14420. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14421. /**
  14422. * Prevents the World matrix to be computed any longer
  14423. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14424. * @returns the TransformNode.
  14425. */
  14426. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14427. /**
  14428. * Allows back the World matrix computation.
  14429. * @returns the TransformNode.
  14430. */
  14431. unfreezeWorldMatrix(): this;
  14432. /**
  14433. * True if the World matrix has been frozen.
  14434. */
  14435. readonly isWorldMatrixFrozen: boolean;
  14436. /**
  14437. * Retuns the mesh absolute position in the World.
  14438. * @returns a Vector3.
  14439. */
  14440. getAbsolutePosition(): Vector3;
  14441. /**
  14442. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14443. * @param absolutePosition the absolute position to set
  14444. * @returns the TransformNode.
  14445. */
  14446. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14447. /**
  14448. * Sets the mesh position in its local space.
  14449. * @param vector3 the position to set in localspace
  14450. * @returns the TransformNode.
  14451. */
  14452. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14453. /**
  14454. * Returns the mesh position in the local space from the current World matrix values.
  14455. * @returns a new Vector3.
  14456. */
  14457. getPositionExpressedInLocalSpace(): Vector3;
  14458. /**
  14459. * Translates the mesh along the passed Vector3 in its local space.
  14460. * @param vector3 the distance to translate in localspace
  14461. * @returns the TransformNode.
  14462. */
  14463. locallyTranslate(vector3: Vector3): TransformNode;
  14464. private static _lookAtVectorCache;
  14465. /**
  14466. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14467. * @param targetPoint the position (must be in same space as current mesh) to look at
  14468. * @param yawCor optional yaw (y-axis) correction in radians
  14469. * @param pitchCor optional pitch (x-axis) correction in radians
  14470. * @param rollCor optional roll (z-axis) correction in radians
  14471. * @param space the choosen space of the target
  14472. * @returns the TransformNode.
  14473. */
  14474. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14475. /**
  14476. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14477. * This Vector3 is expressed in the World space.
  14478. * @param localAxis axis to rotate
  14479. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14480. */
  14481. getDirection(localAxis: Vector3): Vector3;
  14482. /**
  14483. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14484. * localAxis is expressed in the mesh local space.
  14485. * result is computed in the Wordl space from the mesh World matrix.
  14486. * @param localAxis axis to rotate
  14487. * @param result the resulting transformnode
  14488. * @returns this TransformNode.
  14489. */
  14490. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14491. /**
  14492. * Sets this transform node rotation to the given local axis.
  14493. * @param localAxis the axis in local space
  14494. * @param yawCor optional yaw (y-axis) correction in radians
  14495. * @param pitchCor optional pitch (x-axis) correction in radians
  14496. * @param rollCor optional roll (z-axis) correction in radians
  14497. * @returns this TransformNode
  14498. */
  14499. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14500. /**
  14501. * Sets a new pivot point to the current node
  14502. * @param point defines the new pivot point to use
  14503. * @param space defines if the point is in world or local space (local by default)
  14504. * @returns the current TransformNode
  14505. */
  14506. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14507. /**
  14508. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14509. * @returns the pivot point
  14510. */
  14511. getPivotPoint(): Vector3;
  14512. /**
  14513. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14514. * @param result the vector3 to store the result
  14515. * @returns this TransformNode.
  14516. */
  14517. getPivotPointToRef(result: Vector3): TransformNode;
  14518. /**
  14519. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14520. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14521. */
  14522. getAbsolutePivotPoint(): Vector3;
  14523. /**
  14524. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14525. * @param result vector3 to store the result
  14526. * @returns this TransformNode.
  14527. */
  14528. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14529. /**
  14530. * Defines the passed node as the parent of the current node.
  14531. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14532. * @see https://doc.babylonjs.com/how_to/parenting
  14533. * @param node the node ot set as the parent
  14534. * @returns this TransformNode.
  14535. */
  14536. setParent(node: Nullable<Node>): TransformNode;
  14537. private _nonUniformScaling;
  14538. /**
  14539. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14540. */
  14541. readonly nonUniformScaling: boolean;
  14542. /** @hidden */
  14543. _updateNonUniformScalingState(value: boolean): boolean;
  14544. /**
  14545. * Attach the current TransformNode to another TransformNode associated with a bone
  14546. * @param bone Bone affecting the TransformNode
  14547. * @param affectedTransformNode TransformNode associated with the bone
  14548. * @returns this object
  14549. */
  14550. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14551. /**
  14552. * Detach the transform node if its associated with a bone
  14553. * @returns this object
  14554. */
  14555. detachFromBone(): TransformNode;
  14556. private static _rotationAxisCache;
  14557. /**
  14558. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14559. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14560. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14561. * The passed axis is also normalized.
  14562. * @param axis the axis to rotate around
  14563. * @param amount the amount to rotate in radians
  14564. * @param space Space to rotate in (Default: local)
  14565. * @returns the TransformNode.
  14566. */
  14567. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14568. /**
  14569. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14570. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14571. * The passed axis is also normalized. .
  14572. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14573. * @param point the point to rotate around
  14574. * @param axis the axis to rotate around
  14575. * @param amount the amount to rotate in radians
  14576. * @returns the TransformNode
  14577. */
  14578. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14579. /**
  14580. * Translates the mesh along the axis vector for the passed distance in the given space.
  14581. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14582. * @param axis the axis to translate in
  14583. * @param distance the distance to translate
  14584. * @param space Space to rotate in (Default: local)
  14585. * @returns the TransformNode.
  14586. */
  14587. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14588. /**
  14589. * Adds a rotation step to the mesh current rotation.
  14590. * x, y, z are Euler angles expressed in radians.
  14591. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14592. * This means this rotation is made in the mesh local space only.
  14593. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14594. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14595. * ```javascript
  14596. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14597. * ```
  14598. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14599. * 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.
  14600. * @param x Rotation to add
  14601. * @param y Rotation to add
  14602. * @param z Rotation to add
  14603. * @returns the TransformNode.
  14604. */
  14605. addRotation(x: number, y: number, z: number): TransformNode;
  14606. /**
  14607. * @hidden
  14608. */
  14609. protected _getEffectiveParent(): Nullable<Node>;
  14610. /**
  14611. * Computes the world matrix of the node
  14612. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14613. * @returns the world matrix
  14614. */
  14615. computeWorldMatrix(force?: boolean): Matrix;
  14616. protected _afterComputeWorldMatrix(): void;
  14617. /**
  14618. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14619. * @param func callback function to add
  14620. *
  14621. * @returns the TransformNode.
  14622. */
  14623. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14624. /**
  14625. * Removes a registered callback function.
  14626. * @param func callback function to remove
  14627. * @returns the TransformNode.
  14628. */
  14629. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14630. /**
  14631. * Gets the position of the current mesh in camera space
  14632. * @param camera defines the camera to use
  14633. * @returns a position
  14634. */
  14635. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14636. /**
  14637. * Returns the distance from the mesh to the active camera
  14638. * @param camera defines the camera to use
  14639. * @returns the distance
  14640. */
  14641. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14642. /**
  14643. * Clone the current transform node
  14644. * @param name Name of the new clone
  14645. * @param newParent New parent for the clone
  14646. * @param doNotCloneChildren Do not clone children hierarchy
  14647. * @returns the new transform node
  14648. */
  14649. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14650. /**
  14651. * Serializes the objects information.
  14652. * @param currentSerializationObject defines the object to serialize in
  14653. * @returns the serialized object
  14654. */
  14655. serialize(currentSerializationObject?: any): any;
  14656. /**
  14657. * Returns a new TransformNode object parsed from the source provided.
  14658. * @param parsedTransformNode is the source.
  14659. * @param scene the scne the object belongs to
  14660. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14661. * @returns a new TransformNode object parsed from the source provided.
  14662. */
  14663. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14664. /**
  14665. * Get all child-transformNodes of this node
  14666. * @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
  14667. * @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
  14668. * @returns an array of TransformNode
  14669. */
  14670. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14671. /**
  14672. * Releases resources associated with this transform node.
  14673. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14674. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14675. */
  14676. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14677. /**
  14678. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14679. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14680. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14681. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14682. * @returns the current mesh
  14683. */
  14684. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14685. private _syncAbsoluteScalingAndRotation;
  14686. }
  14687. }
  14688. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14689. import { Observable } from "babylonjs/Misc/observable";
  14690. import { Nullable } from "babylonjs/types";
  14691. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14692. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14693. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14694. import { Ray } from "babylonjs/Culling/ray";
  14695. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14696. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14697. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14698. /**
  14699. * Defines the types of pose enabled controllers that are supported
  14700. */
  14701. export enum PoseEnabledControllerType {
  14702. /**
  14703. * HTC Vive
  14704. */
  14705. VIVE = 0,
  14706. /**
  14707. * Oculus Rift
  14708. */
  14709. OCULUS = 1,
  14710. /**
  14711. * Windows mixed reality
  14712. */
  14713. WINDOWS = 2,
  14714. /**
  14715. * Samsung gear VR
  14716. */
  14717. GEAR_VR = 3,
  14718. /**
  14719. * Google Daydream
  14720. */
  14721. DAYDREAM = 4,
  14722. /**
  14723. * Generic
  14724. */
  14725. GENERIC = 5
  14726. }
  14727. /**
  14728. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14729. */
  14730. export interface MutableGamepadButton {
  14731. /**
  14732. * Value of the button/trigger
  14733. */
  14734. value: number;
  14735. /**
  14736. * If the button/trigger is currently touched
  14737. */
  14738. touched: boolean;
  14739. /**
  14740. * If the button/trigger is currently pressed
  14741. */
  14742. pressed: boolean;
  14743. }
  14744. /**
  14745. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14746. * @hidden
  14747. */
  14748. export interface ExtendedGamepadButton extends GamepadButton {
  14749. /**
  14750. * If the button/trigger is currently pressed
  14751. */
  14752. readonly pressed: boolean;
  14753. /**
  14754. * If the button/trigger is currently touched
  14755. */
  14756. readonly touched: boolean;
  14757. /**
  14758. * Value of the button/trigger
  14759. */
  14760. readonly value: number;
  14761. }
  14762. /** @hidden */
  14763. export interface _GamePadFactory {
  14764. /**
  14765. * Returns wether or not the current gamepad can be created for this type of controller.
  14766. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14767. * @returns true if it can be created, otherwise false
  14768. */
  14769. canCreate(gamepadInfo: any): boolean;
  14770. /**
  14771. * Creates a new instance of the Gamepad.
  14772. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14773. * @returns the new gamepad instance
  14774. */
  14775. create(gamepadInfo: any): Gamepad;
  14776. }
  14777. /**
  14778. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14779. */
  14780. export class PoseEnabledControllerHelper {
  14781. /** @hidden */
  14782. static _ControllerFactories: _GamePadFactory[];
  14783. /** @hidden */
  14784. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14785. /**
  14786. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14787. * @param vrGamepad the gamepad to initialized
  14788. * @returns a vr controller of the type the gamepad identified as
  14789. */
  14790. static InitiateController(vrGamepad: any): Gamepad;
  14791. }
  14792. /**
  14793. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14794. */
  14795. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14796. /**
  14797. * If the controller is used in a webXR session
  14798. */
  14799. isXR: boolean;
  14800. private _deviceRoomPosition;
  14801. private _deviceRoomRotationQuaternion;
  14802. /**
  14803. * The device position in babylon space
  14804. */
  14805. devicePosition: Vector3;
  14806. /**
  14807. * The device rotation in babylon space
  14808. */
  14809. deviceRotationQuaternion: Quaternion;
  14810. /**
  14811. * The scale factor of the device in babylon space
  14812. */
  14813. deviceScaleFactor: number;
  14814. /**
  14815. * (Likely devicePosition should be used instead) The device position in its room space
  14816. */
  14817. position: Vector3;
  14818. /**
  14819. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14820. */
  14821. rotationQuaternion: Quaternion;
  14822. /**
  14823. * The type of controller (Eg. Windows mixed reality)
  14824. */
  14825. controllerType: PoseEnabledControllerType;
  14826. protected _calculatedPosition: Vector3;
  14827. private _calculatedRotation;
  14828. /**
  14829. * The raw pose from the device
  14830. */
  14831. rawPose: DevicePose;
  14832. private _trackPosition;
  14833. private _maxRotationDistFromHeadset;
  14834. private _draggedRoomRotation;
  14835. /**
  14836. * @hidden
  14837. */
  14838. _disableTrackPosition(fixedPosition: Vector3): void;
  14839. /**
  14840. * Internal, the mesh attached to the controller
  14841. * @hidden
  14842. */
  14843. _mesh: Nullable<AbstractMesh>;
  14844. private _poseControlledCamera;
  14845. private _leftHandSystemQuaternion;
  14846. /**
  14847. * Internal, matrix used to convert room space to babylon space
  14848. * @hidden
  14849. */
  14850. _deviceToWorld: Matrix;
  14851. /**
  14852. * Node to be used when casting a ray from the controller
  14853. * @hidden
  14854. */
  14855. _pointingPoseNode: Nullable<TransformNode>;
  14856. /**
  14857. * Name of the child mesh that can be used to cast a ray from the controller
  14858. */
  14859. static readonly POINTING_POSE: string;
  14860. /**
  14861. * Creates a new PoseEnabledController from a gamepad
  14862. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14863. */
  14864. constructor(browserGamepad: any);
  14865. private _workingMatrix;
  14866. /**
  14867. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14868. */
  14869. update(): void;
  14870. /**
  14871. * Updates only the pose device and mesh without doing any button event checking
  14872. */
  14873. protected _updatePoseAndMesh(): void;
  14874. /**
  14875. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14876. * @param poseData raw pose fromthe device
  14877. */
  14878. updateFromDevice(poseData: DevicePose): void;
  14879. /**
  14880. * @hidden
  14881. */
  14882. _meshAttachedObservable: Observable<AbstractMesh>;
  14883. /**
  14884. * Attaches a mesh to the controller
  14885. * @param mesh the mesh to be attached
  14886. */
  14887. attachToMesh(mesh: AbstractMesh): void;
  14888. /**
  14889. * Attaches the controllers mesh to a camera
  14890. * @param camera the camera the mesh should be attached to
  14891. */
  14892. attachToPoseControlledCamera(camera: TargetCamera): void;
  14893. /**
  14894. * Disposes of the controller
  14895. */
  14896. dispose(): void;
  14897. /**
  14898. * The mesh that is attached to the controller
  14899. */
  14900. readonly mesh: Nullable<AbstractMesh>;
  14901. /**
  14902. * Gets the ray of the controller in the direction the controller is pointing
  14903. * @param length the length the resulting ray should be
  14904. * @returns a ray in the direction the controller is pointing
  14905. */
  14906. getForwardRay(length?: number): Ray;
  14907. }
  14908. }
  14909. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14910. import { Observable } from "babylonjs/Misc/observable";
  14911. import { Scene } from "babylonjs/scene";
  14912. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14913. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14914. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14915. import { Nullable } from "babylonjs/types";
  14916. /**
  14917. * Defines the WebVRController object that represents controllers tracked in 3D space
  14918. */
  14919. export abstract class WebVRController extends PoseEnabledController {
  14920. /**
  14921. * Internal, the default controller model for the controller
  14922. */
  14923. protected _defaultModel: Nullable<AbstractMesh>;
  14924. /**
  14925. * Fired when the trigger state has changed
  14926. */
  14927. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14928. /**
  14929. * Fired when the main button state has changed
  14930. */
  14931. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14932. /**
  14933. * Fired when the secondary button state has changed
  14934. */
  14935. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14936. /**
  14937. * Fired when the pad state has changed
  14938. */
  14939. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14940. /**
  14941. * Fired when controllers stick values have changed
  14942. */
  14943. onPadValuesChangedObservable: Observable<StickValues>;
  14944. /**
  14945. * Array of button availible on the controller
  14946. */
  14947. protected _buttons: Array<MutableGamepadButton>;
  14948. private _onButtonStateChange;
  14949. /**
  14950. * Fired when a controller button's state has changed
  14951. * @param callback the callback containing the button that was modified
  14952. */
  14953. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14954. /**
  14955. * X and Y axis corresponding to the controllers joystick
  14956. */
  14957. pad: StickValues;
  14958. /**
  14959. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14960. */
  14961. hand: string;
  14962. /**
  14963. * The default controller model for the controller
  14964. */
  14965. readonly defaultModel: Nullable<AbstractMesh>;
  14966. /**
  14967. * Creates a new WebVRController from a gamepad
  14968. * @param vrGamepad the gamepad that the WebVRController should be created from
  14969. */
  14970. constructor(vrGamepad: any);
  14971. /**
  14972. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14973. */
  14974. update(): void;
  14975. /**
  14976. * Function to be called when a button is modified
  14977. */
  14978. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14979. /**
  14980. * Loads a mesh and attaches it to the controller
  14981. * @param scene the scene the mesh should be added to
  14982. * @param meshLoaded callback for when the mesh has been loaded
  14983. */
  14984. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14985. private _setButtonValue;
  14986. private _changes;
  14987. private _checkChanges;
  14988. /**
  14989. * Disposes of th webVRCOntroller
  14990. */
  14991. dispose(): void;
  14992. }
  14993. }
  14994. declare module "babylonjs/Lights/hemisphericLight" {
  14995. import { Nullable } from "babylonjs/types";
  14996. import { Scene } from "babylonjs/scene";
  14997. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14998. import { Color3 } from "babylonjs/Maths/math.color";
  14999. import { Effect } from "babylonjs/Materials/effect";
  15000. import { Light } from "babylonjs/Lights/light";
  15001. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  15002. /**
  15003. * The HemisphericLight simulates the ambient environment light,
  15004. * so the passed direction is the light reflection direction, not the incoming direction.
  15005. */
  15006. export class HemisphericLight extends Light {
  15007. /**
  15008. * The groundColor is the light in the opposite direction to the one specified during creation.
  15009. * 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.
  15010. */
  15011. groundColor: Color3;
  15012. /**
  15013. * The light reflection direction, not the incoming direction.
  15014. */
  15015. direction: Vector3;
  15016. /**
  15017. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  15018. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  15019. * The HemisphericLight can't cast shadows.
  15020. * Documentation : https://doc.babylonjs.com/babylon101/lights
  15021. * @param name The friendly name of the light
  15022. * @param direction The direction of the light reflection
  15023. * @param scene The scene the light belongs to
  15024. */
  15025. constructor(name: string, direction: Vector3, scene: Scene);
  15026. protected _buildUniformLayout(): void;
  15027. /**
  15028. * Returns the string "HemisphericLight".
  15029. * @return The class name
  15030. */
  15031. getClassName(): string;
  15032. /**
  15033. * Sets the HemisphericLight direction towards the passed target (Vector3).
  15034. * Returns the updated direction.
  15035. * @param target The target the direction should point to
  15036. * @return The computed direction
  15037. */
  15038. setDirectionToTarget(target: Vector3): Vector3;
  15039. /**
  15040. * Returns the shadow generator associated to the light.
  15041. * @returns Always null for hemispheric lights because it does not support shadows.
  15042. */
  15043. getShadowGenerator(): Nullable<IShadowGenerator>;
  15044. /**
  15045. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  15046. * @param effect The effect to update
  15047. * @param lightIndex The index of the light in the effect to update
  15048. * @returns The hemispheric light
  15049. */
  15050. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  15051. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  15052. /**
  15053. * Computes the world matrix of the node
  15054. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  15055. * @param useWasUpdatedFlag defines a reserved property
  15056. * @returns the world matrix
  15057. */
  15058. computeWorldMatrix(): Matrix;
  15059. /**
  15060. * Returns the integer 3.
  15061. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  15062. */
  15063. getTypeID(): number;
  15064. /**
  15065. * Prepares the list of defines specific to the light type.
  15066. * @param defines the list of defines
  15067. * @param lightIndex defines the index of the light for the effect
  15068. */
  15069. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  15070. }
  15071. }
  15072. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  15073. /** @hidden */
  15074. export var vrMultiviewToSingleviewPixelShader: {
  15075. name: string;
  15076. shader: string;
  15077. };
  15078. }
  15079. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  15080. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15081. import { Scene } from "babylonjs/scene";
  15082. /**
  15083. * Renders to multiple views with a single draw call
  15084. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  15085. */
  15086. export class MultiviewRenderTarget extends RenderTargetTexture {
  15087. /**
  15088. * Creates a multiview render target
  15089. * @param scene scene used with the render target
  15090. * @param size the size of the render target (used for each view)
  15091. */
  15092. constructor(scene: Scene, size?: number | {
  15093. width: number;
  15094. height: number;
  15095. } | {
  15096. ratio: number;
  15097. });
  15098. /**
  15099. * @hidden
  15100. * @param faceIndex the face index, if its a cube texture
  15101. */
  15102. _bindFrameBuffer(faceIndex?: number): void;
  15103. /**
  15104. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15105. * @returns the view count
  15106. */
  15107. getViewCount(): number;
  15108. }
  15109. }
  15110. declare module "babylonjs/Maths/math.frustum" {
  15111. import { Matrix } from "babylonjs/Maths/math.vector";
  15112. import { DeepImmutable } from "babylonjs/types";
  15113. import { Plane } from "babylonjs/Maths/math.plane";
  15114. /**
  15115. * Represents a camera frustum
  15116. */
  15117. export class Frustum {
  15118. /**
  15119. * Gets the planes representing the frustum
  15120. * @param transform matrix to be applied to the returned planes
  15121. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15122. */
  15123. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15124. /**
  15125. * Gets the near frustum plane transformed by the transform matrix
  15126. * @param transform transformation matrix to be applied to the resulting frustum plane
  15127. * @param frustumPlane the resuling frustum plane
  15128. */
  15129. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15130. /**
  15131. * Gets the far frustum plane transformed by the transform matrix
  15132. * @param transform transformation matrix to be applied to the resulting frustum plane
  15133. * @param frustumPlane the resuling frustum plane
  15134. */
  15135. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15136. /**
  15137. * Gets the left frustum plane transformed by the transform matrix
  15138. * @param transform transformation matrix to be applied to the resulting frustum plane
  15139. * @param frustumPlane the resuling frustum plane
  15140. */
  15141. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15142. /**
  15143. * Gets the right frustum plane transformed by the transform matrix
  15144. * @param transform transformation matrix to be applied to the resulting frustum plane
  15145. * @param frustumPlane the resuling frustum plane
  15146. */
  15147. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15148. /**
  15149. * Gets the top frustum plane transformed by the transform matrix
  15150. * @param transform transformation matrix to be applied to the resulting frustum plane
  15151. * @param frustumPlane the resuling frustum plane
  15152. */
  15153. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15154. /**
  15155. * Gets the bottom frustum plane transformed by the transform matrix
  15156. * @param transform transformation matrix to be applied to the resulting frustum plane
  15157. * @param frustumPlane the resuling frustum plane
  15158. */
  15159. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15160. /**
  15161. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15162. * @param transform transformation matrix to be applied to the resulting frustum planes
  15163. * @param frustumPlanes the resuling frustum planes
  15164. */
  15165. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15166. }
  15167. }
  15168. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15169. import { Camera } from "babylonjs/Cameras/camera";
  15170. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15171. import { Nullable } from "babylonjs/types";
  15172. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15173. import { Matrix } from "babylonjs/Maths/math.vector";
  15174. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15175. module "babylonjs/Engines/engine" {
  15176. interface Engine {
  15177. /**
  15178. * Creates a new multiview render target
  15179. * @param width defines the width of the texture
  15180. * @param height defines the height of the texture
  15181. * @returns the created multiview texture
  15182. */
  15183. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15184. /**
  15185. * Binds a multiview framebuffer to be drawn to
  15186. * @param multiviewTexture texture to bind
  15187. */
  15188. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15189. }
  15190. }
  15191. module "babylonjs/Cameras/camera" {
  15192. interface Camera {
  15193. /**
  15194. * @hidden
  15195. * 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)
  15196. */
  15197. _useMultiviewToSingleView: boolean;
  15198. /**
  15199. * @hidden
  15200. * 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)
  15201. */
  15202. _multiviewTexture: Nullable<RenderTargetTexture>;
  15203. /**
  15204. * @hidden
  15205. * ensures the multiview texture of the camera exists and has the specified width/height
  15206. * @param width height to set on the multiview texture
  15207. * @param height width to set on the multiview texture
  15208. */
  15209. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15210. }
  15211. }
  15212. module "babylonjs/scene" {
  15213. interface Scene {
  15214. /** @hidden */
  15215. _transformMatrixR: Matrix;
  15216. /** @hidden */
  15217. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15218. /** @hidden */
  15219. _createMultiviewUbo(): void;
  15220. /** @hidden */
  15221. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15222. /** @hidden */
  15223. _renderMultiviewToSingleView(camera: Camera): void;
  15224. }
  15225. }
  15226. }
  15227. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15228. import { Camera } from "babylonjs/Cameras/camera";
  15229. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15230. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15231. import "babylonjs/Engines/Extensions/engine.multiview";
  15232. /**
  15233. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15234. * This will not be used for webXR as it supports displaying texture arrays directly
  15235. */
  15236. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15237. /**
  15238. * Initializes a VRMultiviewToSingleview
  15239. * @param name name of the post process
  15240. * @param camera camera to be applied to
  15241. * @param scaleFactor scaling factor to the size of the output texture
  15242. */
  15243. constructor(name: string, camera: Camera, scaleFactor: number);
  15244. }
  15245. }
  15246. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15247. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15248. import { Nullable } from "babylonjs/types";
  15249. import { Size } from "babylonjs/Maths/math.size";
  15250. import { Observable } from "babylonjs/Misc/observable";
  15251. import { WebVROptions } from "babylonjs/Cameras/VR/webVRCamera";
  15252. /**
  15253. * Interface used to define additional presentation attributes
  15254. */
  15255. export interface IVRPresentationAttributes {
  15256. /**
  15257. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15258. */
  15259. highRefreshRate: boolean;
  15260. /**
  15261. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15262. */
  15263. foveationLevel: number;
  15264. }
  15265. module "babylonjs/Engines/engine" {
  15266. interface Engine {
  15267. /** @hidden */
  15268. _vrDisplay: any;
  15269. /** @hidden */
  15270. _vrSupported: boolean;
  15271. /** @hidden */
  15272. _oldSize: Size;
  15273. /** @hidden */
  15274. _oldHardwareScaleFactor: number;
  15275. /** @hidden */
  15276. _vrExclusivePointerMode: boolean;
  15277. /** @hidden */
  15278. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15279. /** @hidden */
  15280. _onVRDisplayPointerRestricted: () => void;
  15281. /** @hidden */
  15282. _onVRDisplayPointerUnrestricted: () => void;
  15283. /** @hidden */
  15284. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15285. /** @hidden */
  15286. _onVrDisplayDisconnect: Nullable<() => void>;
  15287. /** @hidden */
  15288. _onVrDisplayPresentChange: Nullable<() => void>;
  15289. /**
  15290. * Observable signaled when VR display mode changes
  15291. */
  15292. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15293. /**
  15294. * Observable signaled when VR request present is complete
  15295. */
  15296. onVRRequestPresentComplete: Observable<boolean>;
  15297. /**
  15298. * Observable signaled when VR request present starts
  15299. */
  15300. onVRRequestPresentStart: Observable<Engine>;
  15301. /**
  15302. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15303. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15304. */
  15305. isInVRExclusivePointerMode: boolean;
  15306. /**
  15307. * Gets a boolean indicating if a webVR device was detected
  15308. * @returns true if a webVR device was detected
  15309. */
  15310. isVRDevicePresent(): boolean;
  15311. /**
  15312. * Gets the current webVR device
  15313. * @returns the current webVR device (or null)
  15314. */
  15315. getVRDevice(): any;
  15316. /**
  15317. * Initializes a webVR display and starts listening to display change events
  15318. * The onVRDisplayChangedObservable will be notified upon these changes
  15319. * @returns A promise containing a VRDisplay and if vr is supported
  15320. */
  15321. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15322. /** @hidden */
  15323. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15324. /**
  15325. * Gets or sets the presentation attributes used to configure VR rendering
  15326. */
  15327. vrPresentationAttributes?: IVRPresentationAttributes;
  15328. /**
  15329. * Call this function to switch to webVR mode
  15330. * Will do nothing if webVR is not supported or if there is no webVR device
  15331. * @param options the webvr options provided to the camera. mainly used for multiview
  15332. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15333. */
  15334. enableVR(options: WebVROptions): void;
  15335. /** @hidden */
  15336. _onVRFullScreenTriggered(): void;
  15337. }
  15338. }
  15339. }
  15340. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15341. import { Nullable } from "babylonjs/types";
  15342. import { Observable } from "babylonjs/Misc/observable";
  15343. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15344. import { Scene } from "babylonjs/scene";
  15345. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15346. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15347. import { Node } from "babylonjs/node";
  15348. import { Ray } from "babylonjs/Culling/ray";
  15349. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15350. import "babylonjs/Engines/Extensions/engine.webVR";
  15351. /**
  15352. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15353. * IMPORTANT!! The data is right-hand data.
  15354. * @export
  15355. * @interface DevicePose
  15356. */
  15357. export interface DevicePose {
  15358. /**
  15359. * The position of the device, values in array are [x,y,z].
  15360. */
  15361. readonly position: Nullable<Float32Array>;
  15362. /**
  15363. * The linearVelocity of the device, values in array are [x,y,z].
  15364. */
  15365. readonly linearVelocity: Nullable<Float32Array>;
  15366. /**
  15367. * The linearAcceleration of the device, values in array are [x,y,z].
  15368. */
  15369. readonly linearAcceleration: Nullable<Float32Array>;
  15370. /**
  15371. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15372. */
  15373. readonly orientation: Nullable<Float32Array>;
  15374. /**
  15375. * The angularVelocity of the device, values in array are [x,y,z].
  15376. */
  15377. readonly angularVelocity: Nullable<Float32Array>;
  15378. /**
  15379. * The angularAcceleration of the device, values in array are [x,y,z].
  15380. */
  15381. readonly angularAcceleration: Nullable<Float32Array>;
  15382. }
  15383. /**
  15384. * Interface representing a pose controlled object in Babylon.
  15385. * A pose controlled object has both regular pose values as well as pose values
  15386. * from an external device such as a VR head mounted display
  15387. */
  15388. export interface PoseControlled {
  15389. /**
  15390. * The position of the object in babylon space.
  15391. */
  15392. position: Vector3;
  15393. /**
  15394. * The rotation quaternion of the object in babylon space.
  15395. */
  15396. rotationQuaternion: Quaternion;
  15397. /**
  15398. * The position of the device in babylon space.
  15399. */
  15400. devicePosition?: Vector3;
  15401. /**
  15402. * The rotation quaternion of the device in babylon space.
  15403. */
  15404. deviceRotationQuaternion: Quaternion;
  15405. /**
  15406. * The raw pose coming from the device.
  15407. */
  15408. rawPose: Nullable<DevicePose>;
  15409. /**
  15410. * The scale of the device to be used when translating from device space to babylon space.
  15411. */
  15412. deviceScaleFactor: number;
  15413. /**
  15414. * Updates the poseControlled values based on the input device pose.
  15415. * @param poseData the pose data to update the object with
  15416. */
  15417. updateFromDevice(poseData: DevicePose): void;
  15418. }
  15419. /**
  15420. * Set of options to customize the webVRCamera
  15421. */
  15422. export interface WebVROptions {
  15423. /**
  15424. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15425. */
  15426. trackPosition?: boolean;
  15427. /**
  15428. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15429. */
  15430. positionScale?: number;
  15431. /**
  15432. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15433. */
  15434. displayName?: string;
  15435. /**
  15436. * Should the native controller meshes be initialized. (default: true)
  15437. */
  15438. controllerMeshes?: boolean;
  15439. /**
  15440. * Creating a default HemiLight only on controllers. (default: true)
  15441. */
  15442. defaultLightingOnControllers?: boolean;
  15443. /**
  15444. * If you don't want to use the default VR button of the helper. (default: false)
  15445. */
  15446. useCustomVRButton?: boolean;
  15447. /**
  15448. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15449. */
  15450. customVRButton?: HTMLButtonElement;
  15451. /**
  15452. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15453. */
  15454. rayLength?: number;
  15455. /**
  15456. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15457. */
  15458. defaultHeight?: number;
  15459. /**
  15460. * If multiview should be used if availible (default: false)
  15461. */
  15462. useMultiview?: boolean;
  15463. }
  15464. /**
  15465. * This represents a WebVR camera.
  15466. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15467. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15468. */
  15469. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15470. private webVROptions;
  15471. /**
  15472. * @hidden
  15473. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15474. */
  15475. _vrDevice: any;
  15476. /**
  15477. * The rawPose of the vrDevice.
  15478. */
  15479. rawPose: Nullable<DevicePose>;
  15480. private _onVREnabled;
  15481. private _specsVersion;
  15482. private _attached;
  15483. private _frameData;
  15484. protected _descendants: Array<Node>;
  15485. private _deviceRoomPosition;
  15486. /** @hidden */
  15487. _deviceRoomRotationQuaternion: Quaternion;
  15488. private _standingMatrix;
  15489. /**
  15490. * Represents device position in babylon space.
  15491. */
  15492. devicePosition: Vector3;
  15493. /**
  15494. * Represents device rotation in babylon space.
  15495. */
  15496. deviceRotationQuaternion: Quaternion;
  15497. /**
  15498. * The scale of the device to be used when translating from device space to babylon space.
  15499. */
  15500. deviceScaleFactor: number;
  15501. private _deviceToWorld;
  15502. private _worldToDevice;
  15503. /**
  15504. * References to the webVR controllers for the vrDevice.
  15505. */
  15506. controllers: Array<WebVRController>;
  15507. /**
  15508. * Emits an event when a controller is attached.
  15509. */
  15510. onControllersAttachedObservable: Observable<WebVRController[]>;
  15511. /**
  15512. * Emits an event when a controller's mesh has been loaded;
  15513. */
  15514. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15515. /**
  15516. * Emits an event when the HMD's pose has been updated.
  15517. */
  15518. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15519. private _poseSet;
  15520. /**
  15521. * If the rig cameras be used as parent instead of this camera.
  15522. */
  15523. rigParenting: boolean;
  15524. private _lightOnControllers;
  15525. private _defaultHeight?;
  15526. /**
  15527. * Instantiates a WebVRFreeCamera.
  15528. * @param name The name of the WebVRFreeCamera
  15529. * @param position The starting anchor position for the camera
  15530. * @param scene The scene the camera belongs to
  15531. * @param webVROptions a set of customizable options for the webVRCamera
  15532. */
  15533. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15534. /**
  15535. * Gets the device distance from the ground in meters.
  15536. * @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.
  15537. */
  15538. deviceDistanceToRoomGround(): number;
  15539. /**
  15540. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15541. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15542. */
  15543. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15544. /**
  15545. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15546. * @returns A promise with a boolean set to if the standing matrix is supported.
  15547. */
  15548. useStandingMatrixAsync(): Promise<boolean>;
  15549. /**
  15550. * Disposes the camera
  15551. */
  15552. dispose(): void;
  15553. /**
  15554. * Gets a vrController by name.
  15555. * @param name The name of the controller to retreive
  15556. * @returns the controller matching the name specified or null if not found
  15557. */
  15558. getControllerByName(name: string): Nullable<WebVRController>;
  15559. private _leftController;
  15560. /**
  15561. * The controller corresponding to the users left hand.
  15562. */
  15563. readonly leftController: Nullable<WebVRController>;
  15564. private _rightController;
  15565. /**
  15566. * The controller corresponding to the users right hand.
  15567. */
  15568. readonly rightController: Nullable<WebVRController>;
  15569. /**
  15570. * Casts a ray forward from the vrCamera's gaze.
  15571. * @param length Length of the ray (default: 100)
  15572. * @returns the ray corresponding to the gaze
  15573. */
  15574. getForwardRay(length?: number): Ray;
  15575. /**
  15576. * @hidden
  15577. * Updates the camera based on device's frame data
  15578. */
  15579. _checkInputs(): void;
  15580. /**
  15581. * Updates the poseControlled values based on the input device pose.
  15582. * @param poseData Pose coming from the device
  15583. */
  15584. updateFromDevice(poseData: DevicePose): void;
  15585. private _htmlElementAttached;
  15586. private _detachIfAttached;
  15587. /**
  15588. * WebVR's attach control will start broadcasting frames to the device.
  15589. * Note that in certain browsers (chrome for example) this function must be called
  15590. * within a user-interaction callback. Example:
  15591. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15592. *
  15593. * @param element html element to attach the vrDevice to
  15594. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15595. */
  15596. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15597. /**
  15598. * Detaches the camera from the html element and disables VR
  15599. *
  15600. * @param element html element to detach from
  15601. */
  15602. detachControl(element: HTMLElement): void;
  15603. /**
  15604. * @returns the name of this class
  15605. */
  15606. getClassName(): string;
  15607. /**
  15608. * Calls resetPose on the vrDisplay
  15609. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15610. */
  15611. resetToCurrentRotation(): void;
  15612. /**
  15613. * @hidden
  15614. * Updates the rig cameras (left and right eye)
  15615. */
  15616. _updateRigCameras(): void;
  15617. private _workingVector;
  15618. private _oneVector;
  15619. private _workingMatrix;
  15620. private updateCacheCalled;
  15621. private _correctPositionIfNotTrackPosition;
  15622. /**
  15623. * @hidden
  15624. * Updates the cached values of the camera
  15625. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15626. */
  15627. _updateCache(ignoreParentClass?: boolean): void;
  15628. /**
  15629. * @hidden
  15630. * Get current device position in babylon world
  15631. */
  15632. _computeDevicePosition(): void;
  15633. /**
  15634. * Updates the current device position and rotation in the babylon world
  15635. */
  15636. update(): void;
  15637. /**
  15638. * @hidden
  15639. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15640. * @returns an identity matrix
  15641. */
  15642. _getViewMatrix(): Matrix;
  15643. private _tmpMatrix;
  15644. /**
  15645. * This function is called by the two RIG cameras.
  15646. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15647. * @hidden
  15648. */
  15649. _getWebVRViewMatrix(): Matrix;
  15650. /** @hidden */
  15651. _getWebVRProjectionMatrix(): Matrix;
  15652. private _onGamepadConnectedObserver;
  15653. private _onGamepadDisconnectedObserver;
  15654. private _updateCacheWhenTrackingDisabledObserver;
  15655. /**
  15656. * Initializes the controllers and their meshes
  15657. */
  15658. initControllers(): void;
  15659. }
  15660. }
  15661. declare module "babylonjs/PostProcesses/postProcess" {
  15662. import { Nullable } from "babylonjs/types";
  15663. import { SmartArray } from "babylonjs/Misc/smartArray";
  15664. import { Observable } from "babylonjs/Misc/observable";
  15665. import { Vector2 } from "babylonjs/Maths/math.vector";
  15666. import { Camera } from "babylonjs/Cameras/camera";
  15667. import { Effect } from "babylonjs/Materials/effect";
  15668. import "babylonjs/Shaders/postprocess.vertex";
  15669. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15670. import { Engine } from "babylonjs/Engines/engine";
  15671. import { Color4 } from "babylonjs/Maths/math.color";
  15672. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15673. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15674. /**
  15675. * Size options for a post process
  15676. */
  15677. export type PostProcessOptions = {
  15678. width: number;
  15679. height: number;
  15680. };
  15681. /**
  15682. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15683. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15684. */
  15685. export class PostProcess {
  15686. /** Name of the PostProcess. */
  15687. name: string;
  15688. /**
  15689. * Gets or sets the unique id of the post process
  15690. */
  15691. uniqueId: number;
  15692. /**
  15693. * Width of the texture to apply the post process on
  15694. */
  15695. width: number;
  15696. /**
  15697. * Height of the texture to apply the post process on
  15698. */
  15699. height: number;
  15700. /**
  15701. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15702. * @hidden
  15703. */
  15704. _outputTexture: Nullable<InternalTexture>;
  15705. /**
  15706. * Sampling mode used by the shader
  15707. * See https://doc.babylonjs.com/classes/3.1/texture
  15708. */
  15709. renderTargetSamplingMode: number;
  15710. /**
  15711. * Clear color to use when screen clearing
  15712. */
  15713. clearColor: Color4;
  15714. /**
  15715. * If the buffer needs to be cleared before applying the post process. (default: true)
  15716. * Should be set to false if shader will overwrite all previous pixels.
  15717. */
  15718. autoClear: boolean;
  15719. /**
  15720. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15721. */
  15722. alphaMode: number;
  15723. /**
  15724. * Sets the setAlphaBlendConstants of the babylon engine
  15725. */
  15726. alphaConstants: Color4;
  15727. /**
  15728. * Animations to be used for the post processing
  15729. */
  15730. animations: import("babylonjs/Animations/animation").Animation[];
  15731. /**
  15732. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15733. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15734. */
  15735. enablePixelPerfectMode: boolean;
  15736. /**
  15737. * Force the postprocess to be applied without taking in account viewport
  15738. */
  15739. forceFullscreenViewport: boolean;
  15740. /**
  15741. * List of inspectable custom properties (used by the Inspector)
  15742. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15743. */
  15744. inspectableCustomProperties: IInspectable[];
  15745. /**
  15746. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15747. *
  15748. * | Value | Type | Description |
  15749. * | ----- | ----------------------------------- | ----------- |
  15750. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15751. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15752. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15753. *
  15754. */
  15755. scaleMode: number;
  15756. /**
  15757. * Force textures to be a power of two (default: false)
  15758. */
  15759. alwaysForcePOT: boolean;
  15760. private _samples;
  15761. /**
  15762. * Number of sample textures (default: 1)
  15763. */
  15764. samples: number;
  15765. /**
  15766. * Modify the scale of the post process to be the same as the viewport (default: false)
  15767. */
  15768. adaptScaleToCurrentViewport: boolean;
  15769. private _camera;
  15770. private _scene;
  15771. private _engine;
  15772. private _options;
  15773. private _reusable;
  15774. private _textureType;
  15775. /**
  15776. * Smart array of input and output textures for the post process.
  15777. * @hidden
  15778. */
  15779. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15780. /**
  15781. * The index in _textures that corresponds to the output texture.
  15782. * @hidden
  15783. */
  15784. _currentRenderTextureInd: number;
  15785. private _effect;
  15786. private _samplers;
  15787. private _fragmentUrl;
  15788. private _vertexUrl;
  15789. private _parameters;
  15790. private _scaleRatio;
  15791. protected _indexParameters: any;
  15792. private _shareOutputWithPostProcess;
  15793. private _texelSize;
  15794. private _forcedOutputTexture;
  15795. /**
  15796. * Returns the fragment url or shader name used in the post process.
  15797. * @returns the fragment url or name in the shader store.
  15798. */
  15799. getEffectName(): string;
  15800. /**
  15801. * An event triggered when the postprocess is activated.
  15802. */
  15803. onActivateObservable: Observable<Camera>;
  15804. private _onActivateObserver;
  15805. /**
  15806. * A function that is added to the onActivateObservable
  15807. */
  15808. onActivate: Nullable<(camera: Camera) => void>;
  15809. /**
  15810. * An event triggered when the postprocess changes its size.
  15811. */
  15812. onSizeChangedObservable: Observable<PostProcess>;
  15813. private _onSizeChangedObserver;
  15814. /**
  15815. * A function that is added to the onSizeChangedObservable
  15816. */
  15817. onSizeChanged: (postProcess: PostProcess) => void;
  15818. /**
  15819. * An event triggered when the postprocess applies its effect.
  15820. */
  15821. onApplyObservable: Observable<Effect>;
  15822. private _onApplyObserver;
  15823. /**
  15824. * A function that is added to the onApplyObservable
  15825. */
  15826. onApply: (effect: Effect) => void;
  15827. /**
  15828. * An event triggered before rendering the postprocess
  15829. */
  15830. onBeforeRenderObservable: Observable<Effect>;
  15831. private _onBeforeRenderObserver;
  15832. /**
  15833. * A function that is added to the onBeforeRenderObservable
  15834. */
  15835. onBeforeRender: (effect: Effect) => void;
  15836. /**
  15837. * An event triggered after rendering the postprocess
  15838. */
  15839. onAfterRenderObservable: Observable<Effect>;
  15840. private _onAfterRenderObserver;
  15841. /**
  15842. * A function that is added to the onAfterRenderObservable
  15843. */
  15844. onAfterRender: (efect: Effect) => void;
  15845. /**
  15846. * 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
  15847. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15848. */
  15849. inputTexture: InternalTexture;
  15850. /**
  15851. * Gets the camera which post process is applied to.
  15852. * @returns The camera the post process is applied to.
  15853. */
  15854. getCamera(): Camera;
  15855. /**
  15856. * Gets the texel size of the postprocess.
  15857. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15858. */
  15859. readonly texelSize: Vector2;
  15860. /**
  15861. * Creates a new instance PostProcess
  15862. * @param name The name of the PostProcess.
  15863. * @param fragmentUrl The url of the fragment shader to be used.
  15864. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15865. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15866. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15867. * @param camera The camera to apply the render pass to.
  15868. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15869. * @param engine The engine which the post process will be applied. (default: current engine)
  15870. * @param reusable If the post process can be reused on the same frame. (default: false)
  15871. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15872. * @param textureType Type of textures used when performing the post process. (default: 0)
  15873. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15874. * @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
  15875. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15876. */
  15877. constructor(
  15878. /** Name of the PostProcess. */
  15879. 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);
  15880. /**
  15881. * Gets a string idenfifying the name of the class
  15882. * @returns "PostProcess" string
  15883. */
  15884. getClassName(): string;
  15885. /**
  15886. * Gets the engine which this post process belongs to.
  15887. * @returns The engine the post process was enabled with.
  15888. */
  15889. getEngine(): Engine;
  15890. /**
  15891. * The effect that is created when initializing the post process.
  15892. * @returns The created effect corresponding the the postprocess.
  15893. */
  15894. getEffect(): Effect;
  15895. /**
  15896. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15897. * @param postProcess The post process to share the output with.
  15898. * @returns This post process.
  15899. */
  15900. shareOutputWith(postProcess: PostProcess): PostProcess;
  15901. /**
  15902. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15903. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15904. */
  15905. useOwnOutput(): void;
  15906. /**
  15907. * Updates the effect with the current post process compile time values and recompiles the shader.
  15908. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15909. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15910. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15911. * @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
  15912. * @param onCompiled Called when the shader has been compiled.
  15913. * @param onError Called if there is an error when compiling a shader.
  15914. */
  15915. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15916. /**
  15917. * The post process is reusable if it can be used multiple times within one frame.
  15918. * @returns If the post process is reusable
  15919. */
  15920. isReusable(): boolean;
  15921. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15922. markTextureDirty(): void;
  15923. /**
  15924. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15925. * 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.
  15926. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15927. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15928. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15929. * @returns The target texture that was bound to be written to.
  15930. */
  15931. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15932. /**
  15933. * If the post process is supported.
  15934. */
  15935. readonly isSupported: boolean;
  15936. /**
  15937. * The aspect ratio of the output texture.
  15938. */
  15939. readonly aspectRatio: number;
  15940. /**
  15941. * Get a value indicating if the post-process is ready to be used
  15942. * @returns true if the post-process is ready (shader is compiled)
  15943. */
  15944. isReady(): boolean;
  15945. /**
  15946. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15947. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15948. */
  15949. apply(): Nullable<Effect>;
  15950. private _disposeTextures;
  15951. /**
  15952. * Disposes the post process.
  15953. * @param camera The camera to dispose the post process on.
  15954. */
  15955. dispose(camera?: Camera): void;
  15956. }
  15957. }
  15958. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15959. /** @hidden */
  15960. export var kernelBlurVaryingDeclaration: {
  15961. name: string;
  15962. shader: string;
  15963. };
  15964. }
  15965. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15966. /** @hidden */
  15967. export var kernelBlurFragment: {
  15968. name: string;
  15969. shader: string;
  15970. };
  15971. }
  15972. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15973. /** @hidden */
  15974. export var kernelBlurFragment2: {
  15975. name: string;
  15976. shader: string;
  15977. };
  15978. }
  15979. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15980. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15981. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15982. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15983. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15984. /** @hidden */
  15985. export var kernelBlurPixelShader: {
  15986. name: string;
  15987. shader: string;
  15988. };
  15989. }
  15990. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15991. /** @hidden */
  15992. export var kernelBlurVertex: {
  15993. name: string;
  15994. shader: string;
  15995. };
  15996. }
  15997. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15998. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15999. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  16000. /** @hidden */
  16001. export var kernelBlurVertexShader: {
  16002. name: string;
  16003. shader: string;
  16004. };
  16005. }
  16006. declare module "babylonjs/PostProcesses/blurPostProcess" {
  16007. import { Vector2 } from "babylonjs/Maths/math.vector";
  16008. import { Nullable } from "babylonjs/types";
  16009. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  16010. import { Camera } from "babylonjs/Cameras/camera";
  16011. import { Effect } from "babylonjs/Materials/effect";
  16012. import { Engine } from "babylonjs/Engines/engine";
  16013. import "babylonjs/Shaders/kernelBlur.fragment";
  16014. import "babylonjs/Shaders/kernelBlur.vertex";
  16015. /**
  16016. * The Blur Post Process which blurs an image based on a kernel and direction.
  16017. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  16018. */
  16019. export class BlurPostProcess extends PostProcess {
  16020. /** The direction in which to blur the image. */
  16021. direction: Vector2;
  16022. private blockCompilation;
  16023. protected _kernel: number;
  16024. protected _idealKernel: number;
  16025. protected _packedFloat: boolean;
  16026. private _staticDefines;
  16027. /**
  16028. * Sets the length in pixels of the blur sample region
  16029. */
  16030. /**
  16031. * Gets the length in pixels of the blur sample region
  16032. */
  16033. kernel: number;
  16034. /**
  16035. * Sets wether or not the blur needs to unpack/repack floats
  16036. */
  16037. /**
  16038. * Gets wether or not the blur is unpacking/repacking floats
  16039. */
  16040. packedFloat: boolean;
  16041. /**
  16042. * Creates a new instance BlurPostProcess
  16043. * @param name The name of the effect.
  16044. * @param direction The direction in which to blur the image.
  16045. * @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.
  16046. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16047. * @param camera The camera to apply the render pass to.
  16048. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16049. * @param engine The engine which the post process will be applied. (default: current engine)
  16050. * @param reusable If the post process can be reused on the same frame. (default: false)
  16051. * @param textureType Type of textures used when performing the post process. (default: 0)
  16052. * @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)
  16053. */
  16054. constructor(name: string,
  16055. /** The direction in which to blur the image. */
  16056. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  16057. /**
  16058. * Updates the effect with the current post process compile time values and recompiles the shader.
  16059. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16060. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16061. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16062. * @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
  16063. * @param onCompiled Called when the shader has been compiled.
  16064. * @param onError Called if there is an error when compiling a shader.
  16065. */
  16066. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16067. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16068. /**
  16069. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  16070. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  16071. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  16072. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  16073. * The gaps between physical kernels are compensated for in the weighting of the samples
  16074. * @param idealKernel Ideal blur kernel.
  16075. * @return Nearest best kernel.
  16076. */
  16077. protected _nearestBestKernel(idealKernel: number): number;
  16078. /**
  16079. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  16080. * @param x The point on the Gaussian distribution to sample.
  16081. * @return the value of the Gaussian function at x.
  16082. */
  16083. protected _gaussianWeight(x: number): number;
  16084. /**
  16085. * Generates a string that can be used as a floating point number in GLSL.
  16086. * @param x Value to print.
  16087. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  16088. * @return GLSL float string.
  16089. */
  16090. protected _glslFloat(x: number, decimalFigures?: number): string;
  16091. }
  16092. }
  16093. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16094. import { Scene } from "babylonjs/scene";
  16095. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16096. import { Plane } from "babylonjs/Maths/math.plane";
  16097. /**
  16098. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16099. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16100. * You can then easily use it as a reflectionTexture on a flat surface.
  16101. * In case the surface is not a plane, please consider relying on reflection probes.
  16102. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16103. */
  16104. export class MirrorTexture extends RenderTargetTexture {
  16105. private scene;
  16106. /**
  16107. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16108. * 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.
  16109. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16110. */
  16111. mirrorPlane: Plane;
  16112. /**
  16113. * Define the blur ratio used to blur the reflection if needed.
  16114. */
  16115. blurRatio: number;
  16116. /**
  16117. * Define the adaptive blur kernel used to blur the reflection if needed.
  16118. * This will autocompute the closest best match for the `blurKernel`
  16119. */
  16120. adaptiveBlurKernel: number;
  16121. /**
  16122. * Define the blur kernel used to blur the reflection if needed.
  16123. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16124. */
  16125. blurKernel: number;
  16126. /**
  16127. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16128. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16129. */
  16130. blurKernelX: number;
  16131. /**
  16132. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16133. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16134. */
  16135. blurKernelY: number;
  16136. private _autoComputeBlurKernel;
  16137. protected _onRatioRescale(): void;
  16138. private _updateGammaSpace;
  16139. private _imageProcessingConfigChangeObserver;
  16140. private _transformMatrix;
  16141. private _mirrorMatrix;
  16142. private _savedViewMatrix;
  16143. private _blurX;
  16144. private _blurY;
  16145. private _adaptiveBlurKernel;
  16146. private _blurKernelX;
  16147. private _blurKernelY;
  16148. private _blurRatio;
  16149. /**
  16150. * Instantiates a Mirror Texture.
  16151. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16152. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16153. * You can then easily use it as a reflectionTexture on a flat surface.
  16154. * In case the surface is not a plane, please consider relying on reflection probes.
  16155. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16156. * @param name
  16157. * @param size
  16158. * @param scene
  16159. * @param generateMipMaps
  16160. * @param type
  16161. * @param samplingMode
  16162. * @param generateDepthBuffer
  16163. */
  16164. constructor(name: string, size: number | {
  16165. width: number;
  16166. height: number;
  16167. } | {
  16168. ratio: number;
  16169. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16170. private _preparePostProcesses;
  16171. /**
  16172. * Clone the mirror texture.
  16173. * @returns the cloned texture
  16174. */
  16175. clone(): MirrorTexture;
  16176. /**
  16177. * Serialize the texture to a JSON representation you could use in Parse later on
  16178. * @returns the serialized JSON representation
  16179. */
  16180. serialize(): any;
  16181. /**
  16182. * Dispose the texture and release its associated resources.
  16183. */
  16184. dispose(): void;
  16185. }
  16186. }
  16187. declare module "babylonjs/Materials/Textures/texture" {
  16188. import { Observable } from "babylonjs/Misc/observable";
  16189. import { Nullable } from "babylonjs/types";
  16190. import { Matrix } from "babylonjs/Maths/math.vector";
  16191. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16192. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16193. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16194. import { Scene } from "babylonjs/scene";
  16195. /**
  16196. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16197. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16198. */
  16199. export class Texture extends BaseTexture {
  16200. /**
  16201. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16202. */
  16203. static SerializeBuffers: boolean;
  16204. /** @hidden */
  16205. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16206. /** @hidden */
  16207. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16208. /** @hidden */
  16209. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16210. /** nearest is mag = nearest and min = nearest and mip = linear */
  16211. static readonly NEAREST_SAMPLINGMODE: number;
  16212. /** nearest is mag = nearest and min = nearest and mip = linear */
  16213. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16214. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16215. static readonly BILINEAR_SAMPLINGMODE: number;
  16216. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16217. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16218. /** Trilinear is mag = linear and min = linear and mip = linear */
  16219. static readonly TRILINEAR_SAMPLINGMODE: number;
  16220. /** Trilinear is mag = linear and min = linear and mip = linear */
  16221. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16222. /** mag = nearest and min = nearest and mip = nearest */
  16223. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16224. /** mag = nearest and min = linear and mip = nearest */
  16225. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16226. /** mag = nearest and min = linear and mip = linear */
  16227. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16228. /** mag = nearest and min = linear and mip = none */
  16229. static readonly NEAREST_LINEAR: number;
  16230. /** mag = nearest and min = nearest and mip = none */
  16231. static readonly NEAREST_NEAREST: number;
  16232. /** mag = linear and min = nearest and mip = nearest */
  16233. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16234. /** mag = linear and min = nearest and mip = linear */
  16235. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16236. /** mag = linear and min = linear and mip = none */
  16237. static readonly LINEAR_LINEAR: number;
  16238. /** mag = linear and min = nearest and mip = none */
  16239. static readonly LINEAR_NEAREST: number;
  16240. /** Explicit coordinates mode */
  16241. static readonly EXPLICIT_MODE: number;
  16242. /** Spherical coordinates mode */
  16243. static readonly SPHERICAL_MODE: number;
  16244. /** Planar coordinates mode */
  16245. static readonly PLANAR_MODE: number;
  16246. /** Cubic coordinates mode */
  16247. static readonly CUBIC_MODE: number;
  16248. /** Projection coordinates mode */
  16249. static readonly PROJECTION_MODE: number;
  16250. /** Inverse Cubic coordinates mode */
  16251. static readonly SKYBOX_MODE: number;
  16252. /** Inverse Cubic coordinates mode */
  16253. static readonly INVCUBIC_MODE: number;
  16254. /** Equirectangular coordinates mode */
  16255. static readonly EQUIRECTANGULAR_MODE: number;
  16256. /** Equirectangular Fixed coordinates mode */
  16257. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16258. /** Equirectangular Fixed Mirrored coordinates mode */
  16259. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16260. /** Texture is not repeating outside of 0..1 UVs */
  16261. static readonly CLAMP_ADDRESSMODE: number;
  16262. /** Texture is repeating outside of 0..1 UVs */
  16263. static readonly WRAP_ADDRESSMODE: number;
  16264. /** Texture is repeating and mirrored */
  16265. static readonly MIRROR_ADDRESSMODE: number;
  16266. /**
  16267. * 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
  16268. */
  16269. static UseSerializedUrlIfAny: boolean;
  16270. /**
  16271. * Define the url of the texture.
  16272. */
  16273. url: Nullable<string>;
  16274. /**
  16275. * Define an offset on the texture to offset the u coordinates of the UVs
  16276. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16277. */
  16278. uOffset: number;
  16279. /**
  16280. * Define an offset on the texture to offset the v coordinates of the UVs
  16281. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16282. */
  16283. vOffset: number;
  16284. /**
  16285. * Define an offset on the texture to scale the u coordinates of the UVs
  16286. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16287. */
  16288. uScale: number;
  16289. /**
  16290. * Define an offset on the texture to scale the v coordinates of the UVs
  16291. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16292. */
  16293. vScale: number;
  16294. /**
  16295. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16296. * @see http://doc.babylonjs.com/how_to/more_materials
  16297. */
  16298. uAng: number;
  16299. /**
  16300. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16301. * @see http://doc.babylonjs.com/how_to/more_materials
  16302. */
  16303. vAng: number;
  16304. /**
  16305. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16306. * @see http://doc.babylonjs.com/how_to/more_materials
  16307. */
  16308. wAng: number;
  16309. /**
  16310. * Defines the center of rotation (U)
  16311. */
  16312. uRotationCenter: number;
  16313. /**
  16314. * Defines the center of rotation (V)
  16315. */
  16316. vRotationCenter: number;
  16317. /**
  16318. * Defines the center of rotation (W)
  16319. */
  16320. wRotationCenter: number;
  16321. /**
  16322. * Are mip maps generated for this texture or not.
  16323. */
  16324. readonly noMipmap: boolean;
  16325. /**
  16326. * List of inspectable custom properties (used by the Inspector)
  16327. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16328. */
  16329. inspectableCustomProperties: Nullable<IInspectable[]>;
  16330. private _noMipmap;
  16331. /** @hidden */
  16332. _invertY: boolean;
  16333. private _rowGenerationMatrix;
  16334. private _cachedTextureMatrix;
  16335. private _projectionModeMatrix;
  16336. private _t0;
  16337. private _t1;
  16338. private _t2;
  16339. private _cachedUOffset;
  16340. private _cachedVOffset;
  16341. private _cachedUScale;
  16342. private _cachedVScale;
  16343. private _cachedUAng;
  16344. private _cachedVAng;
  16345. private _cachedWAng;
  16346. private _cachedProjectionMatrixId;
  16347. private _cachedCoordinatesMode;
  16348. /** @hidden */
  16349. protected _initialSamplingMode: number;
  16350. /** @hidden */
  16351. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16352. private _deleteBuffer;
  16353. protected _format: Nullable<number>;
  16354. private _delayedOnLoad;
  16355. private _delayedOnError;
  16356. private _mimeType?;
  16357. /**
  16358. * Observable triggered once the texture has been loaded.
  16359. */
  16360. onLoadObservable: Observable<Texture>;
  16361. protected _isBlocking: boolean;
  16362. /**
  16363. * Is the texture preventing material to render while loading.
  16364. * If false, a default texture will be used instead of the loading one during the preparation step.
  16365. */
  16366. isBlocking: boolean;
  16367. /**
  16368. * Get the current sampling mode associated with the texture.
  16369. */
  16370. readonly samplingMode: number;
  16371. /**
  16372. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16373. */
  16374. readonly invertY: boolean;
  16375. /**
  16376. * Instantiates a new texture.
  16377. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16378. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16379. * @param url defines the url of the picture to load as a texture
  16380. * @param scene defines the scene or engine the texture will belong to
  16381. * @param noMipmap defines if the texture will require mip maps or not
  16382. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16383. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16384. * @param onLoad defines a callback triggered when the texture has been loaded
  16385. * @param onError defines a callback triggered when an error occurred during the loading session
  16386. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16387. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16388. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16389. * @param mimeType defines an optional mime type information
  16390. */
  16391. 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);
  16392. /**
  16393. * Update the url (and optional buffer) of this texture if url was null during construction.
  16394. * @param url the url of the texture
  16395. * @param buffer the buffer of the texture (defaults to null)
  16396. * @param onLoad callback called when the texture is loaded (defaults to null)
  16397. */
  16398. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16399. /**
  16400. * Finish the loading sequence of a texture flagged as delayed load.
  16401. * @hidden
  16402. */
  16403. delayLoad(): void;
  16404. private _prepareRowForTextureGeneration;
  16405. /**
  16406. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16407. * @returns the transform matrix of the texture.
  16408. */
  16409. getTextureMatrix(): Matrix;
  16410. /**
  16411. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16412. * @returns The reflection texture transform
  16413. */
  16414. getReflectionTextureMatrix(): Matrix;
  16415. /**
  16416. * Clones the texture.
  16417. * @returns the cloned texture
  16418. */
  16419. clone(): Texture;
  16420. /**
  16421. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16422. * @returns The JSON representation of the texture
  16423. */
  16424. serialize(): any;
  16425. /**
  16426. * Get the current class name of the texture useful for serialization or dynamic coding.
  16427. * @returns "Texture"
  16428. */
  16429. getClassName(): string;
  16430. /**
  16431. * Dispose the texture and release its associated resources.
  16432. */
  16433. dispose(): void;
  16434. /**
  16435. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16436. * @param parsedTexture Define the JSON representation of the texture
  16437. * @param scene Define the scene the parsed texture should be instantiated in
  16438. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16439. * @returns The parsed texture if successful
  16440. */
  16441. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16442. /**
  16443. * Creates a texture from its base 64 representation.
  16444. * @param data Define the base64 payload without the data: prefix
  16445. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16446. * @param scene Define the scene the texture should belong to
  16447. * @param noMipmap Forces the texture to not create mip map information if true
  16448. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16449. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16450. * @param onLoad define a callback triggered when the texture has been loaded
  16451. * @param onError define a callback triggered when an error occurred during the loading session
  16452. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16453. * @returns the created texture
  16454. */
  16455. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16456. /**
  16457. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16458. * @param data Define the base64 payload without the data: prefix
  16459. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16460. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16461. * @param scene Define the scene the texture should belong to
  16462. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16463. * @param noMipmap Forces the texture to not create mip map information if true
  16464. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16465. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16466. * @param onLoad define a callback triggered when the texture has been loaded
  16467. * @param onError define a callback triggered when an error occurred during the loading session
  16468. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16469. * @returns the created texture
  16470. */
  16471. 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;
  16472. }
  16473. }
  16474. declare module "babylonjs/PostProcesses/postProcessManager" {
  16475. import { Nullable } from "babylonjs/types";
  16476. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16477. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16478. import { Scene } from "babylonjs/scene";
  16479. /**
  16480. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16481. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16482. */
  16483. export class PostProcessManager {
  16484. private _scene;
  16485. private _indexBuffer;
  16486. private _vertexBuffers;
  16487. /**
  16488. * Creates a new instance PostProcess
  16489. * @param scene The scene that the post process is associated with.
  16490. */
  16491. constructor(scene: Scene);
  16492. private _prepareBuffers;
  16493. private _buildIndexBuffer;
  16494. /**
  16495. * Rebuilds the vertex buffers of the manager.
  16496. * @hidden
  16497. */
  16498. _rebuild(): void;
  16499. /**
  16500. * Prepares a frame to be run through a post process.
  16501. * @param sourceTexture The input texture to the post procesess. (default: null)
  16502. * @param postProcesses An array of post processes to be run. (default: null)
  16503. * @returns True if the post processes were able to be run.
  16504. * @hidden
  16505. */
  16506. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16507. /**
  16508. * Manually render a set of post processes to a texture.
  16509. * @param postProcesses An array of post processes to be run.
  16510. * @param targetTexture The target texture to render to.
  16511. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16512. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16513. * @param lodLevel defines which lod of the texture to render to
  16514. */
  16515. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16516. /**
  16517. * Finalize the result of the output of the postprocesses.
  16518. * @param doNotPresent If true the result will not be displayed to the screen.
  16519. * @param targetTexture The target texture to render to.
  16520. * @param faceIndex The index of the face to bind the target texture to.
  16521. * @param postProcesses The array of post processes to render.
  16522. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16523. * @hidden
  16524. */
  16525. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16526. /**
  16527. * Disposes of the post process manager.
  16528. */
  16529. dispose(): void;
  16530. }
  16531. }
  16532. declare module "babylonjs/Misc/gradients" {
  16533. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16534. /** Interface used by value gradients (color, factor, ...) */
  16535. export interface IValueGradient {
  16536. /**
  16537. * Gets or sets the gradient value (between 0 and 1)
  16538. */
  16539. gradient: number;
  16540. }
  16541. /** Class used to store color4 gradient */
  16542. export class ColorGradient implements IValueGradient {
  16543. /**
  16544. * Gets or sets the gradient value (between 0 and 1)
  16545. */
  16546. gradient: number;
  16547. /**
  16548. * Gets or sets first associated color
  16549. */
  16550. color1: Color4;
  16551. /**
  16552. * Gets or sets second associated color
  16553. */
  16554. color2?: Color4;
  16555. /**
  16556. * Will get a color picked randomly between color1 and color2.
  16557. * If color2 is undefined then color1 will be used
  16558. * @param result defines the target Color4 to store the result in
  16559. */
  16560. getColorToRef(result: Color4): void;
  16561. }
  16562. /** Class used to store color 3 gradient */
  16563. export class Color3Gradient implements IValueGradient {
  16564. /**
  16565. * Gets or sets the gradient value (between 0 and 1)
  16566. */
  16567. gradient: number;
  16568. /**
  16569. * Gets or sets the associated color
  16570. */
  16571. color: Color3;
  16572. }
  16573. /** Class used to store factor gradient */
  16574. export class FactorGradient implements IValueGradient {
  16575. /**
  16576. * Gets or sets the gradient value (between 0 and 1)
  16577. */
  16578. gradient: number;
  16579. /**
  16580. * Gets or sets first associated factor
  16581. */
  16582. factor1: number;
  16583. /**
  16584. * Gets or sets second associated factor
  16585. */
  16586. factor2?: number;
  16587. /**
  16588. * Will get a number picked randomly between factor1 and factor2.
  16589. * If factor2 is undefined then factor1 will be used
  16590. * @returns the picked number
  16591. */
  16592. getFactor(): number;
  16593. }
  16594. /**
  16595. * Helper used to simplify some generic gradient tasks
  16596. */
  16597. export class GradientHelper {
  16598. /**
  16599. * Gets the current gradient from an array of IValueGradient
  16600. * @param ratio defines the current ratio to get
  16601. * @param gradients defines the array of IValueGradient
  16602. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16603. */
  16604. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16605. }
  16606. }
  16607. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16608. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16609. import { Nullable } from "babylonjs/types";
  16610. module "babylonjs/Engines/thinEngine" {
  16611. interface ThinEngine {
  16612. /**
  16613. * Creates a dynamic texture
  16614. * @param width defines the width of the texture
  16615. * @param height defines the height of the texture
  16616. * @param generateMipMaps defines if the engine should generate the mip levels
  16617. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16618. * @returns the dynamic texture inside an InternalTexture
  16619. */
  16620. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16621. /**
  16622. * Update the content of a dynamic texture
  16623. * @param texture defines the texture to update
  16624. * @param canvas defines the canvas containing the source
  16625. * @param invertY defines if data must be stored with Y axis inverted
  16626. * @param premulAlpha defines if alpha is stored as premultiplied
  16627. * @param format defines the format of the data
  16628. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16629. */
  16630. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16631. }
  16632. }
  16633. }
  16634. declare module "babylonjs/Misc/canvasGenerator" {
  16635. /**
  16636. * Helper class used to generate a canvas to manipulate images
  16637. */
  16638. export class CanvasGenerator {
  16639. /**
  16640. * Create a new canvas (or offscreen canvas depending on the context)
  16641. * @param width defines the expected width
  16642. * @param height defines the expected height
  16643. * @return a new canvas or offscreen canvas
  16644. */
  16645. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16646. }
  16647. }
  16648. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16649. import { Scene } from "babylonjs/scene";
  16650. import { Texture } from "babylonjs/Materials/Textures/texture";
  16651. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16652. /**
  16653. * A class extending Texture allowing drawing on a texture
  16654. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16655. */
  16656. export class DynamicTexture extends Texture {
  16657. private _generateMipMaps;
  16658. private _canvas;
  16659. private _context;
  16660. private _engine;
  16661. /**
  16662. * Creates a DynamicTexture
  16663. * @param name defines the name of the texture
  16664. * @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
  16665. * @param scene defines the scene where you want the texture
  16666. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16667. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16668. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16669. */
  16670. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16671. /**
  16672. * Get the current class name of the texture useful for serialization or dynamic coding.
  16673. * @returns "DynamicTexture"
  16674. */
  16675. getClassName(): string;
  16676. /**
  16677. * Gets the current state of canRescale
  16678. */
  16679. readonly canRescale: boolean;
  16680. private _recreate;
  16681. /**
  16682. * Scales the texture
  16683. * @param ratio the scale factor to apply to both width and height
  16684. */
  16685. scale(ratio: number): void;
  16686. /**
  16687. * Resizes the texture
  16688. * @param width the new width
  16689. * @param height the new height
  16690. */
  16691. scaleTo(width: number, height: number): void;
  16692. /**
  16693. * Gets the context of the canvas used by the texture
  16694. * @returns the canvas context of the dynamic texture
  16695. */
  16696. getContext(): CanvasRenderingContext2D;
  16697. /**
  16698. * Clears the texture
  16699. */
  16700. clear(): void;
  16701. /**
  16702. * Updates the texture
  16703. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16704. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16705. */
  16706. update(invertY?: boolean, premulAlpha?: boolean): void;
  16707. /**
  16708. * Draws text onto the texture
  16709. * @param text defines the text to be drawn
  16710. * @param x defines the placement of the text from the left
  16711. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16712. * @param font defines the font to be used with font-style, font-size, font-name
  16713. * @param color defines the color used for the text
  16714. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16715. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16716. * @param update defines whether texture is immediately update (default is true)
  16717. */
  16718. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16719. /**
  16720. * Clones the texture
  16721. * @returns the clone of the texture.
  16722. */
  16723. clone(): DynamicTexture;
  16724. /**
  16725. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16726. * @returns a serialized dynamic texture object
  16727. */
  16728. serialize(): any;
  16729. /** @hidden */
  16730. _rebuild(): void;
  16731. }
  16732. }
  16733. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16734. import { Scene } from "babylonjs/scene";
  16735. import { ISceneComponent } from "babylonjs/sceneComponent";
  16736. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16737. module "babylonjs/abstractScene" {
  16738. interface AbstractScene {
  16739. /**
  16740. * The list of procedural textures added to the scene
  16741. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16742. */
  16743. proceduralTextures: Array<ProceduralTexture>;
  16744. }
  16745. }
  16746. /**
  16747. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16748. * in a given scene.
  16749. */
  16750. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16751. /**
  16752. * The component name helpfull to identify the component in the list of scene components.
  16753. */
  16754. readonly name: string;
  16755. /**
  16756. * The scene the component belongs to.
  16757. */
  16758. scene: Scene;
  16759. /**
  16760. * Creates a new instance of the component for the given scene
  16761. * @param scene Defines the scene to register the component in
  16762. */
  16763. constructor(scene: Scene);
  16764. /**
  16765. * Registers the component in a given scene
  16766. */
  16767. register(): void;
  16768. /**
  16769. * Rebuilds the elements related to this component in case of
  16770. * context lost for instance.
  16771. */
  16772. rebuild(): void;
  16773. /**
  16774. * Disposes the component and the associated ressources.
  16775. */
  16776. dispose(): void;
  16777. private _beforeClear;
  16778. }
  16779. }
  16780. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16781. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16782. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16783. module "babylonjs/Engines/thinEngine" {
  16784. interface ThinEngine {
  16785. /**
  16786. * Creates a new render target cube texture
  16787. * @param size defines the size of the texture
  16788. * @param options defines the options used to create the texture
  16789. * @returns a new render target cube texture stored in an InternalTexture
  16790. */
  16791. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16792. }
  16793. }
  16794. }
  16795. declare module "babylonjs/Shaders/procedural.vertex" {
  16796. /** @hidden */
  16797. export var proceduralVertexShader: {
  16798. name: string;
  16799. shader: string;
  16800. };
  16801. }
  16802. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16803. import { Observable } from "babylonjs/Misc/observable";
  16804. import { Nullable } from "babylonjs/types";
  16805. import { Scene } from "babylonjs/scene";
  16806. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16807. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16808. import { Effect } from "babylonjs/Materials/effect";
  16809. import { Texture } from "babylonjs/Materials/Textures/texture";
  16810. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16811. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16812. import "babylonjs/Shaders/procedural.vertex";
  16813. /**
  16814. * 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.
  16815. * This is the base class of any Procedural texture and contains most of the shareable code.
  16816. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16817. */
  16818. export class ProceduralTexture extends Texture {
  16819. isCube: boolean;
  16820. /**
  16821. * Define if the texture is enabled or not (disabled texture will not render)
  16822. */
  16823. isEnabled: boolean;
  16824. /**
  16825. * Define if the texture must be cleared before rendering (default is true)
  16826. */
  16827. autoClear: boolean;
  16828. /**
  16829. * Callback called when the texture is generated
  16830. */
  16831. onGenerated: () => void;
  16832. /**
  16833. * Event raised when the texture is generated
  16834. */
  16835. onGeneratedObservable: Observable<ProceduralTexture>;
  16836. /** @hidden */
  16837. _generateMipMaps: boolean;
  16838. /** @hidden **/
  16839. _effect: Effect;
  16840. /** @hidden */
  16841. _textures: {
  16842. [key: string]: Texture;
  16843. };
  16844. private _size;
  16845. private _currentRefreshId;
  16846. private _refreshRate;
  16847. private _vertexBuffers;
  16848. private _indexBuffer;
  16849. private _uniforms;
  16850. private _samplers;
  16851. private _fragment;
  16852. private _floats;
  16853. private _ints;
  16854. private _floatsArrays;
  16855. private _colors3;
  16856. private _colors4;
  16857. private _vectors2;
  16858. private _vectors3;
  16859. private _matrices;
  16860. private _fallbackTexture;
  16861. private _fallbackTextureUsed;
  16862. private _engine;
  16863. private _cachedDefines;
  16864. private _contentUpdateId;
  16865. private _contentData;
  16866. /**
  16867. * Instantiates a new procedural texture.
  16868. * 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.
  16869. * This is the base class of any Procedural texture and contains most of the shareable code.
  16870. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16871. * @param name Define the name of the texture
  16872. * @param size Define the size of the texture to create
  16873. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16874. * @param scene Define the scene the texture belongs to
  16875. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16876. * @param generateMipMaps Define if the texture should creates mip maps or not
  16877. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16878. */
  16879. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16880. /**
  16881. * The effect that is created when initializing the post process.
  16882. * @returns The created effect corresponding the the postprocess.
  16883. */
  16884. getEffect(): Effect;
  16885. /**
  16886. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16887. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16888. */
  16889. getContent(): Nullable<ArrayBufferView>;
  16890. private _createIndexBuffer;
  16891. /** @hidden */
  16892. _rebuild(): void;
  16893. /**
  16894. * Resets the texture in order to recreate its associated resources.
  16895. * This can be called in case of context loss
  16896. */
  16897. reset(): void;
  16898. protected _getDefines(): string;
  16899. /**
  16900. * Is the texture ready to be used ? (rendered at least once)
  16901. * @returns true if ready, otherwise, false.
  16902. */
  16903. isReady(): boolean;
  16904. /**
  16905. * Resets the refresh counter of the texture and start bak from scratch.
  16906. * Could be useful to regenerate the texture if it is setup to render only once.
  16907. */
  16908. resetRefreshCounter(): void;
  16909. /**
  16910. * Set the fragment shader to use in order to render the texture.
  16911. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16912. */
  16913. setFragment(fragment: any): void;
  16914. /**
  16915. * Define the refresh rate of the texture or the rendering frequency.
  16916. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16917. */
  16918. refreshRate: number;
  16919. /** @hidden */
  16920. _shouldRender(): boolean;
  16921. /**
  16922. * Get the size the texture is rendering at.
  16923. * @returns the size (texture is always squared)
  16924. */
  16925. getRenderSize(): number;
  16926. /**
  16927. * Resize the texture to new value.
  16928. * @param size Define the new size the texture should have
  16929. * @param generateMipMaps Define whether the new texture should create mip maps
  16930. */
  16931. resize(size: number, generateMipMaps: boolean): void;
  16932. private _checkUniform;
  16933. /**
  16934. * Set a texture in the shader program used to render.
  16935. * @param name Define the name of the uniform samplers as defined in the shader
  16936. * @param texture Define the texture to bind to this sampler
  16937. * @return the texture itself allowing "fluent" like uniform updates
  16938. */
  16939. setTexture(name: string, texture: Texture): ProceduralTexture;
  16940. /**
  16941. * Set a float in the shader.
  16942. * @param name Define the name of the uniform as defined in the shader
  16943. * @param value Define the value to give to the uniform
  16944. * @return the texture itself allowing "fluent" like uniform updates
  16945. */
  16946. setFloat(name: string, value: number): ProceduralTexture;
  16947. /**
  16948. * Set a int in the shader.
  16949. * @param name Define the name of the uniform as defined in the shader
  16950. * @param value Define the value to give to the uniform
  16951. * @return the texture itself allowing "fluent" like uniform updates
  16952. */
  16953. setInt(name: string, value: number): ProceduralTexture;
  16954. /**
  16955. * Set an array of floats in the shader.
  16956. * @param name Define the name of the uniform as defined in the shader
  16957. * @param value Define the value to give to the uniform
  16958. * @return the texture itself allowing "fluent" like uniform updates
  16959. */
  16960. setFloats(name: string, value: number[]): ProceduralTexture;
  16961. /**
  16962. * Set a vec3 in the shader from a Color3.
  16963. * @param name Define the name of the uniform as defined in the shader
  16964. * @param value Define the value to give to the uniform
  16965. * @return the texture itself allowing "fluent" like uniform updates
  16966. */
  16967. setColor3(name: string, value: Color3): ProceduralTexture;
  16968. /**
  16969. * Set a vec4 in the shader from a Color4.
  16970. * @param name Define the name of the uniform as defined in the shader
  16971. * @param value Define the value to give to the uniform
  16972. * @return the texture itself allowing "fluent" like uniform updates
  16973. */
  16974. setColor4(name: string, value: Color4): ProceduralTexture;
  16975. /**
  16976. * Set a vec2 in the shader from a Vector2.
  16977. * @param name Define the name of the uniform as defined in the shader
  16978. * @param value Define the value to give to the uniform
  16979. * @return the texture itself allowing "fluent" like uniform updates
  16980. */
  16981. setVector2(name: string, value: Vector2): ProceduralTexture;
  16982. /**
  16983. * Set a vec3 in the shader from a Vector3.
  16984. * @param name Define the name of the uniform as defined in the shader
  16985. * @param value Define the value to give to the uniform
  16986. * @return the texture itself allowing "fluent" like uniform updates
  16987. */
  16988. setVector3(name: string, value: Vector3): ProceduralTexture;
  16989. /**
  16990. * Set a mat4 in the shader from a MAtrix.
  16991. * @param name Define the name of the uniform as defined in the shader
  16992. * @param value Define the value to give to the uniform
  16993. * @return the texture itself allowing "fluent" like uniform updates
  16994. */
  16995. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16996. /**
  16997. * Render the texture to its associated render target.
  16998. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16999. */
  17000. render(useCameraPostProcess?: boolean): void;
  17001. /**
  17002. * Clone the texture.
  17003. * @returns the cloned texture
  17004. */
  17005. clone(): ProceduralTexture;
  17006. /**
  17007. * Dispose the texture and release its asoociated resources.
  17008. */
  17009. dispose(): void;
  17010. }
  17011. }
  17012. declare module "babylonjs/Particles/baseParticleSystem" {
  17013. import { Nullable } from "babylonjs/types";
  17014. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  17015. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  17016. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  17017. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  17018. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  17019. import { Scene } from "babylonjs/scene";
  17020. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  17021. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  17022. import { Texture } from "babylonjs/Materials/Textures/texture";
  17023. import { Color4 } from "babylonjs/Maths/math.color";
  17024. import { Animation } from "babylonjs/Animations/animation";
  17025. /**
  17026. * This represents the base class for particle system in Babylon.
  17027. * 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.
  17028. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17029. * @example https://doc.babylonjs.com/babylon101/particles
  17030. */
  17031. export class BaseParticleSystem {
  17032. /**
  17033. * Source color is added to the destination color without alpha affecting the result
  17034. */
  17035. static BLENDMODE_ONEONE: number;
  17036. /**
  17037. * Blend current color and particle color using particle’s alpha
  17038. */
  17039. static BLENDMODE_STANDARD: number;
  17040. /**
  17041. * Add current color and particle color multiplied by particle’s alpha
  17042. */
  17043. static BLENDMODE_ADD: number;
  17044. /**
  17045. * Multiply current color with particle color
  17046. */
  17047. static BLENDMODE_MULTIPLY: number;
  17048. /**
  17049. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  17050. */
  17051. static BLENDMODE_MULTIPLYADD: number;
  17052. /**
  17053. * List of animations used by the particle system.
  17054. */
  17055. animations: Animation[];
  17056. /**
  17057. * The id of the Particle system.
  17058. */
  17059. id: string;
  17060. /**
  17061. * The friendly name of the Particle system.
  17062. */
  17063. name: string;
  17064. /**
  17065. * The rendering group used by the Particle system to chose when to render.
  17066. */
  17067. renderingGroupId: number;
  17068. /**
  17069. * The emitter represents the Mesh or position we are attaching the particle system to.
  17070. */
  17071. emitter: Nullable<AbstractMesh | Vector3>;
  17072. /**
  17073. * The maximum number of particles to emit per frame
  17074. */
  17075. emitRate: number;
  17076. /**
  17077. * If you want to launch only a few particles at once, that can be done, as well.
  17078. */
  17079. manualEmitCount: number;
  17080. /**
  17081. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  17082. */
  17083. updateSpeed: number;
  17084. /**
  17085. * The amount of time the particle system is running (depends of the overall update speed).
  17086. */
  17087. targetStopDuration: number;
  17088. /**
  17089. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  17090. */
  17091. disposeOnStop: boolean;
  17092. /**
  17093. * Minimum power of emitting particles.
  17094. */
  17095. minEmitPower: number;
  17096. /**
  17097. * Maximum power of emitting particles.
  17098. */
  17099. maxEmitPower: number;
  17100. /**
  17101. * Minimum life time of emitting particles.
  17102. */
  17103. minLifeTime: number;
  17104. /**
  17105. * Maximum life time of emitting particles.
  17106. */
  17107. maxLifeTime: number;
  17108. /**
  17109. * Minimum Size of emitting particles.
  17110. */
  17111. minSize: number;
  17112. /**
  17113. * Maximum Size of emitting particles.
  17114. */
  17115. maxSize: number;
  17116. /**
  17117. * Minimum scale of emitting particles on X axis.
  17118. */
  17119. minScaleX: number;
  17120. /**
  17121. * Maximum scale of emitting particles on X axis.
  17122. */
  17123. maxScaleX: number;
  17124. /**
  17125. * Minimum scale of emitting particles on Y axis.
  17126. */
  17127. minScaleY: number;
  17128. /**
  17129. * Maximum scale of emitting particles on Y axis.
  17130. */
  17131. maxScaleY: number;
  17132. /**
  17133. * Gets or sets the minimal initial rotation in radians.
  17134. */
  17135. minInitialRotation: number;
  17136. /**
  17137. * Gets or sets the maximal initial rotation in radians.
  17138. */
  17139. maxInitialRotation: number;
  17140. /**
  17141. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17142. */
  17143. minAngularSpeed: number;
  17144. /**
  17145. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17146. */
  17147. maxAngularSpeed: number;
  17148. /**
  17149. * The texture used to render each particle. (this can be a spritesheet)
  17150. */
  17151. particleTexture: Nullable<Texture>;
  17152. /**
  17153. * The layer mask we are rendering the particles through.
  17154. */
  17155. layerMask: number;
  17156. /**
  17157. * This can help using your own shader to render the particle system.
  17158. * The according effect will be created
  17159. */
  17160. customShader: any;
  17161. /**
  17162. * By default particle system starts as soon as they are created. This prevents the
  17163. * automatic start to happen and let you decide when to start emitting particles.
  17164. */
  17165. preventAutoStart: boolean;
  17166. private _noiseTexture;
  17167. /**
  17168. * Gets or sets a texture used to add random noise to particle positions
  17169. */
  17170. noiseTexture: Nullable<ProceduralTexture>;
  17171. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17172. noiseStrength: Vector3;
  17173. /**
  17174. * Callback triggered when the particle animation is ending.
  17175. */
  17176. onAnimationEnd: Nullable<() => void>;
  17177. /**
  17178. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17179. */
  17180. blendMode: number;
  17181. /**
  17182. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17183. * to override the particles.
  17184. */
  17185. forceDepthWrite: boolean;
  17186. /** 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 */
  17187. preWarmCycles: number;
  17188. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17189. preWarmStepOffset: number;
  17190. /**
  17191. * 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)
  17192. */
  17193. spriteCellChangeSpeed: number;
  17194. /**
  17195. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17196. */
  17197. startSpriteCellID: number;
  17198. /**
  17199. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17200. */
  17201. endSpriteCellID: number;
  17202. /**
  17203. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17204. */
  17205. spriteCellWidth: number;
  17206. /**
  17207. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17208. */
  17209. spriteCellHeight: number;
  17210. /**
  17211. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17212. */
  17213. spriteRandomStartCell: boolean;
  17214. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17215. translationPivot: Vector2;
  17216. /** @hidden */
  17217. protected _isAnimationSheetEnabled: boolean;
  17218. /**
  17219. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17220. */
  17221. beginAnimationOnStart: boolean;
  17222. /**
  17223. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17224. */
  17225. beginAnimationFrom: number;
  17226. /**
  17227. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17228. */
  17229. beginAnimationTo: number;
  17230. /**
  17231. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17232. */
  17233. beginAnimationLoop: boolean;
  17234. /**
  17235. * Gets or sets a world offset applied to all particles
  17236. */
  17237. worldOffset: Vector3;
  17238. /**
  17239. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17240. */
  17241. isAnimationSheetEnabled: boolean;
  17242. /**
  17243. * Get hosting scene
  17244. * @returns the scene
  17245. */
  17246. getScene(): Scene;
  17247. /**
  17248. * You can use gravity if you want to give an orientation to your particles.
  17249. */
  17250. gravity: Vector3;
  17251. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17252. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17253. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17254. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17255. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17256. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17257. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17258. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17259. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17260. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17261. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17262. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17263. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17264. /**
  17265. * Defines the delay in milliseconds before starting the system (0 by default)
  17266. */
  17267. startDelay: number;
  17268. /**
  17269. * Gets the current list of drag gradients.
  17270. * You must use addDragGradient and removeDragGradient to udpate this list
  17271. * @returns the list of drag gradients
  17272. */
  17273. getDragGradients(): Nullable<Array<FactorGradient>>;
  17274. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17275. limitVelocityDamping: number;
  17276. /**
  17277. * Gets the current list of limit velocity gradients.
  17278. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17279. * @returns the list of limit velocity gradients
  17280. */
  17281. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17282. /**
  17283. * Gets the current list of color gradients.
  17284. * You must use addColorGradient and removeColorGradient to udpate this list
  17285. * @returns the list of color gradients
  17286. */
  17287. getColorGradients(): Nullable<Array<ColorGradient>>;
  17288. /**
  17289. * Gets the current list of size gradients.
  17290. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17291. * @returns the list of size gradients
  17292. */
  17293. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17294. /**
  17295. * Gets the current list of color remap gradients.
  17296. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17297. * @returns the list of color remap gradients
  17298. */
  17299. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17300. /**
  17301. * Gets the current list of alpha remap gradients.
  17302. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17303. * @returns the list of alpha remap gradients
  17304. */
  17305. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17306. /**
  17307. * Gets the current list of life time gradients.
  17308. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17309. * @returns the list of life time gradients
  17310. */
  17311. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17312. /**
  17313. * Gets the current list of angular speed gradients.
  17314. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17315. * @returns the list of angular speed gradients
  17316. */
  17317. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17318. /**
  17319. * Gets the current list of velocity gradients.
  17320. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17321. * @returns the list of velocity gradients
  17322. */
  17323. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17324. /**
  17325. * Gets the current list of start size gradients.
  17326. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17327. * @returns the list of start size gradients
  17328. */
  17329. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17330. /**
  17331. * Gets the current list of emit rate gradients.
  17332. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17333. * @returns the list of emit rate gradients
  17334. */
  17335. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17336. /**
  17337. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17338. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17339. */
  17340. direction1: Vector3;
  17341. /**
  17342. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17343. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17344. */
  17345. direction2: Vector3;
  17346. /**
  17347. * 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.
  17348. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17349. */
  17350. minEmitBox: Vector3;
  17351. /**
  17352. * 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.
  17353. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17354. */
  17355. maxEmitBox: Vector3;
  17356. /**
  17357. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17358. */
  17359. color1: Color4;
  17360. /**
  17361. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17362. */
  17363. color2: Color4;
  17364. /**
  17365. * Color the particle will have at the end of its lifetime
  17366. */
  17367. colorDead: Color4;
  17368. /**
  17369. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17370. */
  17371. textureMask: Color4;
  17372. /**
  17373. * The particle emitter type defines the emitter used by the particle system.
  17374. * It can be for example box, sphere, or cone...
  17375. */
  17376. particleEmitterType: IParticleEmitterType;
  17377. /** @hidden */
  17378. _isSubEmitter: boolean;
  17379. /**
  17380. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17381. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17382. */
  17383. billboardMode: number;
  17384. protected _isBillboardBased: boolean;
  17385. /**
  17386. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17387. */
  17388. isBillboardBased: boolean;
  17389. /**
  17390. * The scene the particle system belongs to.
  17391. */
  17392. protected _scene: Scene;
  17393. /**
  17394. * Local cache of defines for image processing.
  17395. */
  17396. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17397. /**
  17398. * Default configuration related to image processing available in the standard Material.
  17399. */
  17400. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17401. /**
  17402. * Gets the image processing configuration used either in this material.
  17403. */
  17404. /**
  17405. * Sets the Default image processing configuration used either in the this material.
  17406. *
  17407. * If sets to null, the scene one is in use.
  17408. */
  17409. imageProcessingConfiguration: ImageProcessingConfiguration;
  17410. /**
  17411. * Attaches a new image processing configuration to the Standard Material.
  17412. * @param configuration
  17413. */
  17414. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17415. /** @hidden */
  17416. protected _reset(): void;
  17417. /** @hidden */
  17418. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17419. /**
  17420. * Instantiates a particle system.
  17421. * 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.
  17422. * @param name The name of the particle system
  17423. */
  17424. constructor(name: string);
  17425. /**
  17426. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17427. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17428. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17429. * @returns the emitter
  17430. */
  17431. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17432. /**
  17433. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17434. * @param radius The radius of the hemisphere to emit from
  17435. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17436. * @returns the emitter
  17437. */
  17438. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17439. /**
  17440. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17441. * @param radius The radius of the sphere to emit from
  17442. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17443. * @returns the emitter
  17444. */
  17445. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17446. /**
  17447. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17448. * @param radius The radius of the sphere to emit from
  17449. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17450. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17451. * @returns the emitter
  17452. */
  17453. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17454. /**
  17455. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17456. * @param radius The radius of the emission cylinder
  17457. * @param height The height of the emission cylinder
  17458. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17459. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17460. * @returns the emitter
  17461. */
  17462. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17463. /**
  17464. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17465. * @param radius The radius of the cylinder to emit from
  17466. * @param height The height of the emission cylinder
  17467. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17468. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17469. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17470. * @returns the emitter
  17471. */
  17472. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17473. /**
  17474. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17475. * @param radius The radius of the cone to emit from
  17476. * @param angle The base angle of the cone
  17477. * @returns the emitter
  17478. */
  17479. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17480. /**
  17481. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17482. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17483. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17484. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17485. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17486. * @returns the emitter
  17487. */
  17488. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17489. }
  17490. }
  17491. declare module "babylonjs/Particles/subEmitter" {
  17492. import { Scene } from "babylonjs/scene";
  17493. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17494. /**
  17495. * Type of sub emitter
  17496. */
  17497. export enum SubEmitterType {
  17498. /**
  17499. * Attached to the particle over it's lifetime
  17500. */
  17501. ATTACHED = 0,
  17502. /**
  17503. * Created when the particle dies
  17504. */
  17505. END = 1
  17506. }
  17507. /**
  17508. * Sub emitter class used to emit particles from an existing particle
  17509. */
  17510. export class SubEmitter {
  17511. /**
  17512. * the particle system to be used by the sub emitter
  17513. */
  17514. particleSystem: ParticleSystem;
  17515. /**
  17516. * Type of the submitter (Default: END)
  17517. */
  17518. type: SubEmitterType;
  17519. /**
  17520. * 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)
  17521. * Note: This only is supported when using an emitter of type Mesh
  17522. */
  17523. inheritDirection: boolean;
  17524. /**
  17525. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17526. */
  17527. inheritedVelocityAmount: number;
  17528. /**
  17529. * Creates a sub emitter
  17530. * @param particleSystem the particle system to be used by the sub emitter
  17531. */
  17532. constructor(
  17533. /**
  17534. * the particle system to be used by the sub emitter
  17535. */
  17536. particleSystem: ParticleSystem);
  17537. /**
  17538. * Clones the sub emitter
  17539. * @returns the cloned sub emitter
  17540. */
  17541. clone(): SubEmitter;
  17542. /**
  17543. * Serialize current object to a JSON object
  17544. * @returns the serialized object
  17545. */
  17546. serialize(): any;
  17547. /** @hidden */
  17548. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17549. /**
  17550. * Creates a new SubEmitter from a serialized JSON version
  17551. * @param serializationObject defines the JSON object to read from
  17552. * @param scene defines the hosting scene
  17553. * @param rootUrl defines the rootUrl for data loading
  17554. * @returns a new SubEmitter
  17555. */
  17556. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17557. /** Release associated resources */
  17558. dispose(): void;
  17559. }
  17560. }
  17561. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17562. /** @hidden */
  17563. export var clipPlaneFragmentDeclaration: {
  17564. name: string;
  17565. shader: string;
  17566. };
  17567. }
  17568. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17569. /** @hidden */
  17570. export var imageProcessingDeclaration: {
  17571. name: string;
  17572. shader: string;
  17573. };
  17574. }
  17575. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17576. /** @hidden */
  17577. export var imageProcessingFunctions: {
  17578. name: string;
  17579. shader: string;
  17580. };
  17581. }
  17582. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17583. /** @hidden */
  17584. export var clipPlaneFragment: {
  17585. name: string;
  17586. shader: string;
  17587. };
  17588. }
  17589. declare module "babylonjs/Shaders/particles.fragment" {
  17590. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17591. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17592. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17593. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17594. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17595. /** @hidden */
  17596. export var particlesPixelShader: {
  17597. name: string;
  17598. shader: string;
  17599. };
  17600. }
  17601. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17602. /** @hidden */
  17603. export var clipPlaneVertexDeclaration: {
  17604. name: string;
  17605. shader: string;
  17606. };
  17607. }
  17608. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17609. /** @hidden */
  17610. export var clipPlaneVertex: {
  17611. name: string;
  17612. shader: string;
  17613. };
  17614. }
  17615. declare module "babylonjs/Shaders/particles.vertex" {
  17616. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17617. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17618. /** @hidden */
  17619. export var particlesVertexShader: {
  17620. name: string;
  17621. shader: string;
  17622. };
  17623. }
  17624. declare module "babylonjs/Particles/particleSystem" {
  17625. import { Nullable } from "babylonjs/types";
  17626. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17627. import { Observable } from "babylonjs/Misc/observable";
  17628. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17629. import { Effect } from "babylonjs/Materials/effect";
  17630. import { Scene, IDisposable } from "babylonjs/scene";
  17631. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17632. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17633. import { Particle } from "babylonjs/Particles/particle";
  17634. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17635. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17636. import "babylonjs/Shaders/particles.fragment";
  17637. import "babylonjs/Shaders/particles.vertex";
  17638. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17639. /**
  17640. * This represents a particle system in Babylon.
  17641. * 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.
  17642. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17643. * @example https://doc.babylonjs.com/babylon101/particles
  17644. */
  17645. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17646. /**
  17647. * Billboard mode will only apply to Y axis
  17648. */
  17649. static readonly BILLBOARDMODE_Y: number;
  17650. /**
  17651. * Billboard mode will apply to all axes
  17652. */
  17653. static readonly BILLBOARDMODE_ALL: number;
  17654. /**
  17655. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17656. */
  17657. static readonly BILLBOARDMODE_STRETCHED: number;
  17658. /**
  17659. * This function can be defined to provide custom update for active particles.
  17660. * This function will be called instead of regular update (age, position, color, etc.).
  17661. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17662. */
  17663. updateFunction: (particles: Particle[]) => void;
  17664. private _emitterWorldMatrix;
  17665. /**
  17666. * This function can be defined to specify initial direction for every new particle.
  17667. * It by default use the emitterType defined function
  17668. */
  17669. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17670. /**
  17671. * This function can be defined to specify initial position for every new particle.
  17672. * It by default use the emitterType defined function
  17673. */
  17674. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17675. /**
  17676. * @hidden
  17677. */
  17678. _inheritedVelocityOffset: Vector3;
  17679. /**
  17680. * An event triggered when the system is disposed
  17681. */
  17682. onDisposeObservable: Observable<ParticleSystem>;
  17683. private _onDisposeObserver;
  17684. /**
  17685. * Sets a callback that will be triggered when the system is disposed
  17686. */
  17687. onDispose: () => void;
  17688. private _particles;
  17689. private _epsilon;
  17690. private _capacity;
  17691. private _stockParticles;
  17692. private _newPartsExcess;
  17693. private _vertexData;
  17694. private _vertexBuffer;
  17695. private _vertexBuffers;
  17696. private _spriteBuffer;
  17697. private _indexBuffer;
  17698. private _effect;
  17699. private _customEffect;
  17700. private _cachedDefines;
  17701. private _scaledColorStep;
  17702. private _colorDiff;
  17703. private _scaledDirection;
  17704. private _scaledGravity;
  17705. private _currentRenderId;
  17706. private _alive;
  17707. private _useInstancing;
  17708. private _started;
  17709. private _stopped;
  17710. private _actualFrame;
  17711. private _scaledUpdateSpeed;
  17712. private _vertexBufferSize;
  17713. /** @hidden */
  17714. _currentEmitRateGradient: Nullable<FactorGradient>;
  17715. /** @hidden */
  17716. _currentEmitRate1: number;
  17717. /** @hidden */
  17718. _currentEmitRate2: number;
  17719. /** @hidden */
  17720. _currentStartSizeGradient: Nullable<FactorGradient>;
  17721. /** @hidden */
  17722. _currentStartSize1: number;
  17723. /** @hidden */
  17724. _currentStartSize2: number;
  17725. private readonly _rawTextureWidth;
  17726. private _rampGradientsTexture;
  17727. private _useRampGradients;
  17728. /** Gets or sets a boolean indicating that ramp gradients must be used
  17729. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17730. */
  17731. useRampGradients: boolean;
  17732. /**
  17733. * 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.
  17734. * 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: [])
  17735. */
  17736. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17737. private _subEmitters;
  17738. /**
  17739. * @hidden
  17740. * If the particle systems emitter should be disposed when the particle system is disposed
  17741. */
  17742. _disposeEmitterOnDispose: boolean;
  17743. /**
  17744. * The current active Sub-systems, this property is used by the root particle system only.
  17745. */
  17746. activeSubSystems: Array<ParticleSystem>;
  17747. private _rootParticleSystem;
  17748. /**
  17749. * Gets the current list of active particles
  17750. */
  17751. readonly particles: Particle[];
  17752. /**
  17753. * Returns the string "ParticleSystem"
  17754. * @returns a string containing the class name
  17755. */
  17756. getClassName(): string;
  17757. /**
  17758. * Instantiates a particle system.
  17759. * 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.
  17760. * @param name The name of the particle system
  17761. * @param capacity The max number of particles alive at the same time
  17762. * @param scene The scene the particle system belongs to
  17763. * @param customEffect a custom effect used to change the way particles are rendered by default
  17764. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17765. * @param epsilon Offset used to render the particles
  17766. */
  17767. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17768. private _addFactorGradient;
  17769. private _removeFactorGradient;
  17770. /**
  17771. * Adds a new life time gradient
  17772. * @param gradient defines the gradient to use (between 0 and 1)
  17773. * @param factor defines the life time factor to affect to the specified gradient
  17774. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17775. * @returns the current particle system
  17776. */
  17777. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17778. /**
  17779. * Remove a specific life time gradient
  17780. * @param gradient defines the gradient to remove
  17781. * @returns the current particle system
  17782. */
  17783. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17784. /**
  17785. * Adds a new size gradient
  17786. * @param gradient defines the gradient to use (between 0 and 1)
  17787. * @param factor defines the size factor to affect to the specified gradient
  17788. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17789. * @returns the current particle system
  17790. */
  17791. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17792. /**
  17793. * Remove a specific size gradient
  17794. * @param gradient defines the gradient to remove
  17795. * @returns the current particle system
  17796. */
  17797. removeSizeGradient(gradient: number): IParticleSystem;
  17798. /**
  17799. * Adds a new color remap gradient
  17800. * @param gradient defines the gradient to use (between 0 and 1)
  17801. * @param min defines the color remap minimal range
  17802. * @param max defines the color remap maximal range
  17803. * @returns the current particle system
  17804. */
  17805. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17806. /**
  17807. * Remove a specific color remap gradient
  17808. * @param gradient defines the gradient to remove
  17809. * @returns the current particle system
  17810. */
  17811. removeColorRemapGradient(gradient: number): IParticleSystem;
  17812. /**
  17813. * Adds a new alpha remap gradient
  17814. * @param gradient defines the gradient to use (between 0 and 1)
  17815. * @param min defines the alpha remap minimal range
  17816. * @param max defines the alpha remap maximal range
  17817. * @returns the current particle system
  17818. */
  17819. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17820. /**
  17821. * Remove a specific alpha remap gradient
  17822. * @param gradient defines the gradient to remove
  17823. * @returns the current particle system
  17824. */
  17825. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17826. /**
  17827. * Adds a new angular speed gradient
  17828. * @param gradient defines the gradient to use (between 0 and 1)
  17829. * @param factor defines the angular speed to affect to the specified gradient
  17830. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17831. * @returns the current particle system
  17832. */
  17833. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17834. /**
  17835. * Remove a specific angular speed gradient
  17836. * @param gradient defines the gradient to remove
  17837. * @returns the current particle system
  17838. */
  17839. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17840. /**
  17841. * Adds a new velocity gradient
  17842. * @param gradient defines the gradient to use (between 0 and 1)
  17843. * @param factor defines the velocity to affect to the specified gradient
  17844. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17845. * @returns the current particle system
  17846. */
  17847. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17848. /**
  17849. * Remove a specific velocity gradient
  17850. * @param gradient defines the gradient to remove
  17851. * @returns the current particle system
  17852. */
  17853. removeVelocityGradient(gradient: number): IParticleSystem;
  17854. /**
  17855. * Adds a new limit velocity gradient
  17856. * @param gradient defines the gradient to use (between 0 and 1)
  17857. * @param factor defines the limit velocity value to affect to the specified gradient
  17858. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17859. * @returns the current particle system
  17860. */
  17861. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17862. /**
  17863. * Remove a specific limit velocity gradient
  17864. * @param gradient defines the gradient to remove
  17865. * @returns the current particle system
  17866. */
  17867. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17868. /**
  17869. * Adds a new drag gradient
  17870. * @param gradient defines the gradient to use (between 0 and 1)
  17871. * @param factor defines the drag value to affect to the specified gradient
  17872. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17873. * @returns the current particle system
  17874. */
  17875. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17876. /**
  17877. * Remove a specific drag gradient
  17878. * @param gradient defines the gradient to remove
  17879. * @returns the current particle system
  17880. */
  17881. removeDragGradient(gradient: number): IParticleSystem;
  17882. /**
  17883. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17884. * @param gradient defines the gradient to use (between 0 and 1)
  17885. * @param factor defines the emit rate value to affect to the specified gradient
  17886. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17887. * @returns the current particle system
  17888. */
  17889. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17890. /**
  17891. * Remove a specific emit rate gradient
  17892. * @param gradient defines the gradient to remove
  17893. * @returns the current particle system
  17894. */
  17895. removeEmitRateGradient(gradient: number): IParticleSystem;
  17896. /**
  17897. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17898. * @param gradient defines the gradient to use (between 0 and 1)
  17899. * @param factor defines the start size value to affect to the specified gradient
  17900. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17901. * @returns the current particle system
  17902. */
  17903. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17904. /**
  17905. * Remove a specific start size gradient
  17906. * @param gradient defines the gradient to remove
  17907. * @returns the current particle system
  17908. */
  17909. removeStartSizeGradient(gradient: number): IParticleSystem;
  17910. private _createRampGradientTexture;
  17911. /**
  17912. * Gets the current list of ramp gradients.
  17913. * You must use addRampGradient and removeRampGradient to udpate this list
  17914. * @returns the list of ramp gradients
  17915. */
  17916. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17917. /**
  17918. * Adds a new ramp gradient used to remap particle colors
  17919. * @param gradient defines the gradient to use (between 0 and 1)
  17920. * @param color defines the color to affect to the specified gradient
  17921. * @returns the current particle system
  17922. */
  17923. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17924. /**
  17925. * Remove a specific ramp gradient
  17926. * @param gradient defines the gradient to remove
  17927. * @returns the current particle system
  17928. */
  17929. removeRampGradient(gradient: number): ParticleSystem;
  17930. /**
  17931. * Adds a new color gradient
  17932. * @param gradient defines the gradient to use (between 0 and 1)
  17933. * @param color1 defines the color to affect to the specified gradient
  17934. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17935. * @returns this particle system
  17936. */
  17937. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17938. /**
  17939. * Remove a specific color gradient
  17940. * @param gradient defines the gradient to remove
  17941. * @returns this particle system
  17942. */
  17943. removeColorGradient(gradient: number): IParticleSystem;
  17944. private _fetchR;
  17945. protected _reset(): void;
  17946. private _resetEffect;
  17947. private _createVertexBuffers;
  17948. private _createIndexBuffer;
  17949. /**
  17950. * Gets the maximum number of particles active at the same time.
  17951. * @returns The max number of active particles.
  17952. */
  17953. getCapacity(): number;
  17954. /**
  17955. * Gets whether there are still active particles in the system.
  17956. * @returns True if it is alive, otherwise false.
  17957. */
  17958. isAlive(): boolean;
  17959. /**
  17960. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17961. * @returns True if it has been started, otherwise false.
  17962. */
  17963. isStarted(): boolean;
  17964. private _prepareSubEmitterInternalArray;
  17965. /**
  17966. * Starts the particle system and begins to emit
  17967. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17968. */
  17969. start(delay?: number): void;
  17970. /**
  17971. * Stops the particle system.
  17972. * @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.
  17973. */
  17974. stop(stopSubEmitters?: boolean): void;
  17975. /**
  17976. * Remove all active particles
  17977. */
  17978. reset(): void;
  17979. /**
  17980. * @hidden (for internal use only)
  17981. */
  17982. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17983. /**
  17984. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17985. * Its lifetime will start back at 0.
  17986. */
  17987. recycleParticle: (particle: Particle) => void;
  17988. private _stopSubEmitters;
  17989. private _createParticle;
  17990. private _removeFromRoot;
  17991. private _emitFromParticle;
  17992. private _update;
  17993. /** @hidden */
  17994. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17995. /** @hidden */
  17996. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17997. /** @hidden */
  17998. private _getEffect;
  17999. /**
  18000. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  18001. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  18002. */
  18003. animate(preWarmOnly?: boolean): void;
  18004. private _appendParticleVertices;
  18005. /**
  18006. * Rebuilds the particle system.
  18007. */
  18008. rebuild(): void;
  18009. /**
  18010. * Is this system ready to be used/rendered
  18011. * @return true if the system is ready
  18012. */
  18013. isReady(): boolean;
  18014. private _render;
  18015. /**
  18016. * Renders the particle system in its current state.
  18017. * @returns the current number of particles
  18018. */
  18019. render(): number;
  18020. /**
  18021. * Disposes the particle system and free the associated resources
  18022. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18023. */
  18024. dispose(disposeTexture?: boolean): void;
  18025. /**
  18026. * Clones the particle system.
  18027. * @param name The name of the cloned object
  18028. * @param newEmitter The new emitter to use
  18029. * @returns the cloned particle system
  18030. */
  18031. clone(name: string, newEmitter: any): ParticleSystem;
  18032. /**
  18033. * Serializes the particle system to a JSON object.
  18034. * @returns the JSON object
  18035. */
  18036. serialize(): any;
  18037. /** @hidden */
  18038. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  18039. /** @hidden */
  18040. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  18041. /**
  18042. * Parses a JSON object to create a particle system.
  18043. * @param parsedParticleSystem The JSON object to parse
  18044. * @param scene The scene to create the particle system in
  18045. * @param rootUrl The root url to use to load external dependencies like texture
  18046. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  18047. * @returns the Parsed particle system
  18048. */
  18049. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  18050. }
  18051. }
  18052. declare module "babylonjs/Particles/particle" {
  18053. import { Nullable } from "babylonjs/types";
  18054. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  18055. import { Color4 } from "babylonjs/Maths/math.color";
  18056. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  18057. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  18058. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  18059. /**
  18060. * A particle represents one of the element emitted by a particle system.
  18061. * This is mainly define by its coordinates, direction, velocity and age.
  18062. */
  18063. export class Particle {
  18064. /**
  18065. * The particle system the particle belongs to.
  18066. */
  18067. particleSystem: ParticleSystem;
  18068. private static _Count;
  18069. /**
  18070. * Unique ID of the particle
  18071. */
  18072. id: number;
  18073. /**
  18074. * The world position of the particle in the scene.
  18075. */
  18076. position: Vector3;
  18077. /**
  18078. * The world direction of the particle in the scene.
  18079. */
  18080. direction: Vector3;
  18081. /**
  18082. * The color of the particle.
  18083. */
  18084. color: Color4;
  18085. /**
  18086. * The color change of the particle per step.
  18087. */
  18088. colorStep: Color4;
  18089. /**
  18090. * Defines how long will the life of the particle be.
  18091. */
  18092. lifeTime: number;
  18093. /**
  18094. * The current age of the particle.
  18095. */
  18096. age: number;
  18097. /**
  18098. * The current size of the particle.
  18099. */
  18100. size: number;
  18101. /**
  18102. * The current scale of the particle.
  18103. */
  18104. scale: Vector2;
  18105. /**
  18106. * The current angle of the particle.
  18107. */
  18108. angle: number;
  18109. /**
  18110. * Defines how fast is the angle changing.
  18111. */
  18112. angularSpeed: number;
  18113. /**
  18114. * Defines the cell index used by the particle to be rendered from a sprite.
  18115. */
  18116. cellIndex: number;
  18117. /**
  18118. * The information required to support color remapping
  18119. */
  18120. remapData: Vector4;
  18121. /** @hidden */
  18122. _randomCellOffset?: number;
  18123. /** @hidden */
  18124. _initialDirection: Nullable<Vector3>;
  18125. /** @hidden */
  18126. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18127. /** @hidden */
  18128. _initialStartSpriteCellID: number;
  18129. /** @hidden */
  18130. _initialEndSpriteCellID: number;
  18131. /** @hidden */
  18132. _currentColorGradient: Nullable<ColorGradient>;
  18133. /** @hidden */
  18134. _currentColor1: Color4;
  18135. /** @hidden */
  18136. _currentColor2: Color4;
  18137. /** @hidden */
  18138. _currentSizeGradient: Nullable<FactorGradient>;
  18139. /** @hidden */
  18140. _currentSize1: number;
  18141. /** @hidden */
  18142. _currentSize2: number;
  18143. /** @hidden */
  18144. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18145. /** @hidden */
  18146. _currentAngularSpeed1: number;
  18147. /** @hidden */
  18148. _currentAngularSpeed2: number;
  18149. /** @hidden */
  18150. _currentVelocityGradient: Nullable<FactorGradient>;
  18151. /** @hidden */
  18152. _currentVelocity1: number;
  18153. /** @hidden */
  18154. _currentVelocity2: number;
  18155. /** @hidden */
  18156. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18157. /** @hidden */
  18158. _currentLimitVelocity1: number;
  18159. /** @hidden */
  18160. _currentLimitVelocity2: number;
  18161. /** @hidden */
  18162. _currentDragGradient: Nullable<FactorGradient>;
  18163. /** @hidden */
  18164. _currentDrag1: number;
  18165. /** @hidden */
  18166. _currentDrag2: number;
  18167. /** @hidden */
  18168. _randomNoiseCoordinates1: Vector3;
  18169. /** @hidden */
  18170. _randomNoiseCoordinates2: Vector3;
  18171. /**
  18172. * Creates a new instance Particle
  18173. * @param particleSystem the particle system the particle belongs to
  18174. */
  18175. constructor(
  18176. /**
  18177. * The particle system the particle belongs to.
  18178. */
  18179. particleSystem: ParticleSystem);
  18180. private updateCellInfoFromSystem;
  18181. /**
  18182. * Defines how the sprite cell index is updated for the particle
  18183. */
  18184. updateCellIndex(): void;
  18185. /** @hidden */
  18186. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18187. /** @hidden */
  18188. _inheritParticleInfoToSubEmitters(): void;
  18189. /** @hidden */
  18190. _reset(): void;
  18191. /**
  18192. * Copy the properties of particle to another one.
  18193. * @param other the particle to copy the information to.
  18194. */
  18195. copyTo(other: Particle): void;
  18196. }
  18197. }
  18198. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18199. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18200. import { Effect } from "babylonjs/Materials/effect";
  18201. import { Particle } from "babylonjs/Particles/particle";
  18202. /**
  18203. * Particle emitter represents a volume emitting particles.
  18204. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18205. */
  18206. export interface IParticleEmitterType {
  18207. /**
  18208. * Called by the particle System when the direction is computed for the created particle.
  18209. * @param worldMatrix is the world matrix of the particle system
  18210. * @param directionToUpdate is the direction vector to update with the result
  18211. * @param particle is the particle we are computed the direction for
  18212. */
  18213. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18214. /**
  18215. * Called by the particle System when the position is computed for the created particle.
  18216. * @param worldMatrix is the world matrix of the particle system
  18217. * @param positionToUpdate is the position vector to update with the result
  18218. * @param particle is the particle we are computed the position for
  18219. */
  18220. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18221. /**
  18222. * Clones the current emitter and returns a copy of it
  18223. * @returns the new emitter
  18224. */
  18225. clone(): IParticleEmitterType;
  18226. /**
  18227. * Called by the GPUParticleSystem to setup the update shader
  18228. * @param effect defines the update shader
  18229. */
  18230. applyToShader(effect: Effect): void;
  18231. /**
  18232. * Returns a string to use to update the GPU particles update shader
  18233. * @returns the effect defines string
  18234. */
  18235. getEffectDefines(): string;
  18236. /**
  18237. * Returns a string representing the class name
  18238. * @returns a string containing the class name
  18239. */
  18240. getClassName(): string;
  18241. /**
  18242. * Serializes the particle system to a JSON object.
  18243. * @returns the JSON object
  18244. */
  18245. serialize(): any;
  18246. /**
  18247. * Parse properties from a JSON object
  18248. * @param serializationObject defines the JSON object
  18249. */
  18250. parse(serializationObject: any): void;
  18251. }
  18252. }
  18253. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18254. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18255. import { Effect } from "babylonjs/Materials/effect";
  18256. import { Particle } from "babylonjs/Particles/particle";
  18257. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18258. /**
  18259. * Particle emitter emitting particles from the inside of a box.
  18260. * It emits the particles randomly between 2 given directions.
  18261. */
  18262. export class BoxParticleEmitter implements IParticleEmitterType {
  18263. /**
  18264. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18265. */
  18266. direction1: Vector3;
  18267. /**
  18268. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18269. */
  18270. direction2: Vector3;
  18271. /**
  18272. * 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.
  18273. */
  18274. minEmitBox: Vector3;
  18275. /**
  18276. * 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.
  18277. */
  18278. maxEmitBox: Vector3;
  18279. /**
  18280. * Creates a new instance BoxParticleEmitter
  18281. */
  18282. constructor();
  18283. /**
  18284. * Called by the particle System when the direction is computed for the created particle.
  18285. * @param worldMatrix is the world matrix of the particle system
  18286. * @param directionToUpdate is the direction vector to update with the result
  18287. * @param particle is the particle we are computed the direction for
  18288. */
  18289. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18290. /**
  18291. * Called by the particle System when the position is computed for the created particle.
  18292. * @param worldMatrix is the world matrix of the particle system
  18293. * @param positionToUpdate is the position vector to update with the result
  18294. * @param particle is the particle we are computed the position for
  18295. */
  18296. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18297. /**
  18298. * Clones the current emitter and returns a copy of it
  18299. * @returns the new emitter
  18300. */
  18301. clone(): BoxParticleEmitter;
  18302. /**
  18303. * Called by the GPUParticleSystem to setup the update shader
  18304. * @param effect defines the update shader
  18305. */
  18306. applyToShader(effect: Effect): void;
  18307. /**
  18308. * Returns a string to use to update the GPU particles update shader
  18309. * @returns a string containng the defines string
  18310. */
  18311. getEffectDefines(): string;
  18312. /**
  18313. * Returns the string "BoxParticleEmitter"
  18314. * @returns a string containing the class name
  18315. */
  18316. getClassName(): string;
  18317. /**
  18318. * Serializes the particle system to a JSON object.
  18319. * @returns the JSON object
  18320. */
  18321. serialize(): any;
  18322. /**
  18323. * Parse properties from a JSON object
  18324. * @param serializationObject defines the JSON object
  18325. */
  18326. parse(serializationObject: any): void;
  18327. }
  18328. }
  18329. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18330. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18331. import { Effect } from "babylonjs/Materials/effect";
  18332. import { Particle } from "babylonjs/Particles/particle";
  18333. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18334. /**
  18335. * Particle emitter emitting particles from the inside of a cone.
  18336. * It emits the particles alongside the cone volume from the base to the particle.
  18337. * The emission direction might be randomized.
  18338. */
  18339. export class ConeParticleEmitter implements IParticleEmitterType {
  18340. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18341. directionRandomizer: number;
  18342. private _radius;
  18343. private _angle;
  18344. private _height;
  18345. /**
  18346. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18347. */
  18348. radiusRange: number;
  18349. /**
  18350. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18351. */
  18352. heightRange: number;
  18353. /**
  18354. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18355. */
  18356. emitFromSpawnPointOnly: boolean;
  18357. /**
  18358. * Gets or sets the radius of the emission cone
  18359. */
  18360. radius: number;
  18361. /**
  18362. * Gets or sets the angle of the emission cone
  18363. */
  18364. angle: number;
  18365. private _buildHeight;
  18366. /**
  18367. * Creates a new instance ConeParticleEmitter
  18368. * @param radius the radius of the emission cone (1 by default)
  18369. * @param angle the cone base angle (PI by default)
  18370. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18371. */
  18372. constructor(radius?: number, angle?: number,
  18373. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18374. directionRandomizer?: number);
  18375. /**
  18376. * Called by the particle System when the direction is computed for the created particle.
  18377. * @param worldMatrix is the world matrix of the particle system
  18378. * @param directionToUpdate is the direction vector to update with the result
  18379. * @param particle is the particle we are computed the direction for
  18380. */
  18381. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18382. /**
  18383. * Called by the particle System when the position is computed for the created particle.
  18384. * @param worldMatrix is the world matrix of the particle system
  18385. * @param positionToUpdate is the position vector to update with the result
  18386. * @param particle is the particle we are computed the position for
  18387. */
  18388. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18389. /**
  18390. * Clones the current emitter and returns a copy of it
  18391. * @returns the new emitter
  18392. */
  18393. clone(): ConeParticleEmitter;
  18394. /**
  18395. * Called by the GPUParticleSystem to setup the update shader
  18396. * @param effect defines the update shader
  18397. */
  18398. applyToShader(effect: Effect): void;
  18399. /**
  18400. * Returns a string to use to update the GPU particles update shader
  18401. * @returns a string containng the defines string
  18402. */
  18403. getEffectDefines(): string;
  18404. /**
  18405. * Returns the string "ConeParticleEmitter"
  18406. * @returns a string containing the class name
  18407. */
  18408. getClassName(): string;
  18409. /**
  18410. * Serializes the particle system to a JSON object.
  18411. * @returns the JSON object
  18412. */
  18413. serialize(): any;
  18414. /**
  18415. * Parse properties from a JSON object
  18416. * @param serializationObject defines the JSON object
  18417. */
  18418. parse(serializationObject: any): void;
  18419. }
  18420. }
  18421. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18422. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18423. import { Effect } from "babylonjs/Materials/effect";
  18424. import { Particle } from "babylonjs/Particles/particle";
  18425. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18426. /**
  18427. * Particle emitter emitting particles from the inside of a cylinder.
  18428. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18429. */
  18430. export class CylinderParticleEmitter implements IParticleEmitterType {
  18431. /**
  18432. * The radius of the emission cylinder.
  18433. */
  18434. radius: number;
  18435. /**
  18436. * The height of the emission cylinder.
  18437. */
  18438. height: number;
  18439. /**
  18440. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18441. */
  18442. radiusRange: number;
  18443. /**
  18444. * How much to randomize the particle direction [0-1].
  18445. */
  18446. directionRandomizer: number;
  18447. /**
  18448. * Creates a new instance CylinderParticleEmitter
  18449. * @param radius the radius of the emission cylinder (1 by default)
  18450. * @param height the height of the emission cylinder (1 by default)
  18451. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18452. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18453. */
  18454. constructor(
  18455. /**
  18456. * The radius of the emission cylinder.
  18457. */
  18458. radius?: number,
  18459. /**
  18460. * The height of the emission cylinder.
  18461. */
  18462. height?: number,
  18463. /**
  18464. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18465. */
  18466. radiusRange?: number,
  18467. /**
  18468. * How much to randomize the particle direction [0-1].
  18469. */
  18470. directionRandomizer?: number);
  18471. /**
  18472. * Called by the particle System when the direction is computed for the created particle.
  18473. * @param worldMatrix is the world matrix of the particle system
  18474. * @param directionToUpdate is the direction vector to update with the result
  18475. * @param particle is the particle we are computed the direction for
  18476. */
  18477. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18478. /**
  18479. * Called by the particle System when the position is computed for the created particle.
  18480. * @param worldMatrix is the world matrix of the particle system
  18481. * @param positionToUpdate is the position vector to update with the result
  18482. * @param particle is the particle we are computed the position for
  18483. */
  18484. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18485. /**
  18486. * Clones the current emitter and returns a copy of it
  18487. * @returns the new emitter
  18488. */
  18489. clone(): CylinderParticleEmitter;
  18490. /**
  18491. * Called by the GPUParticleSystem to setup the update shader
  18492. * @param effect defines the update shader
  18493. */
  18494. applyToShader(effect: Effect): void;
  18495. /**
  18496. * Returns a string to use to update the GPU particles update shader
  18497. * @returns a string containng the defines string
  18498. */
  18499. getEffectDefines(): string;
  18500. /**
  18501. * Returns the string "CylinderParticleEmitter"
  18502. * @returns a string containing the class name
  18503. */
  18504. getClassName(): string;
  18505. /**
  18506. * Serializes the particle system to a JSON object.
  18507. * @returns the JSON object
  18508. */
  18509. serialize(): any;
  18510. /**
  18511. * Parse properties from a JSON object
  18512. * @param serializationObject defines the JSON object
  18513. */
  18514. parse(serializationObject: any): void;
  18515. }
  18516. /**
  18517. * Particle emitter emitting particles from the inside of a cylinder.
  18518. * It emits the particles randomly between two vectors.
  18519. */
  18520. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18521. /**
  18522. * The min limit of the emission direction.
  18523. */
  18524. direction1: Vector3;
  18525. /**
  18526. * The max limit of the emission direction.
  18527. */
  18528. direction2: Vector3;
  18529. /**
  18530. * Creates a new instance CylinderDirectedParticleEmitter
  18531. * @param radius the radius of the emission cylinder (1 by default)
  18532. * @param height the height of the emission cylinder (1 by default)
  18533. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18534. * @param direction1 the min limit of the emission direction (up vector by default)
  18535. * @param direction2 the max limit of the emission direction (up vector by default)
  18536. */
  18537. constructor(radius?: number, height?: number, radiusRange?: number,
  18538. /**
  18539. * The min limit of the emission direction.
  18540. */
  18541. direction1?: Vector3,
  18542. /**
  18543. * The max limit of the emission direction.
  18544. */
  18545. direction2?: Vector3);
  18546. /**
  18547. * Called by the particle System when the direction is computed for the created particle.
  18548. * @param worldMatrix is the world matrix of the particle system
  18549. * @param directionToUpdate is the direction vector to update with the result
  18550. * @param particle is the particle we are computed the direction for
  18551. */
  18552. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18553. /**
  18554. * Clones the current emitter and returns a copy of it
  18555. * @returns the new emitter
  18556. */
  18557. clone(): CylinderDirectedParticleEmitter;
  18558. /**
  18559. * Called by the GPUParticleSystem to setup the update shader
  18560. * @param effect defines the update shader
  18561. */
  18562. applyToShader(effect: Effect): void;
  18563. /**
  18564. * Returns a string to use to update the GPU particles update shader
  18565. * @returns a string containng the defines string
  18566. */
  18567. getEffectDefines(): string;
  18568. /**
  18569. * Returns the string "CylinderDirectedParticleEmitter"
  18570. * @returns a string containing the class name
  18571. */
  18572. getClassName(): string;
  18573. /**
  18574. * Serializes the particle system to a JSON object.
  18575. * @returns the JSON object
  18576. */
  18577. serialize(): any;
  18578. /**
  18579. * Parse properties from a JSON object
  18580. * @param serializationObject defines the JSON object
  18581. */
  18582. parse(serializationObject: any): void;
  18583. }
  18584. }
  18585. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18586. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18587. import { Effect } from "babylonjs/Materials/effect";
  18588. import { Particle } from "babylonjs/Particles/particle";
  18589. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18590. /**
  18591. * Particle emitter emitting particles from the inside of a hemisphere.
  18592. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18593. */
  18594. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18595. /**
  18596. * The radius of the emission hemisphere.
  18597. */
  18598. radius: number;
  18599. /**
  18600. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18601. */
  18602. radiusRange: number;
  18603. /**
  18604. * How much to randomize the particle direction [0-1].
  18605. */
  18606. directionRandomizer: number;
  18607. /**
  18608. * Creates a new instance HemisphericParticleEmitter
  18609. * @param radius the radius of the emission hemisphere (1 by default)
  18610. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18611. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18612. */
  18613. constructor(
  18614. /**
  18615. * The radius of the emission hemisphere.
  18616. */
  18617. radius?: number,
  18618. /**
  18619. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18620. */
  18621. radiusRange?: number,
  18622. /**
  18623. * How much to randomize the particle direction [0-1].
  18624. */
  18625. directionRandomizer?: number);
  18626. /**
  18627. * Called by the particle System when the direction is computed for the created particle.
  18628. * @param worldMatrix is the world matrix of the particle system
  18629. * @param directionToUpdate is the direction vector to update with the result
  18630. * @param particle is the particle we are computed the direction for
  18631. */
  18632. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18633. /**
  18634. * Called by the particle System when the position is computed for the created particle.
  18635. * @param worldMatrix is the world matrix of the particle system
  18636. * @param positionToUpdate is the position vector to update with the result
  18637. * @param particle is the particle we are computed the position for
  18638. */
  18639. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18640. /**
  18641. * Clones the current emitter and returns a copy of it
  18642. * @returns the new emitter
  18643. */
  18644. clone(): HemisphericParticleEmitter;
  18645. /**
  18646. * Called by the GPUParticleSystem to setup the update shader
  18647. * @param effect defines the update shader
  18648. */
  18649. applyToShader(effect: Effect): void;
  18650. /**
  18651. * Returns a string to use to update the GPU particles update shader
  18652. * @returns a string containng the defines string
  18653. */
  18654. getEffectDefines(): string;
  18655. /**
  18656. * Returns the string "HemisphericParticleEmitter"
  18657. * @returns a string containing the class name
  18658. */
  18659. getClassName(): string;
  18660. /**
  18661. * Serializes the particle system to a JSON object.
  18662. * @returns the JSON object
  18663. */
  18664. serialize(): any;
  18665. /**
  18666. * Parse properties from a JSON object
  18667. * @param serializationObject defines the JSON object
  18668. */
  18669. parse(serializationObject: any): void;
  18670. }
  18671. }
  18672. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18673. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18674. import { Effect } from "babylonjs/Materials/effect";
  18675. import { Particle } from "babylonjs/Particles/particle";
  18676. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18677. /**
  18678. * Particle emitter emitting particles from a point.
  18679. * It emits the particles randomly between 2 given directions.
  18680. */
  18681. export class PointParticleEmitter implements IParticleEmitterType {
  18682. /**
  18683. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18684. */
  18685. direction1: Vector3;
  18686. /**
  18687. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18688. */
  18689. direction2: Vector3;
  18690. /**
  18691. * Creates a new instance PointParticleEmitter
  18692. */
  18693. constructor();
  18694. /**
  18695. * Called by the particle System when the direction is computed for the created particle.
  18696. * @param worldMatrix is the world matrix of the particle system
  18697. * @param directionToUpdate is the direction vector to update with the result
  18698. * @param particle is the particle we are computed the direction for
  18699. */
  18700. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18701. /**
  18702. * Called by the particle System when the position is computed for the created particle.
  18703. * @param worldMatrix is the world matrix of the particle system
  18704. * @param positionToUpdate is the position vector to update with the result
  18705. * @param particle is the particle we are computed the position for
  18706. */
  18707. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18708. /**
  18709. * Clones the current emitter and returns a copy of it
  18710. * @returns the new emitter
  18711. */
  18712. clone(): PointParticleEmitter;
  18713. /**
  18714. * Called by the GPUParticleSystem to setup the update shader
  18715. * @param effect defines the update shader
  18716. */
  18717. applyToShader(effect: Effect): void;
  18718. /**
  18719. * Returns a string to use to update the GPU particles update shader
  18720. * @returns a string containng the defines string
  18721. */
  18722. getEffectDefines(): string;
  18723. /**
  18724. * Returns the string "PointParticleEmitter"
  18725. * @returns a string containing the class name
  18726. */
  18727. getClassName(): string;
  18728. /**
  18729. * Serializes the particle system to a JSON object.
  18730. * @returns the JSON object
  18731. */
  18732. serialize(): any;
  18733. /**
  18734. * Parse properties from a JSON object
  18735. * @param serializationObject defines the JSON object
  18736. */
  18737. parse(serializationObject: any): void;
  18738. }
  18739. }
  18740. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18741. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18742. import { Effect } from "babylonjs/Materials/effect";
  18743. import { Particle } from "babylonjs/Particles/particle";
  18744. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18745. /**
  18746. * Particle emitter emitting particles from the inside of a sphere.
  18747. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18748. */
  18749. export class SphereParticleEmitter implements IParticleEmitterType {
  18750. /**
  18751. * The radius of the emission sphere.
  18752. */
  18753. radius: number;
  18754. /**
  18755. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18756. */
  18757. radiusRange: number;
  18758. /**
  18759. * How much to randomize the particle direction [0-1].
  18760. */
  18761. directionRandomizer: number;
  18762. /**
  18763. * Creates a new instance SphereParticleEmitter
  18764. * @param radius the radius of the emission sphere (1 by default)
  18765. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18766. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18767. */
  18768. constructor(
  18769. /**
  18770. * The radius of the emission sphere.
  18771. */
  18772. radius?: number,
  18773. /**
  18774. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18775. */
  18776. radiusRange?: number,
  18777. /**
  18778. * How much to randomize the particle direction [0-1].
  18779. */
  18780. directionRandomizer?: number);
  18781. /**
  18782. * Called by the particle System when the direction is computed for the created particle.
  18783. * @param worldMatrix is the world matrix of the particle system
  18784. * @param directionToUpdate is the direction vector to update with the result
  18785. * @param particle is the particle we are computed the direction for
  18786. */
  18787. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18788. /**
  18789. * Called by the particle System when the position is computed for the created particle.
  18790. * @param worldMatrix is the world matrix of the particle system
  18791. * @param positionToUpdate is the position vector to update with the result
  18792. * @param particle is the particle we are computed the position for
  18793. */
  18794. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18795. /**
  18796. * Clones the current emitter and returns a copy of it
  18797. * @returns the new emitter
  18798. */
  18799. clone(): SphereParticleEmitter;
  18800. /**
  18801. * Called by the GPUParticleSystem to setup the update shader
  18802. * @param effect defines the update shader
  18803. */
  18804. applyToShader(effect: Effect): void;
  18805. /**
  18806. * Returns a string to use to update the GPU particles update shader
  18807. * @returns a string containng the defines string
  18808. */
  18809. getEffectDefines(): string;
  18810. /**
  18811. * Returns the string "SphereParticleEmitter"
  18812. * @returns a string containing the class name
  18813. */
  18814. getClassName(): string;
  18815. /**
  18816. * Serializes the particle system to a JSON object.
  18817. * @returns the JSON object
  18818. */
  18819. serialize(): any;
  18820. /**
  18821. * Parse properties from a JSON object
  18822. * @param serializationObject defines the JSON object
  18823. */
  18824. parse(serializationObject: any): void;
  18825. }
  18826. /**
  18827. * Particle emitter emitting particles from the inside of a sphere.
  18828. * It emits the particles randomly between two vectors.
  18829. */
  18830. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18831. /**
  18832. * The min limit of the emission direction.
  18833. */
  18834. direction1: Vector3;
  18835. /**
  18836. * The max limit of the emission direction.
  18837. */
  18838. direction2: Vector3;
  18839. /**
  18840. * Creates a new instance SphereDirectedParticleEmitter
  18841. * @param radius the radius of the emission sphere (1 by default)
  18842. * @param direction1 the min limit of the emission direction (up vector by default)
  18843. * @param direction2 the max limit of the emission direction (up vector by default)
  18844. */
  18845. constructor(radius?: number,
  18846. /**
  18847. * The min limit of the emission direction.
  18848. */
  18849. direction1?: Vector3,
  18850. /**
  18851. * The max limit of the emission direction.
  18852. */
  18853. direction2?: Vector3);
  18854. /**
  18855. * Called by the particle System when the direction is computed for the created particle.
  18856. * @param worldMatrix is the world matrix of the particle system
  18857. * @param directionToUpdate is the direction vector to update with the result
  18858. * @param particle is the particle we are computed the direction for
  18859. */
  18860. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18861. /**
  18862. * Clones the current emitter and returns a copy of it
  18863. * @returns the new emitter
  18864. */
  18865. clone(): SphereDirectedParticleEmitter;
  18866. /**
  18867. * Called by the GPUParticleSystem to setup the update shader
  18868. * @param effect defines the update shader
  18869. */
  18870. applyToShader(effect: Effect): void;
  18871. /**
  18872. * Returns a string to use to update the GPU particles update shader
  18873. * @returns a string containng the defines string
  18874. */
  18875. getEffectDefines(): string;
  18876. /**
  18877. * Returns the string "SphereDirectedParticleEmitter"
  18878. * @returns a string containing the class name
  18879. */
  18880. getClassName(): string;
  18881. /**
  18882. * Serializes the particle system to a JSON object.
  18883. * @returns the JSON object
  18884. */
  18885. serialize(): any;
  18886. /**
  18887. * Parse properties from a JSON object
  18888. * @param serializationObject defines the JSON object
  18889. */
  18890. parse(serializationObject: any): void;
  18891. }
  18892. }
  18893. declare module "babylonjs/Particles/EmitterTypes/index" {
  18894. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18895. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18896. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18897. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18898. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18899. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18900. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18901. }
  18902. declare module "babylonjs/Particles/IParticleSystem" {
  18903. import { Nullable } from "babylonjs/types";
  18904. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18905. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18907. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18908. import { Texture } from "babylonjs/Materials/Textures/texture";
  18909. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18910. import { Scene } from "babylonjs/scene";
  18911. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18912. import { Animation } from "babylonjs/Animations/animation";
  18913. /**
  18914. * Interface representing a particle system in Babylon.js.
  18915. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18916. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18917. */
  18918. export interface IParticleSystem {
  18919. /**
  18920. * List of animations used by the particle system.
  18921. */
  18922. animations: Animation[];
  18923. /**
  18924. * The id of the Particle system.
  18925. */
  18926. id: string;
  18927. /**
  18928. * The name of the Particle system.
  18929. */
  18930. name: string;
  18931. /**
  18932. * The emitter represents the Mesh or position we are attaching the particle system to.
  18933. */
  18934. emitter: Nullable<AbstractMesh | Vector3>;
  18935. /**
  18936. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18937. */
  18938. isBillboardBased: boolean;
  18939. /**
  18940. * The rendering group used by the Particle system to chose when to render.
  18941. */
  18942. renderingGroupId: number;
  18943. /**
  18944. * The layer mask we are rendering the particles through.
  18945. */
  18946. layerMask: number;
  18947. /**
  18948. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18949. */
  18950. updateSpeed: number;
  18951. /**
  18952. * The amount of time the particle system is running (depends of the overall update speed).
  18953. */
  18954. targetStopDuration: number;
  18955. /**
  18956. * The texture used to render each particle. (this can be a spritesheet)
  18957. */
  18958. particleTexture: Nullable<Texture>;
  18959. /**
  18960. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18961. */
  18962. blendMode: number;
  18963. /**
  18964. * Minimum life time of emitting particles.
  18965. */
  18966. minLifeTime: number;
  18967. /**
  18968. * Maximum life time of emitting particles.
  18969. */
  18970. maxLifeTime: number;
  18971. /**
  18972. * Minimum Size of emitting particles.
  18973. */
  18974. minSize: number;
  18975. /**
  18976. * Maximum Size of emitting particles.
  18977. */
  18978. maxSize: number;
  18979. /**
  18980. * Minimum scale of emitting particles on X axis.
  18981. */
  18982. minScaleX: number;
  18983. /**
  18984. * Maximum scale of emitting particles on X axis.
  18985. */
  18986. maxScaleX: number;
  18987. /**
  18988. * Minimum scale of emitting particles on Y axis.
  18989. */
  18990. minScaleY: number;
  18991. /**
  18992. * Maximum scale of emitting particles on Y axis.
  18993. */
  18994. maxScaleY: number;
  18995. /**
  18996. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18997. */
  18998. color1: Color4;
  18999. /**
  19000. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19001. */
  19002. color2: Color4;
  19003. /**
  19004. * Color the particle will have at the end of its lifetime.
  19005. */
  19006. colorDead: Color4;
  19007. /**
  19008. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  19009. */
  19010. emitRate: number;
  19011. /**
  19012. * You can use gravity if you want to give an orientation to your particles.
  19013. */
  19014. gravity: Vector3;
  19015. /**
  19016. * Minimum power of emitting particles.
  19017. */
  19018. minEmitPower: number;
  19019. /**
  19020. * Maximum power of emitting particles.
  19021. */
  19022. maxEmitPower: number;
  19023. /**
  19024. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  19025. */
  19026. minAngularSpeed: number;
  19027. /**
  19028. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  19029. */
  19030. maxAngularSpeed: number;
  19031. /**
  19032. * Gets or sets the minimal initial rotation in radians.
  19033. */
  19034. minInitialRotation: number;
  19035. /**
  19036. * Gets or sets the maximal initial rotation in radians.
  19037. */
  19038. maxInitialRotation: number;
  19039. /**
  19040. * The particle emitter type defines the emitter used by the particle system.
  19041. * It can be for example box, sphere, or cone...
  19042. */
  19043. particleEmitterType: Nullable<IParticleEmitterType>;
  19044. /**
  19045. * Defines the delay in milliseconds before starting the system (0 by default)
  19046. */
  19047. startDelay: number;
  19048. /**
  19049. * 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
  19050. */
  19051. preWarmCycles: number;
  19052. /**
  19053. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  19054. */
  19055. preWarmStepOffset: number;
  19056. /**
  19057. * 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)
  19058. */
  19059. spriteCellChangeSpeed: number;
  19060. /**
  19061. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  19062. */
  19063. startSpriteCellID: number;
  19064. /**
  19065. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  19066. */
  19067. endSpriteCellID: number;
  19068. /**
  19069. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  19070. */
  19071. spriteCellWidth: number;
  19072. /**
  19073. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  19074. */
  19075. spriteCellHeight: number;
  19076. /**
  19077. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  19078. */
  19079. spriteRandomStartCell: boolean;
  19080. /**
  19081. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  19082. */
  19083. isAnimationSheetEnabled: boolean;
  19084. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  19085. translationPivot: Vector2;
  19086. /**
  19087. * Gets or sets a texture used to add random noise to particle positions
  19088. */
  19089. noiseTexture: Nullable<BaseTexture>;
  19090. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19091. noiseStrength: Vector3;
  19092. /**
  19093. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19094. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19095. */
  19096. billboardMode: number;
  19097. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19098. limitVelocityDamping: number;
  19099. /**
  19100. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19101. */
  19102. beginAnimationOnStart: boolean;
  19103. /**
  19104. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19105. */
  19106. beginAnimationFrom: number;
  19107. /**
  19108. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19109. */
  19110. beginAnimationTo: number;
  19111. /**
  19112. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19113. */
  19114. beginAnimationLoop: boolean;
  19115. /**
  19116. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19117. */
  19118. disposeOnStop: boolean;
  19119. /**
  19120. * Gets the maximum number of particles active at the same time.
  19121. * @returns The max number of active particles.
  19122. */
  19123. getCapacity(): number;
  19124. /**
  19125. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19126. * @returns True if it has been started, otherwise false.
  19127. */
  19128. isStarted(): boolean;
  19129. /**
  19130. * Animates the particle system for this frame.
  19131. */
  19132. animate(): void;
  19133. /**
  19134. * Renders the particle system in its current state.
  19135. * @returns the current number of particles
  19136. */
  19137. render(): number;
  19138. /**
  19139. * Dispose the particle system and frees its associated resources.
  19140. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19141. */
  19142. dispose(disposeTexture?: boolean): void;
  19143. /**
  19144. * Clones the particle system.
  19145. * @param name The name of the cloned object
  19146. * @param newEmitter The new emitter to use
  19147. * @returns the cloned particle system
  19148. */
  19149. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19150. /**
  19151. * Serializes the particle system to a JSON object.
  19152. * @returns the JSON object
  19153. */
  19154. serialize(): any;
  19155. /**
  19156. * Rebuild the particle system
  19157. */
  19158. rebuild(): void;
  19159. /**
  19160. * Starts the particle system and begins to emit
  19161. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19162. */
  19163. start(delay?: number): void;
  19164. /**
  19165. * Stops the particle system.
  19166. */
  19167. stop(): void;
  19168. /**
  19169. * Remove all active particles
  19170. */
  19171. reset(): void;
  19172. /**
  19173. * Is this system ready to be used/rendered
  19174. * @return true if the system is ready
  19175. */
  19176. isReady(): boolean;
  19177. /**
  19178. * Adds a new color gradient
  19179. * @param gradient defines the gradient to use (between 0 and 1)
  19180. * @param color1 defines the color to affect to the specified gradient
  19181. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19182. * @returns the current particle system
  19183. */
  19184. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19185. /**
  19186. * Remove a specific color gradient
  19187. * @param gradient defines the gradient to remove
  19188. * @returns the current particle system
  19189. */
  19190. removeColorGradient(gradient: number): IParticleSystem;
  19191. /**
  19192. * Adds a new size gradient
  19193. * @param gradient defines the gradient to use (between 0 and 1)
  19194. * @param factor defines the size factor to affect to the specified gradient
  19195. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19196. * @returns the current particle system
  19197. */
  19198. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19199. /**
  19200. * Remove a specific size gradient
  19201. * @param gradient defines the gradient to remove
  19202. * @returns the current particle system
  19203. */
  19204. removeSizeGradient(gradient: number): IParticleSystem;
  19205. /**
  19206. * Gets the current list of color gradients.
  19207. * You must use addColorGradient and removeColorGradient to udpate this list
  19208. * @returns the list of color gradients
  19209. */
  19210. getColorGradients(): Nullable<Array<ColorGradient>>;
  19211. /**
  19212. * Gets the current list of size gradients.
  19213. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19214. * @returns the list of size gradients
  19215. */
  19216. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19217. /**
  19218. * Gets the current list of angular speed gradients.
  19219. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19220. * @returns the list of angular speed gradients
  19221. */
  19222. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19223. /**
  19224. * Adds a new angular speed gradient
  19225. * @param gradient defines the gradient to use (between 0 and 1)
  19226. * @param factor defines the angular speed to affect to the specified gradient
  19227. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19228. * @returns the current particle system
  19229. */
  19230. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19231. /**
  19232. * Remove a specific angular speed gradient
  19233. * @param gradient defines the gradient to remove
  19234. * @returns the current particle system
  19235. */
  19236. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19237. /**
  19238. * Gets the current list of velocity gradients.
  19239. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19240. * @returns the list of velocity gradients
  19241. */
  19242. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19243. /**
  19244. * Adds a new velocity gradient
  19245. * @param gradient defines the gradient to use (between 0 and 1)
  19246. * @param factor defines the velocity 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. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19251. /**
  19252. * Remove a specific velocity gradient
  19253. * @param gradient defines the gradient to remove
  19254. * @returns the current particle system
  19255. */
  19256. removeVelocityGradient(gradient: number): IParticleSystem;
  19257. /**
  19258. * Gets the current list of limit velocity gradients.
  19259. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19260. * @returns the list of limit velocity gradients
  19261. */
  19262. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19263. /**
  19264. * Adds a new limit velocity gradient
  19265. * @param gradient defines the gradient to use (between 0 and 1)
  19266. * @param factor defines the limit 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. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19271. /**
  19272. * Remove a specific limit velocity gradient
  19273. * @param gradient defines the gradient to remove
  19274. * @returns the current particle system
  19275. */
  19276. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19277. /**
  19278. * Adds a new drag gradient
  19279. * @param gradient defines the gradient to use (between 0 and 1)
  19280. * @param factor defines the drag to affect to the specified gradient
  19281. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19282. * @returns the current particle system
  19283. */
  19284. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19285. /**
  19286. * Remove a specific drag gradient
  19287. * @param gradient defines the gradient to remove
  19288. * @returns the current particle system
  19289. */
  19290. removeDragGradient(gradient: number): IParticleSystem;
  19291. /**
  19292. * Gets the current list of drag gradients.
  19293. * You must use addDragGradient and removeDragGradient to udpate this list
  19294. * @returns the list of drag gradients
  19295. */
  19296. getDragGradients(): Nullable<Array<FactorGradient>>;
  19297. /**
  19298. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19299. * @param gradient defines the gradient to use (between 0 and 1)
  19300. * @param factor defines the emit rate 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. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19305. /**
  19306. * Remove a specific emit rate gradient
  19307. * @param gradient defines the gradient to remove
  19308. * @returns the current particle system
  19309. */
  19310. removeEmitRateGradient(gradient: number): IParticleSystem;
  19311. /**
  19312. * Gets the current list of emit rate gradients.
  19313. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19314. * @returns the list of emit rate gradients
  19315. */
  19316. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19317. /**
  19318. * Adds a new start size 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 start size 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. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19325. /**
  19326. * Remove a specific start size gradient
  19327. * @param gradient defines the gradient to remove
  19328. * @returns the current particle system
  19329. */
  19330. removeStartSizeGradient(gradient: number): IParticleSystem;
  19331. /**
  19332. * Gets the current list of start size gradients.
  19333. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19334. * @returns the list of start size gradients
  19335. */
  19336. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19337. /**
  19338. * Adds a new life time gradient
  19339. * @param gradient defines the gradient to use (between 0 and 1)
  19340. * @param factor defines the life time factor 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. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19345. /**
  19346. * Remove a specific life time gradient
  19347. * @param gradient defines the gradient to remove
  19348. * @returns the current particle system
  19349. */
  19350. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19351. /**
  19352. * Gets the current list of life time gradients.
  19353. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19354. * @returns the list of life time gradients
  19355. */
  19356. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19357. /**
  19358. * Gets the current list of color gradients.
  19359. * You must use addColorGradient and removeColorGradient to udpate this list
  19360. * @returns the list of color gradients
  19361. */
  19362. getColorGradients(): Nullable<Array<ColorGradient>>;
  19363. /**
  19364. * Adds a new ramp gradient used to remap particle colors
  19365. * @param gradient defines the gradient to use (between 0 and 1)
  19366. * @param color defines the color to affect to the specified gradient
  19367. * @returns the current particle system
  19368. */
  19369. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19370. /**
  19371. * Gets the current list of ramp gradients.
  19372. * You must use addRampGradient and removeRampGradient to udpate this list
  19373. * @returns the list of ramp gradients
  19374. */
  19375. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19376. /** Gets or sets a boolean indicating that ramp gradients must be used
  19377. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19378. */
  19379. useRampGradients: boolean;
  19380. /**
  19381. * Adds a new color remap gradient
  19382. * @param gradient defines the gradient to use (between 0 and 1)
  19383. * @param min defines the color remap minimal range
  19384. * @param max defines the color remap maximal range
  19385. * @returns the current particle system
  19386. */
  19387. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19388. /**
  19389. * Gets the current list of color remap gradients.
  19390. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19391. * @returns the list of color remap gradients
  19392. */
  19393. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19394. /**
  19395. * Adds a new alpha remap gradient
  19396. * @param gradient defines the gradient to use (between 0 and 1)
  19397. * @param min defines the alpha remap minimal range
  19398. * @param max defines the alpha remap maximal range
  19399. * @returns the current particle system
  19400. */
  19401. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19402. /**
  19403. * Gets the current list of alpha remap gradients.
  19404. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19405. * @returns the list of alpha remap gradients
  19406. */
  19407. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19408. /**
  19409. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19410. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19411. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19412. * @returns the emitter
  19413. */
  19414. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19415. /**
  19416. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19417. * @param radius The radius of the hemisphere to emit from
  19418. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19419. * @returns the emitter
  19420. */
  19421. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19422. /**
  19423. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19424. * @param radius The radius of the sphere to emit from
  19425. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19426. * @returns the emitter
  19427. */
  19428. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19429. /**
  19430. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19431. * @param radius The radius of the sphere to emit from
  19432. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19433. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19434. * @returns the emitter
  19435. */
  19436. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19437. /**
  19438. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19439. * @param radius The radius of the emission cylinder
  19440. * @param height The height of the emission cylinder
  19441. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19442. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19443. * @returns the emitter
  19444. */
  19445. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19446. /**
  19447. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19448. * @param radius The radius of the cylinder to emit from
  19449. * @param height The height of the emission cylinder
  19450. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19451. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19452. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19453. * @returns the emitter
  19454. */
  19455. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19456. /**
  19457. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19458. * @param radius The radius of the cone to emit from
  19459. * @param angle The base angle of the cone
  19460. * @returns the emitter
  19461. */
  19462. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19463. /**
  19464. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19465. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19466. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19467. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19468. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19469. * @returns the emitter
  19470. */
  19471. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19472. /**
  19473. * Get hosting scene
  19474. * @returns the scene
  19475. */
  19476. getScene(): Scene;
  19477. }
  19478. }
  19479. declare module "babylonjs/Meshes/instancedMesh" {
  19480. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19481. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19482. import { Camera } from "babylonjs/Cameras/camera";
  19483. import { Node } from "babylonjs/node";
  19484. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19485. import { Mesh } from "babylonjs/Meshes/mesh";
  19486. import { Material } from "babylonjs/Materials/material";
  19487. import { Skeleton } from "babylonjs/Bones/skeleton";
  19488. import { Light } from "babylonjs/Lights/light";
  19489. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19490. /**
  19491. * Creates an instance based on a source mesh.
  19492. */
  19493. export class InstancedMesh extends AbstractMesh {
  19494. private _sourceMesh;
  19495. private _currentLOD;
  19496. /** @hidden */
  19497. _indexInSourceMeshInstanceArray: number;
  19498. constructor(name: string, source: Mesh);
  19499. /**
  19500. * Returns the string "InstancedMesh".
  19501. */
  19502. getClassName(): string;
  19503. /** Gets the list of lights affecting that mesh */
  19504. readonly lightSources: Light[];
  19505. _resyncLightSources(): void;
  19506. _resyncLighSource(light: Light): void;
  19507. _removeLightSource(light: Light, dispose: boolean): void;
  19508. /**
  19509. * If the source mesh receives shadows
  19510. */
  19511. readonly receiveShadows: boolean;
  19512. /**
  19513. * The material of the source mesh
  19514. */
  19515. readonly material: Nullable<Material>;
  19516. /**
  19517. * Visibility of the source mesh
  19518. */
  19519. readonly visibility: number;
  19520. /**
  19521. * Skeleton of the source mesh
  19522. */
  19523. readonly skeleton: Nullable<Skeleton>;
  19524. /**
  19525. * Rendering ground id of the source mesh
  19526. */
  19527. renderingGroupId: number;
  19528. /**
  19529. * Returns the total number of vertices (integer).
  19530. */
  19531. getTotalVertices(): number;
  19532. /**
  19533. * Returns a positive integer : the total number of indices in this mesh geometry.
  19534. * @returns the numner of indices or zero if the mesh has no geometry.
  19535. */
  19536. getTotalIndices(): number;
  19537. /**
  19538. * The source mesh of the instance
  19539. */
  19540. readonly sourceMesh: Mesh;
  19541. /**
  19542. * Is this node ready to be used/rendered
  19543. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19544. * @return {boolean} is it ready
  19545. */
  19546. isReady(completeCheck?: boolean): boolean;
  19547. /**
  19548. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19549. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19550. * @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.
  19551. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19552. */
  19553. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19554. /**
  19555. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19556. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19557. * The `data` are either a numeric array either a Float32Array.
  19558. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19559. * 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).
  19560. * Note that a new underlying VertexBuffer object is created each call.
  19561. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19562. *
  19563. * Possible `kind` values :
  19564. * - VertexBuffer.PositionKind
  19565. * - VertexBuffer.UVKind
  19566. * - VertexBuffer.UV2Kind
  19567. * - VertexBuffer.UV3Kind
  19568. * - VertexBuffer.UV4Kind
  19569. * - VertexBuffer.UV5Kind
  19570. * - VertexBuffer.UV6Kind
  19571. * - VertexBuffer.ColorKind
  19572. * - VertexBuffer.MatricesIndicesKind
  19573. * - VertexBuffer.MatricesIndicesExtraKind
  19574. * - VertexBuffer.MatricesWeightsKind
  19575. * - VertexBuffer.MatricesWeightsExtraKind
  19576. *
  19577. * Returns the Mesh.
  19578. */
  19579. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19580. /**
  19581. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19582. * If the mesh has no geometry, it is simply returned as it is.
  19583. * The `data` are either a numeric array either a Float32Array.
  19584. * No new underlying VertexBuffer object is created.
  19585. * 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.
  19586. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19587. *
  19588. * Possible `kind` values :
  19589. * - VertexBuffer.PositionKind
  19590. * - VertexBuffer.UVKind
  19591. * - VertexBuffer.UV2Kind
  19592. * - VertexBuffer.UV3Kind
  19593. * - VertexBuffer.UV4Kind
  19594. * - VertexBuffer.UV5Kind
  19595. * - VertexBuffer.UV6Kind
  19596. * - VertexBuffer.ColorKind
  19597. * - VertexBuffer.MatricesIndicesKind
  19598. * - VertexBuffer.MatricesIndicesExtraKind
  19599. * - VertexBuffer.MatricesWeightsKind
  19600. * - VertexBuffer.MatricesWeightsExtraKind
  19601. *
  19602. * Returns the Mesh.
  19603. */
  19604. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19605. /**
  19606. * Sets the mesh indices.
  19607. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19608. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19609. * This method creates a new index buffer each call.
  19610. * Returns the Mesh.
  19611. */
  19612. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19613. /**
  19614. * Boolean : True if the mesh owns the requested kind of data.
  19615. */
  19616. isVerticesDataPresent(kind: string): boolean;
  19617. /**
  19618. * Returns an array of indices (IndicesArray).
  19619. */
  19620. getIndices(): Nullable<IndicesArray>;
  19621. readonly _positions: Nullable<Vector3[]>;
  19622. /**
  19623. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19624. * This means the mesh underlying bounding box and sphere are recomputed.
  19625. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19626. * @returns the current mesh
  19627. */
  19628. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19629. /** @hidden */
  19630. _preActivate(): InstancedMesh;
  19631. /** @hidden */
  19632. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19633. /** @hidden */
  19634. _postActivate(): void;
  19635. getWorldMatrix(): Matrix;
  19636. readonly isAnInstance: boolean;
  19637. /**
  19638. * Returns the current associated LOD AbstractMesh.
  19639. */
  19640. getLOD(camera: Camera): AbstractMesh;
  19641. /** @hidden */
  19642. _syncSubMeshes(): InstancedMesh;
  19643. /** @hidden */
  19644. _generatePointsArray(): boolean;
  19645. /**
  19646. * Creates a new InstancedMesh from the current mesh.
  19647. * - name (string) : the cloned mesh name
  19648. * - newParent (optional Node) : the optional Node to parent the clone to.
  19649. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19650. *
  19651. * Returns the clone.
  19652. */
  19653. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19654. /**
  19655. * Disposes the InstancedMesh.
  19656. * Returns nothing.
  19657. */
  19658. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19659. }
  19660. module "babylonjs/Meshes/mesh" {
  19661. interface Mesh {
  19662. /**
  19663. * Register a custom buffer that will be instanced
  19664. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19665. * @param kind defines the buffer kind
  19666. * @param stride defines the stride in floats
  19667. */
  19668. registerInstancedBuffer(kind: string, stride: number): void;
  19669. /** @hidden */
  19670. _userInstancedBuffersStorage: {
  19671. data: {
  19672. [key: string]: Float32Array;
  19673. };
  19674. sizes: {
  19675. [key: string]: number;
  19676. };
  19677. vertexBuffers: {
  19678. [key: string]: Nullable<VertexBuffer>;
  19679. };
  19680. strides: {
  19681. [key: string]: number;
  19682. };
  19683. };
  19684. }
  19685. }
  19686. module "babylonjs/Meshes/abstractMesh" {
  19687. interface AbstractMesh {
  19688. /**
  19689. * Object used to store instanced buffers defined by user
  19690. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19691. */
  19692. instancedBuffers: {
  19693. [key: string]: any;
  19694. };
  19695. }
  19696. }
  19697. }
  19698. declare module "babylonjs/Materials/shaderMaterial" {
  19699. import { Scene } from "babylonjs/scene";
  19700. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19701. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19702. import { Mesh } from "babylonjs/Meshes/mesh";
  19703. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19704. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19705. import { Texture } from "babylonjs/Materials/Textures/texture";
  19706. import { Material } from "babylonjs/Materials/material";
  19707. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19708. /**
  19709. * Defines the options associated with the creation of a shader material.
  19710. */
  19711. export interface IShaderMaterialOptions {
  19712. /**
  19713. * Does the material work in alpha blend mode
  19714. */
  19715. needAlphaBlending: boolean;
  19716. /**
  19717. * Does the material work in alpha test mode
  19718. */
  19719. needAlphaTesting: boolean;
  19720. /**
  19721. * The list of attribute names used in the shader
  19722. */
  19723. attributes: string[];
  19724. /**
  19725. * The list of unifrom names used in the shader
  19726. */
  19727. uniforms: string[];
  19728. /**
  19729. * The list of UBO names used in the shader
  19730. */
  19731. uniformBuffers: string[];
  19732. /**
  19733. * The list of sampler names used in the shader
  19734. */
  19735. samplers: string[];
  19736. /**
  19737. * The list of defines used in the shader
  19738. */
  19739. defines: string[];
  19740. }
  19741. /**
  19742. * 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.
  19743. *
  19744. * This returned material effects how the mesh will look based on the code in the shaders.
  19745. *
  19746. * @see http://doc.babylonjs.com/how_to/shader_material
  19747. */
  19748. export class ShaderMaterial extends Material {
  19749. private _shaderPath;
  19750. private _options;
  19751. private _textures;
  19752. private _textureArrays;
  19753. private _floats;
  19754. private _ints;
  19755. private _floatsArrays;
  19756. private _colors3;
  19757. private _colors3Arrays;
  19758. private _colors4;
  19759. private _colors4Arrays;
  19760. private _vectors2;
  19761. private _vectors3;
  19762. private _vectors4;
  19763. private _matrices;
  19764. private _matrixArrays;
  19765. private _matrices3x3;
  19766. private _matrices2x2;
  19767. private _vectors2Arrays;
  19768. private _vectors3Arrays;
  19769. private _vectors4Arrays;
  19770. private _cachedWorldViewMatrix;
  19771. private _cachedWorldViewProjectionMatrix;
  19772. private _renderId;
  19773. private _multiview;
  19774. /**
  19775. * Instantiate a new shader material.
  19776. * 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.
  19777. * This returned material effects how the mesh will look based on the code in the shaders.
  19778. * @see http://doc.babylonjs.com/how_to/shader_material
  19779. * @param name Define the name of the material in the scene
  19780. * @param scene Define the scene the material belongs to
  19781. * @param shaderPath Defines the route to the shader code in one of three ways:
  19782. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19783. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19784. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19785. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19786. * @param options Define the options used to create the shader
  19787. */
  19788. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19789. /**
  19790. * Gets the shader path used to define the shader code
  19791. * It can be modified to trigger a new compilation
  19792. */
  19793. /**
  19794. * Sets the shader path used to define the shader code
  19795. * It can be modified to trigger a new compilation
  19796. */
  19797. shaderPath: any;
  19798. /**
  19799. * Gets the options used to compile the shader.
  19800. * They can be modified to trigger a new compilation
  19801. */
  19802. readonly options: IShaderMaterialOptions;
  19803. /**
  19804. * Gets the current class name of the material e.g. "ShaderMaterial"
  19805. * Mainly use in serialization.
  19806. * @returns the class name
  19807. */
  19808. getClassName(): string;
  19809. /**
  19810. * Specifies if the material will require alpha blending
  19811. * @returns a boolean specifying if alpha blending is needed
  19812. */
  19813. needAlphaBlending(): boolean;
  19814. /**
  19815. * Specifies if this material should be rendered in alpha test mode
  19816. * @returns a boolean specifying if an alpha test is needed.
  19817. */
  19818. needAlphaTesting(): boolean;
  19819. private _checkUniform;
  19820. /**
  19821. * Set a texture in the shader.
  19822. * @param name Define the name of the uniform samplers as defined in the shader
  19823. * @param texture Define the texture to bind to this sampler
  19824. * @return the material itself allowing "fluent" like uniform updates
  19825. */
  19826. setTexture(name: string, texture: Texture): ShaderMaterial;
  19827. /**
  19828. * Set a texture array in the shader.
  19829. * @param name Define the name of the uniform sampler array as defined in the shader
  19830. * @param textures Define the list of textures to bind to this sampler
  19831. * @return the material itself allowing "fluent" like uniform updates
  19832. */
  19833. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19834. /**
  19835. * Set a float in the shader.
  19836. * @param name Define the name of the uniform as defined in the shader
  19837. * @param value Define the value to give to the uniform
  19838. * @return the material itself allowing "fluent" like uniform updates
  19839. */
  19840. setFloat(name: string, value: number): ShaderMaterial;
  19841. /**
  19842. * Set a int in the shader.
  19843. * @param name Define the name of the uniform as defined in the shader
  19844. * @param value Define the value to give to the uniform
  19845. * @return the material itself allowing "fluent" like uniform updates
  19846. */
  19847. setInt(name: string, value: number): ShaderMaterial;
  19848. /**
  19849. * Set an array of floats in the shader.
  19850. * @param name Define the name of the uniform as defined in the shader
  19851. * @param value Define the value to give to the uniform
  19852. * @return the material itself allowing "fluent" like uniform updates
  19853. */
  19854. setFloats(name: string, value: number[]): ShaderMaterial;
  19855. /**
  19856. * Set a vec3 in the shader from a Color3.
  19857. * @param name Define the name of the uniform as defined in the shader
  19858. * @param value Define the value to give to the uniform
  19859. * @return the material itself allowing "fluent" like uniform updates
  19860. */
  19861. setColor3(name: string, value: Color3): ShaderMaterial;
  19862. /**
  19863. * Set a vec3 array in the shader from a Color3 array.
  19864. * @param name Define the name of the uniform as defined in the shader
  19865. * @param value Define the value to give to the uniform
  19866. * @return the material itself allowing "fluent" like uniform updates
  19867. */
  19868. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19869. /**
  19870. * Set a vec4 in the shader from a Color4.
  19871. * @param name Define the name of the uniform as defined in the shader
  19872. * @param value Define the value to give to the uniform
  19873. * @return the material itself allowing "fluent" like uniform updates
  19874. */
  19875. setColor4(name: string, value: Color4): ShaderMaterial;
  19876. /**
  19877. * Set a vec4 array in the shader from a Color4 array.
  19878. * @param name Define the name of the uniform as defined in the shader
  19879. * @param value Define the value to give to the uniform
  19880. * @return the material itself allowing "fluent" like uniform updates
  19881. */
  19882. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19883. /**
  19884. * Set a vec2 in the shader from a Vector2.
  19885. * @param name Define the name of the uniform as defined in the shader
  19886. * @param value Define the value to give to the uniform
  19887. * @return the material itself allowing "fluent" like uniform updates
  19888. */
  19889. setVector2(name: string, value: Vector2): ShaderMaterial;
  19890. /**
  19891. * Set a vec3 in the shader from a Vector3.
  19892. * @param name Define the name of the uniform as defined in the shader
  19893. * @param value Define the value to give to the uniform
  19894. * @return the material itself allowing "fluent" like uniform updates
  19895. */
  19896. setVector3(name: string, value: Vector3): ShaderMaterial;
  19897. /**
  19898. * Set a vec4 in the shader from a Vector4.
  19899. * @param name Define the name of the uniform as defined in the shader
  19900. * @param value Define the value to give to the uniform
  19901. * @return the material itself allowing "fluent" like uniform updates
  19902. */
  19903. setVector4(name: string, value: Vector4): ShaderMaterial;
  19904. /**
  19905. * Set a mat4 in the shader from a Matrix.
  19906. * @param name Define the name of the uniform as defined in the shader
  19907. * @param value Define the value to give to the uniform
  19908. * @return the material itself allowing "fluent" like uniform updates
  19909. */
  19910. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19911. /**
  19912. * Set a float32Array in the shader from a matrix array.
  19913. * @param name Define the name of the uniform as defined in the shader
  19914. * @param value Define the value to give to the uniform
  19915. * @return the material itself allowing "fluent" like uniform updates
  19916. */
  19917. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  19918. /**
  19919. * Set a mat3 in the shader from a Float32Array.
  19920. * @param name Define the name of the uniform as defined in the shader
  19921. * @param value Define the value to give to the uniform
  19922. * @return the material itself allowing "fluent" like uniform updates
  19923. */
  19924. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19925. /**
  19926. * Set a mat2 in the shader from a Float32Array.
  19927. * @param name Define the name of the uniform as defined in the shader
  19928. * @param value Define the value to give to the uniform
  19929. * @return the material itself allowing "fluent" like uniform updates
  19930. */
  19931. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19932. /**
  19933. * Set a vec2 array in the shader from a number array.
  19934. * @param name Define the name of the uniform as defined in the shader
  19935. * @param value Define the value to give to the uniform
  19936. * @return the material itself allowing "fluent" like uniform updates
  19937. */
  19938. setArray2(name: string, value: number[]): ShaderMaterial;
  19939. /**
  19940. * Set a vec3 array in the shader from a number array.
  19941. * @param name Define the name of the uniform as defined in the shader
  19942. * @param value Define the value to give to the uniform
  19943. * @return the material itself allowing "fluent" like uniform updates
  19944. */
  19945. setArray3(name: string, value: number[]): ShaderMaterial;
  19946. /**
  19947. * Set a vec4 array in the shader from a number array.
  19948. * @param name Define the name of the uniform as defined in the shader
  19949. * @param value Define the value to give to the uniform
  19950. * @return the material itself allowing "fluent" like uniform updates
  19951. */
  19952. setArray4(name: string, value: number[]): ShaderMaterial;
  19953. private _checkCache;
  19954. /**
  19955. * Specifies that the submesh is ready to be used
  19956. * @param mesh defines the mesh to check
  19957. * @param subMesh defines which submesh to check
  19958. * @param useInstances specifies that instances should be used
  19959. * @returns a boolean indicating that the submesh is ready or not
  19960. */
  19961. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19962. /**
  19963. * Checks if the material is ready to render the requested mesh
  19964. * @param mesh Define the mesh to render
  19965. * @param useInstances Define whether or not the material is used with instances
  19966. * @returns true if ready, otherwise false
  19967. */
  19968. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19969. /**
  19970. * Binds the world matrix to the material
  19971. * @param world defines the world transformation matrix
  19972. */
  19973. bindOnlyWorldMatrix(world: Matrix): void;
  19974. /**
  19975. * Binds the material to the mesh
  19976. * @param world defines the world transformation matrix
  19977. * @param mesh defines the mesh to bind the material to
  19978. */
  19979. bind(world: Matrix, mesh?: Mesh): void;
  19980. /**
  19981. * Gets the active textures from the material
  19982. * @returns an array of textures
  19983. */
  19984. getActiveTextures(): BaseTexture[];
  19985. /**
  19986. * Specifies if the material uses a texture
  19987. * @param texture defines the texture to check against the material
  19988. * @returns a boolean specifying if the material uses the texture
  19989. */
  19990. hasTexture(texture: BaseTexture): boolean;
  19991. /**
  19992. * Makes a duplicate of the material, and gives it a new name
  19993. * @param name defines the new name for the duplicated material
  19994. * @returns the cloned material
  19995. */
  19996. clone(name: string): ShaderMaterial;
  19997. /**
  19998. * Disposes the material
  19999. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20000. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20001. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20002. */
  20003. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20004. /**
  20005. * Serializes this material in a JSON representation
  20006. * @returns the serialized material object
  20007. */
  20008. serialize(): any;
  20009. /**
  20010. * Creates a shader material from parsed shader material data
  20011. * @param source defines the JSON represnetation of the material
  20012. * @param scene defines the hosting scene
  20013. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  20014. * @returns a new material
  20015. */
  20016. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  20017. }
  20018. }
  20019. declare module "babylonjs/Shaders/color.fragment" {
  20020. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  20021. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  20022. /** @hidden */
  20023. export var colorPixelShader: {
  20024. name: string;
  20025. shader: string;
  20026. };
  20027. }
  20028. declare module "babylonjs/Shaders/color.vertex" {
  20029. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  20030. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  20031. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  20032. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  20033. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  20034. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  20035. /** @hidden */
  20036. export var colorVertexShader: {
  20037. name: string;
  20038. shader: string;
  20039. };
  20040. }
  20041. declare module "babylonjs/Meshes/linesMesh" {
  20042. import { Nullable } from "babylonjs/types";
  20043. import { Scene } from "babylonjs/scene";
  20044. import { Color3 } from "babylonjs/Maths/math.color";
  20045. import { Node } from "babylonjs/node";
  20046. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20047. import { Mesh } from "babylonjs/Meshes/mesh";
  20048. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  20049. import { Effect } from "babylonjs/Materials/effect";
  20050. import { Material } from "babylonjs/Materials/material";
  20051. import "babylonjs/Shaders/color.fragment";
  20052. import "babylonjs/Shaders/color.vertex";
  20053. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20054. /**
  20055. * Line mesh
  20056. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  20057. */
  20058. export class LinesMesh extends Mesh {
  20059. /**
  20060. * If vertex color should be applied to the mesh
  20061. */
  20062. readonly useVertexColor?: boolean | undefined;
  20063. /**
  20064. * If vertex alpha should be applied to the mesh
  20065. */
  20066. readonly useVertexAlpha?: boolean | undefined;
  20067. /**
  20068. * Color of the line (Default: White)
  20069. */
  20070. color: Color3;
  20071. /**
  20072. * Alpha of the line (Default: 1)
  20073. */
  20074. alpha: number;
  20075. /**
  20076. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20077. * This margin is expressed in world space coordinates, so its value may vary.
  20078. * Default value is 0.1
  20079. */
  20080. intersectionThreshold: number;
  20081. private _colorShader;
  20082. private color4;
  20083. /**
  20084. * Creates a new LinesMesh
  20085. * @param name defines the name
  20086. * @param scene defines the hosting scene
  20087. * @param parent defines the parent mesh if any
  20088. * @param source defines the optional source LinesMesh used to clone data from
  20089. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  20090. * When false, achieved by calling a clone(), also passing False.
  20091. * This will make creation of children, recursive.
  20092. * @param useVertexColor defines if this LinesMesh supports vertex color
  20093. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20094. */
  20095. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20096. /**
  20097. * If vertex color should be applied to the mesh
  20098. */
  20099. useVertexColor?: boolean | undefined,
  20100. /**
  20101. * If vertex alpha should be applied to the mesh
  20102. */
  20103. useVertexAlpha?: boolean | undefined);
  20104. private _addClipPlaneDefine;
  20105. private _removeClipPlaneDefine;
  20106. isReady(): boolean;
  20107. /**
  20108. * Returns the string "LineMesh"
  20109. */
  20110. getClassName(): string;
  20111. /**
  20112. * @hidden
  20113. */
  20114. /**
  20115. * @hidden
  20116. */
  20117. material: Material;
  20118. /**
  20119. * @hidden
  20120. */
  20121. readonly checkCollisions: boolean;
  20122. /** @hidden */
  20123. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20124. /** @hidden */
  20125. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20126. /**
  20127. * Disposes of the line mesh
  20128. * @param doNotRecurse If children should be disposed
  20129. */
  20130. dispose(doNotRecurse?: boolean): void;
  20131. /**
  20132. * Returns a new LineMesh object cloned from the current one.
  20133. */
  20134. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  20135. /**
  20136. * Creates a new InstancedLinesMesh object from the mesh model.
  20137. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20138. * @param name defines the name of the new instance
  20139. * @returns a new InstancedLinesMesh
  20140. */
  20141. createInstance(name: string): InstancedLinesMesh;
  20142. }
  20143. /**
  20144. * Creates an instance based on a source LinesMesh
  20145. */
  20146. export class InstancedLinesMesh extends InstancedMesh {
  20147. /**
  20148. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20149. * This margin is expressed in world space coordinates, so its value may vary.
  20150. * Initilized with the intersectionThreshold value of the source LinesMesh
  20151. */
  20152. intersectionThreshold: number;
  20153. constructor(name: string, source: LinesMesh);
  20154. /**
  20155. * Returns the string "InstancedLinesMesh".
  20156. */
  20157. getClassName(): string;
  20158. }
  20159. }
  20160. declare module "babylonjs/Shaders/line.fragment" {
  20161. /** @hidden */
  20162. export var linePixelShader: {
  20163. name: string;
  20164. shader: string;
  20165. };
  20166. }
  20167. declare module "babylonjs/Shaders/line.vertex" {
  20168. /** @hidden */
  20169. export var lineVertexShader: {
  20170. name: string;
  20171. shader: string;
  20172. };
  20173. }
  20174. declare module "babylonjs/Rendering/edgesRenderer" {
  20175. import { Nullable } from "babylonjs/types";
  20176. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20177. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20178. import { Vector3 } from "babylonjs/Maths/math.vector";
  20179. import { IDisposable } from "babylonjs/scene";
  20180. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20181. import "babylonjs/Shaders/line.fragment";
  20182. import "babylonjs/Shaders/line.vertex";
  20183. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20184. module "babylonjs/Meshes/abstractMesh" {
  20185. interface AbstractMesh {
  20186. /**
  20187. * Gets the edgesRenderer associated with the mesh
  20188. */
  20189. edgesRenderer: Nullable<EdgesRenderer>;
  20190. }
  20191. }
  20192. module "babylonjs/Meshes/linesMesh" {
  20193. interface LinesMesh {
  20194. /**
  20195. * Enables the edge rendering mode on the mesh.
  20196. * This mode makes the mesh edges visible
  20197. * @param epsilon defines the maximal distance between two angles to detect a face
  20198. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20199. * @returns the currentAbstractMesh
  20200. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20201. */
  20202. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20203. }
  20204. }
  20205. module "babylonjs/Meshes/linesMesh" {
  20206. interface InstancedLinesMesh {
  20207. /**
  20208. * Enables the edge rendering mode on the mesh.
  20209. * This mode makes the mesh edges visible
  20210. * @param epsilon defines the maximal distance between two angles to detect a face
  20211. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20212. * @returns the current InstancedLinesMesh
  20213. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20214. */
  20215. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20216. }
  20217. }
  20218. /**
  20219. * Defines the minimum contract an Edges renderer should follow.
  20220. */
  20221. export interface IEdgesRenderer extends IDisposable {
  20222. /**
  20223. * Gets or sets a boolean indicating if the edgesRenderer is active
  20224. */
  20225. isEnabled: boolean;
  20226. /**
  20227. * Renders the edges of the attached mesh,
  20228. */
  20229. render(): void;
  20230. /**
  20231. * Checks wether or not the edges renderer is ready to render.
  20232. * @return true if ready, otherwise false.
  20233. */
  20234. isReady(): boolean;
  20235. }
  20236. /**
  20237. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20238. */
  20239. export class EdgesRenderer implements IEdgesRenderer {
  20240. /**
  20241. * Define the size of the edges with an orthographic camera
  20242. */
  20243. edgesWidthScalerForOrthographic: number;
  20244. /**
  20245. * Define the size of the edges with a perspective camera
  20246. */
  20247. edgesWidthScalerForPerspective: number;
  20248. protected _source: AbstractMesh;
  20249. protected _linesPositions: number[];
  20250. protected _linesNormals: number[];
  20251. protected _linesIndices: number[];
  20252. protected _epsilon: number;
  20253. protected _indicesCount: number;
  20254. protected _lineShader: ShaderMaterial;
  20255. protected _ib: DataBuffer;
  20256. protected _buffers: {
  20257. [key: string]: Nullable<VertexBuffer>;
  20258. };
  20259. protected _checkVerticesInsteadOfIndices: boolean;
  20260. private _meshRebuildObserver;
  20261. private _meshDisposeObserver;
  20262. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20263. isEnabled: boolean;
  20264. /**
  20265. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20266. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20267. * @param source Mesh used to create edges
  20268. * @param epsilon sum of angles in adjacency to check for edge
  20269. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20270. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20271. */
  20272. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20273. protected _prepareRessources(): void;
  20274. /** @hidden */
  20275. _rebuild(): void;
  20276. /**
  20277. * Releases the required resources for the edges renderer
  20278. */
  20279. dispose(): void;
  20280. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20281. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20282. /**
  20283. * Checks if the pair of p0 and p1 is en edge
  20284. * @param faceIndex
  20285. * @param edge
  20286. * @param faceNormals
  20287. * @param p0
  20288. * @param p1
  20289. * @private
  20290. */
  20291. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20292. /**
  20293. * push line into the position, normal and index buffer
  20294. * @protected
  20295. */
  20296. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20297. /**
  20298. * Generates lines edges from adjacencjes
  20299. * @private
  20300. */
  20301. _generateEdgesLines(): void;
  20302. /**
  20303. * Checks wether or not the edges renderer is ready to render.
  20304. * @return true if ready, otherwise false.
  20305. */
  20306. isReady(): boolean;
  20307. /**
  20308. * Renders the edges of the attached mesh,
  20309. */
  20310. render(): void;
  20311. }
  20312. /**
  20313. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20314. */
  20315. export class LineEdgesRenderer extends EdgesRenderer {
  20316. /**
  20317. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20318. * @param source LineMesh used to generate edges
  20319. * @param epsilon not important (specified angle for edge detection)
  20320. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20321. */
  20322. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20323. /**
  20324. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20325. */
  20326. _generateEdgesLines(): void;
  20327. }
  20328. }
  20329. declare module "babylonjs/Rendering/renderingGroup" {
  20330. import { SmartArray } from "babylonjs/Misc/smartArray";
  20331. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20333. import { Nullable } from "babylonjs/types";
  20334. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20335. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20336. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20337. import { Material } from "babylonjs/Materials/material";
  20338. import { Scene } from "babylonjs/scene";
  20339. /**
  20340. * This represents the object necessary to create a rendering group.
  20341. * This is exclusively used and created by the rendering manager.
  20342. * To modify the behavior, you use the available helpers in your scene or meshes.
  20343. * @hidden
  20344. */
  20345. export class RenderingGroup {
  20346. index: number;
  20347. private static _zeroVector;
  20348. private _scene;
  20349. private _opaqueSubMeshes;
  20350. private _transparentSubMeshes;
  20351. private _alphaTestSubMeshes;
  20352. private _depthOnlySubMeshes;
  20353. private _particleSystems;
  20354. private _spriteManagers;
  20355. private _opaqueSortCompareFn;
  20356. private _alphaTestSortCompareFn;
  20357. private _transparentSortCompareFn;
  20358. private _renderOpaque;
  20359. private _renderAlphaTest;
  20360. private _renderTransparent;
  20361. /** @hidden */
  20362. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20363. onBeforeTransparentRendering: () => void;
  20364. /**
  20365. * Set the opaque sort comparison function.
  20366. * If null the sub meshes will be render in the order they were created
  20367. */
  20368. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20369. /**
  20370. * Set the alpha test sort comparison function.
  20371. * If null the sub meshes will be render in the order they were created
  20372. */
  20373. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20374. /**
  20375. * Set the transparent sort comparison function.
  20376. * If null the sub meshes will be render in the order they were created
  20377. */
  20378. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20379. /**
  20380. * Creates a new rendering group.
  20381. * @param index The rendering group index
  20382. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20383. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20384. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20385. */
  20386. 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>);
  20387. /**
  20388. * Render all the sub meshes contained in the group.
  20389. * @param customRenderFunction Used to override the default render behaviour of the group.
  20390. * @returns true if rendered some submeshes.
  20391. */
  20392. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20393. /**
  20394. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20395. * @param subMeshes The submeshes to render
  20396. */
  20397. private renderOpaqueSorted;
  20398. /**
  20399. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20400. * @param subMeshes The submeshes to render
  20401. */
  20402. private renderAlphaTestSorted;
  20403. /**
  20404. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20405. * @param subMeshes The submeshes to render
  20406. */
  20407. private renderTransparentSorted;
  20408. /**
  20409. * Renders the submeshes in a specified order.
  20410. * @param subMeshes The submeshes to sort before render
  20411. * @param sortCompareFn The comparison function use to sort
  20412. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20413. * @param transparent Specifies to activate blending if true
  20414. */
  20415. private static renderSorted;
  20416. /**
  20417. * Renders the submeshes in the order they were dispatched (no sort applied).
  20418. * @param subMeshes The submeshes to render
  20419. */
  20420. private static renderUnsorted;
  20421. /**
  20422. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20423. * are rendered back to front if in the same alpha index.
  20424. *
  20425. * @param a The first submesh
  20426. * @param b The second submesh
  20427. * @returns The result of the comparison
  20428. */
  20429. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20430. /**
  20431. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20432. * are rendered back to front.
  20433. *
  20434. * @param a The first submesh
  20435. * @param b The second submesh
  20436. * @returns The result of the comparison
  20437. */
  20438. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20439. /**
  20440. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20441. * are rendered front to back (prevent overdraw).
  20442. *
  20443. * @param a The first submesh
  20444. * @param b The second submesh
  20445. * @returns The result of the comparison
  20446. */
  20447. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20448. /**
  20449. * Resets the different lists of submeshes to prepare a new frame.
  20450. */
  20451. prepare(): void;
  20452. dispose(): void;
  20453. /**
  20454. * Inserts the submesh in its correct queue depending on its material.
  20455. * @param subMesh The submesh to dispatch
  20456. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20457. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20458. */
  20459. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20460. dispatchSprites(spriteManager: ISpriteManager): void;
  20461. dispatchParticles(particleSystem: IParticleSystem): void;
  20462. private _renderParticles;
  20463. private _renderSprites;
  20464. }
  20465. }
  20466. declare module "babylonjs/Rendering/renderingManager" {
  20467. import { Nullable } from "babylonjs/types";
  20468. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20469. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20470. import { SmartArray } from "babylonjs/Misc/smartArray";
  20471. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20472. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20473. import { Material } from "babylonjs/Materials/material";
  20474. import { Scene } from "babylonjs/scene";
  20475. import { Camera } from "babylonjs/Cameras/camera";
  20476. /**
  20477. * Interface describing the different options available in the rendering manager
  20478. * regarding Auto Clear between groups.
  20479. */
  20480. export interface IRenderingManagerAutoClearSetup {
  20481. /**
  20482. * Defines whether or not autoclear is enable.
  20483. */
  20484. autoClear: boolean;
  20485. /**
  20486. * Defines whether or not to autoclear the depth buffer.
  20487. */
  20488. depth: boolean;
  20489. /**
  20490. * Defines whether or not to autoclear the stencil buffer.
  20491. */
  20492. stencil: boolean;
  20493. }
  20494. /**
  20495. * This class is used by the onRenderingGroupObservable
  20496. */
  20497. export class RenderingGroupInfo {
  20498. /**
  20499. * The Scene that being rendered
  20500. */
  20501. scene: Scene;
  20502. /**
  20503. * The camera currently used for the rendering pass
  20504. */
  20505. camera: Nullable<Camera>;
  20506. /**
  20507. * The ID of the renderingGroup being processed
  20508. */
  20509. renderingGroupId: number;
  20510. }
  20511. /**
  20512. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20513. * It is enable to manage the different groups as well as the different necessary sort functions.
  20514. * This should not be used directly aside of the few static configurations
  20515. */
  20516. export class RenderingManager {
  20517. /**
  20518. * The max id used for rendering groups (not included)
  20519. */
  20520. static MAX_RENDERINGGROUPS: number;
  20521. /**
  20522. * The min id used for rendering groups (included)
  20523. */
  20524. static MIN_RENDERINGGROUPS: number;
  20525. /**
  20526. * Used to globally prevent autoclearing scenes.
  20527. */
  20528. static AUTOCLEAR: boolean;
  20529. /**
  20530. * @hidden
  20531. */
  20532. _useSceneAutoClearSetup: boolean;
  20533. private _scene;
  20534. private _renderingGroups;
  20535. private _depthStencilBufferAlreadyCleaned;
  20536. private _autoClearDepthStencil;
  20537. private _customOpaqueSortCompareFn;
  20538. private _customAlphaTestSortCompareFn;
  20539. private _customTransparentSortCompareFn;
  20540. private _renderingGroupInfo;
  20541. /**
  20542. * Instantiates a new rendering group for a particular scene
  20543. * @param scene Defines the scene the groups belongs to
  20544. */
  20545. constructor(scene: Scene);
  20546. private _clearDepthStencilBuffer;
  20547. /**
  20548. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20549. * @hidden
  20550. */
  20551. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20552. /**
  20553. * Resets the different information of the group to prepare a new frame
  20554. * @hidden
  20555. */
  20556. reset(): void;
  20557. /**
  20558. * Dispose and release the group and its associated resources.
  20559. * @hidden
  20560. */
  20561. dispose(): void;
  20562. /**
  20563. * Clear the info related to rendering groups preventing retention points during dispose.
  20564. */
  20565. freeRenderingGroups(): void;
  20566. private _prepareRenderingGroup;
  20567. /**
  20568. * Add a sprite manager to the rendering manager in order to render it this frame.
  20569. * @param spriteManager Define the sprite manager to render
  20570. */
  20571. dispatchSprites(spriteManager: ISpriteManager): void;
  20572. /**
  20573. * Add a particle system to the rendering manager in order to render it this frame.
  20574. * @param particleSystem Define the particle system to render
  20575. */
  20576. dispatchParticles(particleSystem: IParticleSystem): void;
  20577. /**
  20578. * Add a submesh to the manager in order to render it this frame
  20579. * @param subMesh The submesh to dispatch
  20580. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20581. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20582. */
  20583. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20584. /**
  20585. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20586. * This allowed control for front to back rendering or reversly depending of the special needs.
  20587. *
  20588. * @param renderingGroupId The rendering group id corresponding to its index
  20589. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20590. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20591. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20592. */
  20593. 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;
  20594. /**
  20595. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20596. *
  20597. * @param renderingGroupId The rendering group id corresponding to its index
  20598. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20599. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20600. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20601. */
  20602. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20603. /**
  20604. * Gets the current auto clear configuration for one rendering group of the rendering
  20605. * manager.
  20606. * @param index the rendering group index to get the information for
  20607. * @returns The auto clear setup for the requested rendering group
  20608. */
  20609. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20610. }
  20611. }
  20612. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20613. import { Observable } from "babylonjs/Misc/observable";
  20614. import { SmartArray } from "babylonjs/Misc/smartArray";
  20615. import { Nullable } from "babylonjs/types";
  20616. import { Camera } from "babylonjs/Cameras/camera";
  20617. import { Scene } from "babylonjs/scene";
  20618. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20619. import { Color4 } from "babylonjs/Maths/math.color";
  20620. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20621. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20622. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20623. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20624. import { Texture } from "babylonjs/Materials/Textures/texture";
  20625. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20626. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20627. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20628. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20629. import { Engine } from "babylonjs/Engines/engine";
  20630. /**
  20631. * This Helps creating a texture that will be created from a camera in your scene.
  20632. * It is basically a dynamic texture that could be used to create special effects for instance.
  20633. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20634. */
  20635. export class RenderTargetTexture extends Texture {
  20636. isCube: boolean;
  20637. /**
  20638. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20639. */
  20640. static readonly REFRESHRATE_RENDER_ONCE: number;
  20641. /**
  20642. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20643. */
  20644. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20645. /**
  20646. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20647. * the central point of your effect and can save a lot of performances.
  20648. */
  20649. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20650. /**
  20651. * Use this predicate to dynamically define the list of mesh you want to render.
  20652. * If set, the renderList property will be overwritten.
  20653. */
  20654. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20655. private _renderList;
  20656. /**
  20657. * Use this list to define the list of mesh you want to render.
  20658. */
  20659. renderList: Nullable<Array<AbstractMesh>>;
  20660. private _hookArray;
  20661. /**
  20662. * Define if particles should be rendered in your texture.
  20663. */
  20664. renderParticles: boolean;
  20665. /**
  20666. * Define if sprites should be rendered in your texture.
  20667. */
  20668. renderSprites: boolean;
  20669. /**
  20670. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20671. */
  20672. coordinatesMode: number;
  20673. /**
  20674. * Define the camera used to render the texture.
  20675. */
  20676. activeCamera: Nullable<Camera>;
  20677. /**
  20678. * Override the render function of the texture with your own one.
  20679. */
  20680. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20681. /**
  20682. * Define if camera post processes should be use while rendering the texture.
  20683. */
  20684. useCameraPostProcesses: boolean;
  20685. /**
  20686. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20687. */
  20688. ignoreCameraViewport: boolean;
  20689. private _postProcessManager;
  20690. private _postProcesses;
  20691. private _resizeObserver;
  20692. /**
  20693. * An event triggered when the texture is unbind.
  20694. */
  20695. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20696. /**
  20697. * An event triggered when the texture is unbind.
  20698. */
  20699. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20700. private _onAfterUnbindObserver;
  20701. /**
  20702. * Set a after unbind callback in the texture.
  20703. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20704. */
  20705. onAfterUnbind: () => void;
  20706. /**
  20707. * An event triggered before rendering the texture
  20708. */
  20709. onBeforeRenderObservable: Observable<number>;
  20710. private _onBeforeRenderObserver;
  20711. /**
  20712. * Set a before render callback in the texture.
  20713. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20714. */
  20715. onBeforeRender: (faceIndex: number) => void;
  20716. /**
  20717. * An event triggered after rendering the texture
  20718. */
  20719. onAfterRenderObservable: Observable<number>;
  20720. private _onAfterRenderObserver;
  20721. /**
  20722. * Set a after render callback in the texture.
  20723. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20724. */
  20725. onAfterRender: (faceIndex: number) => void;
  20726. /**
  20727. * An event triggered after the texture clear
  20728. */
  20729. onClearObservable: Observable<Engine>;
  20730. private _onClearObserver;
  20731. /**
  20732. * Set a clear callback in the texture.
  20733. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20734. */
  20735. onClear: (Engine: Engine) => void;
  20736. /**
  20737. * An event triggered when the texture is resized.
  20738. */
  20739. onResizeObservable: Observable<RenderTargetTexture>;
  20740. /**
  20741. * Define the clear color of the Render Target if it should be different from the scene.
  20742. */
  20743. clearColor: Color4;
  20744. protected _size: number | {
  20745. width: number;
  20746. height: number;
  20747. };
  20748. protected _initialSizeParameter: number | {
  20749. width: number;
  20750. height: number;
  20751. } | {
  20752. ratio: number;
  20753. };
  20754. protected _sizeRatio: Nullable<number>;
  20755. /** @hidden */
  20756. _generateMipMaps: boolean;
  20757. protected _renderingManager: RenderingManager;
  20758. /** @hidden */
  20759. _waitingRenderList: string[];
  20760. protected _doNotChangeAspectRatio: boolean;
  20761. protected _currentRefreshId: number;
  20762. protected _refreshRate: number;
  20763. protected _textureMatrix: Matrix;
  20764. protected _samples: number;
  20765. protected _renderTargetOptions: RenderTargetCreationOptions;
  20766. /**
  20767. * Gets render target creation options that were used.
  20768. */
  20769. readonly renderTargetOptions: RenderTargetCreationOptions;
  20770. protected _engine: Engine;
  20771. protected _onRatioRescale(): void;
  20772. /**
  20773. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20774. * It must define where the camera used to render the texture is set
  20775. */
  20776. boundingBoxPosition: Vector3;
  20777. private _boundingBoxSize;
  20778. /**
  20779. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20780. * When defined, the cubemap will switch to local mode
  20781. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20782. * @example https://www.babylonjs-playground.com/#RNASML
  20783. */
  20784. boundingBoxSize: Vector3;
  20785. /**
  20786. * In case the RTT has been created with a depth texture, get the associated
  20787. * depth texture.
  20788. * Otherwise, return null.
  20789. */
  20790. depthStencilTexture: Nullable<InternalTexture>;
  20791. /**
  20792. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20793. * or used a shadow, depth texture...
  20794. * @param name The friendly name of the texture
  20795. * @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)
  20796. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20797. * @param generateMipMaps True if mip maps need to be generated after render.
  20798. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20799. * @param type The type of the buffer in the RTT (int, half float, float...)
  20800. * @param isCube True if a cube texture needs to be created
  20801. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20802. * @param generateDepthBuffer True to generate a depth buffer
  20803. * @param generateStencilBuffer True to generate a stencil buffer
  20804. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20805. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20806. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20807. */
  20808. constructor(name: string, size: number | {
  20809. width: number;
  20810. height: number;
  20811. } | {
  20812. ratio: number;
  20813. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20814. /**
  20815. * Creates a depth stencil texture.
  20816. * This is only available in WebGL 2 or with the depth texture extension available.
  20817. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20818. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20819. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20820. */
  20821. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20822. private _processSizeParameter;
  20823. /**
  20824. * Define the number of samples to use in case of MSAA.
  20825. * It defaults to one meaning no MSAA has been enabled.
  20826. */
  20827. samples: number;
  20828. /**
  20829. * Resets the refresh counter of the texture and start bak from scratch.
  20830. * Could be useful to regenerate the texture if it is setup to render only once.
  20831. */
  20832. resetRefreshCounter(): void;
  20833. /**
  20834. * Define the refresh rate of the texture or the rendering frequency.
  20835. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20836. */
  20837. refreshRate: number;
  20838. /**
  20839. * Adds a post process to the render target rendering passes.
  20840. * @param postProcess define the post process to add
  20841. */
  20842. addPostProcess(postProcess: PostProcess): void;
  20843. /**
  20844. * Clear all the post processes attached to the render target
  20845. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20846. */
  20847. clearPostProcesses(dispose?: boolean): void;
  20848. /**
  20849. * Remove one of the post process from the list of attached post processes to the texture
  20850. * @param postProcess define the post process to remove from the list
  20851. */
  20852. removePostProcess(postProcess: PostProcess): void;
  20853. /** @hidden */
  20854. _shouldRender(): boolean;
  20855. /**
  20856. * Gets the actual render size of the texture.
  20857. * @returns the width of the render size
  20858. */
  20859. getRenderSize(): number;
  20860. /**
  20861. * Gets the actual render width of the texture.
  20862. * @returns the width of the render size
  20863. */
  20864. getRenderWidth(): number;
  20865. /**
  20866. * Gets the actual render height of the texture.
  20867. * @returns the height of the render size
  20868. */
  20869. getRenderHeight(): number;
  20870. /**
  20871. * Get if the texture can be rescaled or not.
  20872. */
  20873. readonly canRescale: boolean;
  20874. /**
  20875. * Resize the texture using a ratio.
  20876. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20877. */
  20878. scale(ratio: number): void;
  20879. /**
  20880. * Get the texture reflection matrix used to rotate/transform the reflection.
  20881. * @returns the reflection matrix
  20882. */
  20883. getReflectionTextureMatrix(): Matrix;
  20884. /**
  20885. * Resize the texture to a new desired size.
  20886. * Be carrefull as it will recreate all the data in the new texture.
  20887. * @param size Define the new size. It can be:
  20888. * - a number for squared texture,
  20889. * - an object containing { width: number, height: number }
  20890. * - or an object containing a ratio { ratio: number }
  20891. */
  20892. resize(size: number | {
  20893. width: number;
  20894. height: number;
  20895. } | {
  20896. ratio: number;
  20897. }): void;
  20898. /**
  20899. * Renders all the objects from the render list into the texture.
  20900. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20901. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20902. */
  20903. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20904. private _bestReflectionRenderTargetDimension;
  20905. /**
  20906. * @hidden
  20907. * @param faceIndex face index to bind to if this is a cubetexture
  20908. */
  20909. _bindFrameBuffer(faceIndex?: number): void;
  20910. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20911. private renderToTarget;
  20912. /**
  20913. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20914. * This allowed control for front to back rendering or reversly depending of the special needs.
  20915. *
  20916. * @param renderingGroupId The rendering group id corresponding to its index
  20917. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20918. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20919. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20920. */
  20921. 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;
  20922. /**
  20923. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20924. *
  20925. * @param renderingGroupId The rendering group id corresponding to its index
  20926. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20927. */
  20928. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20929. /**
  20930. * Clones the texture.
  20931. * @returns the cloned texture
  20932. */
  20933. clone(): RenderTargetTexture;
  20934. /**
  20935. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20936. * @returns The JSON representation of the texture
  20937. */
  20938. serialize(): any;
  20939. /**
  20940. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20941. */
  20942. disposeFramebufferObjects(): void;
  20943. /**
  20944. * Dispose the texture and release its associated resources.
  20945. */
  20946. dispose(): void;
  20947. /** @hidden */
  20948. _rebuild(): void;
  20949. /**
  20950. * Clear the info related to rendering groups preventing retention point in material dispose.
  20951. */
  20952. freeRenderingGroups(): void;
  20953. /**
  20954. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20955. * @returns the view count
  20956. */
  20957. getViewCount(): number;
  20958. }
  20959. }
  20960. declare module "babylonjs/Materials/material" {
  20961. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20962. import { SmartArray } from "babylonjs/Misc/smartArray";
  20963. import { Observable } from "babylonjs/Misc/observable";
  20964. import { Nullable } from "babylonjs/types";
  20965. import { Scene } from "babylonjs/scene";
  20966. import { Matrix } from "babylonjs/Maths/math.vector";
  20967. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20968. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20969. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20970. import { Effect } from "babylonjs/Materials/effect";
  20971. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20972. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20973. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20974. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20975. import { Mesh } from "babylonjs/Meshes/mesh";
  20976. import { Animation } from "babylonjs/Animations/animation";
  20977. /**
  20978. * Options for compiling materials.
  20979. */
  20980. export interface IMaterialCompilationOptions {
  20981. /**
  20982. * Defines whether clip planes are enabled.
  20983. */
  20984. clipPlane: boolean;
  20985. /**
  20986. * Defines whether instances are enabled.
  20987. */
  20988. useInstances: boolean;
  20989. }
  20990. /**
  20991. * Base class for the main features of a material in Babylon.js
  20992. */
  20993. export class Material implements IAnimatable {
  20994. /**
  20995. * Returns the triangle fill mode
  20996. */
  20997. static readonly TriangleFillMode: number;
  20998. /**
  20999. * Returns the wireframe mode
  21000. */
  21001. static readonly WireFrameFillMode: number;
  21002. /**
  21003. * Returns the point fill mode
  21004. */
  21005. static readonly PointFillMode: number;
  21006. /**
  21007. * Returns the point list draw mode
  21008. */
  21009. static readonly PointListDrawMode: number;
  21010. /**
  21011. * Returns the line list draw mode
  21012. */
  21013. static readonly LineListDrawMode: number;
  21014. /**
  21015. * Returns the line loop draw mode
  21016. */
  21017. static readonly LineLoopDrawMode: number;
  21018. /**
  21019. * Returns the line strip draw mode
  21020. */
  21021. static readonly LineStripDrawMode: number;
  21022. /**
  21023. * Returns the triangle strip draw mode
  21024. */
  21025. static readonly TriangleStripDrawMode: number;
  21026. /**
  21027. * Returns the triangle fan draw mode
  21028. */
  21029. static readonly TriangleFanDrawMode: number;
  21030. /**
  21031. * Stores the clock-wise side orientation
  21032. */
  21033. static readonly ClockWiseSideOrientation: number;
  21034. /**
  21035. * Stores the counter clock-wise side orientation
  21036. */
  21037. static readonly CounterClockWiseSideOrientation: number;
  21038. /**
  21039. * The dirty texture flag value
  21040. */
  21041. static readonly TextureDirtyFlag: number;
  21042. /**
  21043. * The dirty light flag value
  21044. */
  21045. static readonly LightDirtyFlag: number;
  21046. /**
  21047. * The dirty fresnel flag value
  21048. */
  21049. static readonly FresnelDirtyFlag: number;
  21050. /**
  21051. * The dirty attribute flag value
  21052. */
  21053. static readonly AttributesDirtyFlag: number;
  21054. /**
  21055. * The dirty misc flag value
  21056. */
  21057. static readonly MiscDirtyFlag: number;
  21058. /**
  21059. * The all dirty flag value
  21060. */
  21061. static readonly AllDirtyFlag: number;
  21062. /**
  21063. * The ID of the material
  21064. */
  21065. id: string;
  21066. /**
  21067. * Gets or sets the unique id of the material
  21068. */
  21069. uniqueId: number;
  21070. /**
  21071. * The name of the material
  21072. */
  21073. name: string;
  21074. /**
  21075. * Gets or sets user defined metadata
  21076. */
  21077. metadata: any;
  21078. /**
  21079. * For internal use only. Please do not use.
  21080. */
  21081. reservedDataStore: any;
  21082. /**
  21083. * Specifies if the ready state should be checked on each call
  21084. */
  21085. checkReadyOnEveryCall: boolean;
  21086. /**
  21087. * Specifies if the ready state should be checked once
  21088. */
  21089. checkReadyOnlyOnce: boolean;
  21090. /**
  21091. * The state of the material
  21092. */
  21093. state: string;
  21094. /**
  21095. * The alpha value of the material
  21096. */
  21097. protected _alpha: number;
  21098. /**
  21099. * List of inspectable custom properties (used by the Inspector)
  21100. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21101. */
  21102. inspectableCustomProperties: IInspectable[];
  21103. /**
  21104. * Sets the alpha value of the material
  21105. */
  21106. /**
  21107. * Gets the alpha value of the material
  21108. */
  21109. alpha: number;
  21110. /**
  21111. * Specifies if back face culling is enabled
  21112. */
  21113. protected _backFaceCulling: boolean;
  21114. /**
  21115. * Sets the back-face culling state
  21116. */
  21117. /**
  21118. * Gets the back-face culling state
  21119. */
  21120. backFaceCulling: boolean;
  21121. /**
  21122. * Stores the value for side orientation
  21123. */
  21124. sideOrientation: number;
  21125. /**
  21126. * Callback triggered when the material is compiled
  21127. */
  21128. onCompiled: Nullable<(effect: Effect) => void>;
  21129. /**
  21130. * Callback triggered when an error occurs
  21131. */
  21132. onError: Nullable<(effect: Effect, errors: string) => void>;
  21133. /**
  21134. * Callback triggered to get the render target textures
  21135. */
  21136. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21137. /**
  21138. * Gets a boolean indicating that current material needs to register RTT
  21139. */
  21140. readonly hasRenderTargetTextures: boolean;
  21141. /**
  21142. * Specifies if the material should be serialized
  21143. */
  21144. doNotSerialize: boolean;
  21145. /**
  21146. * @hidden
  21147. */
  21148. _storeEffectOnSubMeshes: boolean;
  21149. /**
  21150. * Stores the animations for the material
  21151. */
  21152. animations: Nullable<Array<Animation>>;
  21153. /**
  21154. * An event triggered when the material is disposed
  21155. */
  21156. onDisposeObservable: Observable<Material>;
  21157. /**
  21158. * An observer which watches for dispose events
  21159. */
  21160. private _onDisposeObserver;
  21161. private _onUnBindObservable;
  21162. /**
  21163. * Called during a dispose event
  21164. */
  21165. onDispose: () => void;
  21166. private _onBindObservable;
  21167. /**
  21168. * An event triggered when the material is bound
  21169. */
  21170. readonly onBindObservable: Observable<AbstractMesh>;
  21171. /**
  21172. * An observer which watches for bind events
  21173. */
  21174. private _onBindObserver;
  21175. /**
  21176. * Called during a bind event
  21177. */
  21178. onBind: (Mesh: AbstractMesh) => void;
  21179. /**
  21180. * An event triggered when the material is unbound
  21181. */
  21182. readonly onUnBindObservable: Observable<Material>;
  21183. /**
  21184. * Stores the value of the alpha mode
  21185. */
  21186. private _alphaMode;
  21187. /**
  21188. * Sets the value of the alpha mode.
  21189. *
  21190. * | Value | Type | Description |
  21191. * | --- | --- | --- |
  21192. * | 0 | ALPHA_DISABLE | |
  21193. * | 1 | ALPHA_ADD | |
  21194. * | 2 | ALPHA_COMBINE | |
  21195. * | 3 | ALPHA_SUBTRACT | |
  21196. * | 4 | ALPHA_MULTIPLY | |
  21197. * | 5 | ALPHA_MAXIMIZED | |
  21198. * | 6 | ALPHA_ONEONE | |
  21199. * | 7 | ALPHA_PREMULTIPLIED | |
  21200. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21201. * | 9 | ALPHA_INTERPOLATE | |
  21202. * | 10 | ALPHA_SCREENMODE | |
  21203. *
  21204. */
  21205. /**
  21206. * Gets the value of the alpha mode
  21207. */
  21208. alphaMode: number;
  21209. /**
  21210. * Stores the state of the need depth pre-pass value
  21211. */
  21212. private _needDepthPrePass;
  21213. /**
  21214. * Sets the need depth pre-pass value
  21215. */
  21216. /**
  21217. * Gets the depth pre-pass value
  21218. */
  21219. needDepthPrePass: boolean;
  21220. /**
  21221. * Specifies if depth writing should be disabled
  21222. */
  21223. disableDepthWrite: boolean;
  21224. /**
  21225. * Specifies if depth writing should be forced
  21226. */
  21227. forceDepthWrite: boolean;
  21228. /**
  21229. * Specifies the depth function that should be used. 0 means the default engine function
  21230. */
  21231. depthFunction: number;
  21232. /**
  21233. * Specifies if there should be a separate pass for culling
  21234. */
  21235. separateCullingPass: boolean;
  21236. /**
  21237. * Stores the state specifing if fog should be enabled
  21238. */
  21239. private _fogEnabled;
  21240. /**
  21241. * Sets the state for enabling fog
  21242. */
  21243. /**
  21244. * Gets the value of the fog enabled state
  21245. */
  21246. fogEnabled: boolean;
  21247. /**
  21248. * Stores the size of points
  21249. */
  21250. pointSize: number;
  21251. /**
  21252. * Stores the z offset value
  21253. */
  21254. zOffset: number;
  21255. /**
  21256. * Gets a value specifying if wireframe mode is enabled
  21257. */
  21258. /**
  21259. * Sets the state of wireframe mode
  21260. */
  21261. wireframe: boolean;
  21262. /**
  21263. * Gets the value specifying if point clouds are enabled
  21264. */
  21265. /**
  21266. * Sets the state of point cloud mode
  21267. */
  21268. pointsCloud: boolean;
  21269. /**
  21270. * Gets the material fill mode
  21271. */
  21272. /**
  21273. * Sets the material fill mode
  21274. */
  21275. fillMode: number;
  21276. /**
  21277. * @hidden
  21278. * Stores the effects for the material
  21279. */
  21280. _effect: Nullable<Effect>;
  21281. /**
  21282. * @hidden
  21283. * Specifies if the material was previously ready
  21284. */
  21285. _wasPreviouslyReady: boolean;
  21286. /**
  21287. * Specifies if uniform buffers should be used
  21288. */
  21289. private _useUBO;
  21290. /**
  21291. * Stores a reference to the scene
  21292. */
  21293. private _scene;
  21294. /**
  21295. * Stores the fill mode state
  21296. */
  21297. private _fillMode;
  21298. /**
  21299. * Specifies if the depth write state should be cached
  21300. */
  21301. private _cachedDepthWriteState;
  21302. /**
  21303. * Specifies if the depth function state should be cached
  21304. */
  21305. private _cachedDepthFunctionState;
  21306. /**
  21307. * Stores the uniform buffer
  21308. */
  21309. protected _uniformBuffer: UniformBuffer;
  21310. /** @hidden */
  21311. _indexInSceneMaterialArray: number;
  21312. /** @hidden */
  21313. meshMap: Nullable<{
  21314. [id: string]: AbstractMesh | undefined;
  21315. }>;
  21316. /**
  21317. * Creates a material instance
  21318. * @param name defines the name of the material
  21319. * @param scene defines the scene to reference
  21320. * @param doNotAdd specifies if the material should be added to the scene
  21321. */
  21322. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21323. /**
  21324. * Returns a string representation of the current material
  21325. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21326. * @returns a string with material information
  21327. */
  21328. toString(fullDetails?: boolean): string;
  21329. /**
  21330. * Gets the class name of the material
  21331. * @returns a string with the class name of the material
  21332. */
  21333. getClassName(): string;
  21334. /**
  21335. * Specifies if updates for the material been locked
  21336. */
  21337. readonly isFrozen: boolean;
  21338. /**
  21339. * Locks updates for the material
  21340. */
  21341. freeze(): void;
  21342. /**
  21343. * Unlocks updates for the material
  21344. */
  21345. unfreeze(): void;
  21346. /**
  21347. * Specifies if the material is ready to be used
  21348. * @param mesh defines the mesh to check
  21349. * @param useInstances specifies if instances should be used
  21350. * @returns a boolean indicating if the material is ready to be used
  21351. */
  21352. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21353. /**
  21354. * Specifies that the submesh is ready to be used
  21355. * @param mesh defines the mesh to check
  21356. * @param subMesh defines which submesh to check
  21357. * @param useInstances specifies that instances should be used
  21358. * @returns a boolean indicating that the submesh is ready or not
  21359. */
  21360. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21361. /**
  21362. * Returns the material effect
  21363. * @returns the effect associated with the material
  21364. */
  21365. getEffect(): Nullable<Effect>;
  21366. /**
  21367. * Returns the current scene
  21368. * @returns a Scene
  21369. */
  21370. getScene(): Scene;
  21371. /**
  21372. * Specifies if the material will require alpha blending
  21373. * @returns a boolean specifying if alpha blending is needed
  21374. */
  21375. needAlphaBlending(): boolean;
  21376. /**
  21377. * Specifies if the mesh will require alpha blending
  21378. * @param mesh defines the mesh to check
  21379. * @returns a boolean specifying if alpha blending is needed for the mesh
  21380. */
  21381. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21382. /**
  21383. * Specifies if this material should be rendered in alpha test mode
  21384. * @returns a boolean specifying if an alpha test is needed.
  21385. */
  21386. needAlphaTesting(): boolean;
  21387. /**
  21388. * Gets the texture used for the alpha test
  21389. * @returns the texture to use for alpha testing
  21390. */
  21391. getAlphaTestTexture(): Nullable<BaseTexture>;
  21392. /**
  21393. * Marks the material to indicate that it needs to be re-calculated
  21394. */
  21395. markDirty(): void;
  21396. /** @hidden */
  21397. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21398. /**
  21399. * Binds the material to the mesh
  21400. * @param world defines the world transformation matrix
  21401. * @param mesh defines the mesh to bind the material to
  21402. */
  21403. bind(world: Matrix, mesh?: Mesh): void;
  21404. /**
  21405. * Binds the submesh to the material
  21406. * @param world defines the world transformation matrix
  21407. * @param mesh defines the mesh containing the submesh
  21408. * @param subMesh defines the submesh to bind the material to
  21409. */
  21410. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21411. /**
  21412. * Binds the world matrix to the material
  21413. * @param world defines the world transformation matrix
  21414. */
  21415. bindOnlyWorldMatrix(world: Matrix): void;
  21416. /**
  21417. * Binds the scene's uniform buffer to the effect.
  21418. * @param effect defines the effect to bind to the scene uniform buffer
  21419. * @param sceneUbo defines the uniform buffer storing scene data
  21420. */
  21421. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21422. /**
  21423. * Binds the view matrix to the effect
  21424. * @param effect defines the effect to bind the view matrix to
  21425. */
  21426. bindView(effect: Effect): void;
  21427. /**
  21428. * Binds the view projection matrix to the effect
  21429. * @param effect defines the effect to bind the view projection matrix to
  21430. */
  21431. bindViewProjection(effect: Effect): void;
  21432. /**
  21433. * Specifies if material alpha testing should be turned on for the mesh
  21434. * @param mesh defines the mesh to check
  21435. */
  21436. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21437. /**
  21438. * Processes to execute after binding the material to a mesh
  21439. * @param mesh defines the rendered mesh
  21440. */
  21441. protected _afterBind(mesh?: Mesh): void;
  21442. /**
  21443. * Unbinds the material from the mesh
  21444. */
  21445. unbind(): void;
  21446. /**
  21447. * Gets the active textures from the material
  21448. * @returns an array of textures
  21449. */
  21450. getActiveTextures(): BaseTexture[];
  21451. /**
  21452. * Specifies if the material uses a texture
  21453. * @param texture defines the texture to check against the material
  21454. * @returns a boolean specifying if the material uses the texture
  21455. */
  21456. hasTexture(texture: BaseTexture): boolean;
  21457. /**
  21458. * Makes a duplicate of the material, and gives it a new name
  21459. * @param name defines the new name for the duplicated material
  21460. * @returns the cloned material
  21461. */
  21462. clone(name: string): Nullable<Material>;
  21463. /**
  21464. * Gets the meshes bound to the material
  21465. * @returns an array of meshes bound to the material
  21466. */
  21467. getBindedMeshes(): AbstractMesh[];
  21468. /**
  21469. * Force shader compilation
  21470. * @param mesh defines the mesh associated with this material
  21471. * @param onCompiled defines a function to execute once the material is compiled
  21472. * @param options defines the options to configure the compilation
  21473. * @param onError defines a function to execute if the material fails compiling
  21474. */
  21475. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21476. /**
  21477. * Force shader compilation
  21478. * @param mesh defines the mesh that will use this material
  21479. * @param options defines additional options for compiling the shaders
  21480. * @returns a promise that resolves when the compilation completes
  21481. */
  21482. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21483. private static readonly _AllDirtyCallBack;
  21484. private static readonly _ImageProcessingDirtyCallBack;
  21485. private static readonly _TextureDirtyCallBack;
  21486. private static readonly _FresnelDirtyCallBack;
  21487. private static readonly _MiscDirtyCallBack;
  21488. private static readonly _LightsDirtyCallBack;
  21489. private static readonly _AttributeDirtyCallBack;
  21490. private static _FresnelAndMiscDirtyCallBack;
  21491. private static _TextureAndMiscDirtyCallBack;
  21492. private static readonly _DirtyCallbackArray;
  21493. private static readonly _RunDirtyCallBacks;
  21494. /**
  21495. * Marks a define in the material to indicate that it needs to be re-computed
  21496. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21497. */
  21498. markAsDirty(flag: number): void;
  21499. /**
  21500. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21501. * @param func defines a function which checks material defines against the submeshes
  21502. */
  21503. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21504. /**
  21505. * Indicates that we need to re-calculated for all submeshes
  21506. */
  21507. protected _markAllSubMeshesAsAllDirty(): void;
  21508. /**
  21509. * Indicates that image processing needs to be re-calculated for all submeshes
  21510. */
  21511. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21512. /**
  21513. * Indicates that textures need to be re-calculated for all submeshes
  21514. */
  21515. protected _markAllSubMeshesAsTexturesDirty(): void;
  21516. /**
  21517. * Indicates that fresnel needs to be re-calculated for all submeshes
  21518. */
  21519. protected _markAllSubMeshesAsFresnelDirty(): void;
  21520. /**
  21521. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21522. */
  21523. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21524. /**
  21525. * Indicates that lights need to be re-calculated for all submeshes
  21526. */
  21527. protected _markAllSubMeshesAsLightsDirty(): void;
  21528. /**
  21529. * Indicates that attributes need to be re-calculated for all submeshes
  21530. */
  21531. protected _markAllSubMeshesAsAttributesDirty(): void;
  21532. /**
  21533. * Indicates that misc needs to be re-calculated for all submeshes
  21534. */
  21535. protected _markAllSubMeshesAsMiscDirty(): void;
  21536. /**
  21537. * Indicates that textures and misc need to be re-calculated for all submeshes
  21538. */
  21539. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21540. /**
  21541. * Disposes the material
  21542. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21543. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21544. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21545. */
  21546. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21547. /** @hidden */
  21548. private releaseVertexArrayObject;
  21549. /**
  21550. * Serializes this material
  21551. * @returns the serialized material object
  21552. */
  21553. serialize(): any;
  21554. /**
  21555. * Creates a material from parsed material data
  21556. * @param parsedMaterial defines parsed material data
  21557. * @param scene defines the hosting scene
  21558. * @param rootUrl defines the root URL to use to load textures
  21559. * @returns a new material
  21560. */
  21561. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21562. }
  21563. }
  21564. declare module "babylonjs/Materials/multiMaterial" {
  21565. import { Nullable } from "babylonjs/types";
  21566. import { Scene } from "babylonjs/scene";
  21567. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21568. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21569. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21570. import { Material } from "babylonjs/Materials/material";
  21571. /**
  21572. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21573. * separate meshes. This can be use to improve performances.
  21574. * @see http://doc.babylonjs.com/how_to/multi_materials
  21575. */
  21576. export class MultiMaterial extends Material {
  21577. private _subMaterials;
  21578. /**
  21579. * Gets or Sets the list of Materials used within the multi material.
  21580. * They need to be ordered according to the submeshes order in the associated mesh
  21581. */
  21582. subMaterials: Nullable<Material>[];
  21583. /**
  21584. * Function used to align with Node.getChildren()
  21585. * @returns the list of Materials used within the multi material
  21586. */
  21587. getChildren(): Nullable<Material>[];
  21588. /**
  21589. * Instantiates a new Multi Material
  21590. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21591. * separate meshes. This can be use to improve performances.
  21592. * @see http://doc.babylonjs.com/how_to/multi_materials
  21593. * @param name Define the name in the scene
  21594. * @param scene Define the scene the material belongs to
  21595. */
  21596. constructor(name: string, scene: Scene);
  21597. private _hookArray;
  21598. /**
  21599. * Get one of the submaterial by its index in the submaterials array
  21600. * @param index The index to look the sub material at
  21601. * @returns The Material if the index has been defined
  21602. */
  21603. getSubMaterial(index: number): Nullable<Material>;
  21604. /**
  21605. * Get the list of active textures for the whole sub materials list.
  21606. * @returns All the textures that will be used during the rendering
  21607. */
  21608. getActiveTextures(): BaseTexture[];
  21609. /**
  21610. * Gets the current class name of the material e.g. "MultiMaterial"
  21611. * Mainly use in serialization.
  21612. * @returns the class name
  21613. */
  21614. getClassName(): string;
  21615. /**
  21616. * Checks if the material is ready to render the requested sub mesh
  21617. * @param mesh Define the mesh the submesh belongs to
  21618. * @param subMesh Define the sub mesh to look readyness for
  21619. * @param useInstances Define whether or not the material is used with instances
  21620. * @returns true if ready, otherwise false
  21621. */
  21622. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21623. /**
  21624. * Clones the current material and its related sub materials
  21625. * @param name Define the name of the newly cloned material
  21626. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21627. * @returns the cloned material
  21628. */
  21629. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21630. /**
  21631. * Serializes the materials into a JSON representation.
  21632. * @returns the JSON representation
  21633. */
  21634. serialize(): any;
  21635. /**
  21636. * Dispose the material and release its associated resources
  21637. * @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)
  21638. * @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)
  21639. * @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)
  21640. */
  21641. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21642. /**
  21643. * Creates a MultiMaterial from parsed MultiMaterial data.
  21644. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21645. * @param scene defines the hosting scene
  21646. * @returns a new MultiMaterial
  21647. */
  21648. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21649. }
  21650. }
  21651. declare module "babylonjs/Meshes/subMesh" {
  21652. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21653. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21654. import { Engine } from "babylonjs/Engines/engine";
  21655. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21656. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21657. import { Effect } from "babylonjs/Materials/effect";
  21658. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21659. import { Plane } from "babylonjs/Maths/math.plane";
  21660. import { Collider } from "babylonjs/Collisions/collider";
  21661. import { Material } from "babylonjs/Materials/material";
  21662. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21664. import { Mesh } from "babylonjs/Meshes/mesh";
  21665. import { Ray } from "babylonjs/Culling/ray";
  21666. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21667. /**
  21668. * Base class for submeshes
  21669. */
  21670. export class BaseSubMesh {
  21671. /** @hidden */
  21672. _materialDefines: Nullable<MaterialDefines>;
  21673. /** @hidden */
  21674. _materialEffect: Nullable<Effect>;
  21675. /**
  21676. * Gets associated effect
  21677. */
  21678. readonly effect: Nullable<Effect>;
  21679. /**
  21680. * Sets associated effect (effect used to render this submesh)
  21681. * @param effect defines the effect to associate with
  21682. * @param defines defines the set of defines used to compile this effect
  21683. */
  21684. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21685. }
  21686. /**
  21687. * Defines a subdivision inside a mesh
  21688. */
  21689. export class SubMesh extends BaseSubMesh implements ICullable {
  21690. /** the material index to use */
  21691. materialIndex: number;
  21692. /** vertex index start */
  21693. verticesStart: number;
  21694. /** vertices count */
  21695. verticesCount: number;
  21696. /** index start */
  21697. indexStart: number;
  21698. /** indices count */
  21699. indexCount: number;
  21700. /** @hidden */
  21701. _linesIndexCount: number;
  21702. private _mesh;
  21703. private _renderingMesh;
  21704. private _boundingInfo;
  21705. private _linesIndexBuffer;
  21706. /** @hidden */
  21707. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21708. /** @hidden */
  21709. _trianglePlanes: Plane[];
  21710. /** @hidden */
  21711. _lastColliderTransformMatrix: Nullable<Matrix>;
  21712. /** @hidden */
  21713. _renderId: number;
  21714. /** @hidden */
  21715. _alphaIndex: number;
  21716. /** @hidden */
  21717. _distanceToCamera: number;
  21718. /** @hidden */
  21719. _id: number;
  21720. private _currentMaterial;
  21721. /**
  21722. * Add a new submesh to a mesh
  21723. * @param materialIndex defines the material index to use
  21724. * @param verticesStart defines vertex index start
  21725. * @param verticesCount defines vertices count
  21726. * @param indexStart defines index start
  21727. * @param indexCount defines indices count
  21728. * @param mesh defines the parent mesh
  21729. * @param renderingMesh defines an optional rendering mesh
  21730. * @param createBoundingBox defines if bounding box should be created for this submesh
  21731. * @returns the new submesh
  21732. */
  21733. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21734. /**
  21735. * Creates a new submesh
  21736. * @param materialIndex defines the material index to use
  21737. * @param verticesStart defines vertex index start
  21738. * @param verticesCount defines vertices count
  21739. * @param indexStart defines index start
  21740. * @param indexCount defines indices count
  21741. * @param mesh defines the parent mesh
  21742. * @param renderingMesh defines an optional rendering mesh
  21743. * @param createBoundingBox defines if bounding box should be created for this submesh
  21744. */
  21745. constructor(
  21746. /** the material index to use */
  21747. materialIndex: number,
  21748. /** vertex index start */
  21749. verticesStart: number,
  21750. /** vertices count */
  21751. verticesCount: number,
  21752. /** index start */
  21753. indexStart: number,
  21754. /** indices count */
  21755. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21756. /**
  21757. * Returns true if this submesh covers the entire parent mesh
  21758. * @ignorenaming
  21759. */
  21760. readonly IsGlobal: boolean;
  21761. /**
  21762. * Returns the submesh BoudingInfo object
  21763. * @returns current bounding info (or mesh's one if the submesh is global)
  21764. */
  21765. getBoundingInfo(): BoundingInfo;
  21766. /**
  21767. * Sets the submesh BoundingInfo
  21768. * @param boundingInfo defines the new bounding info to use
  21769. * @returns the SubMesh
  21770. */
  21771. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21772. /**
  21773. * Returns the mesh of the current submesh
  21774. * @return the parent mesh
  21775. */
  21776. getMesh(): AbstractMesh;
  21777. /**
  21778. * Returns the rendering mesh of the submesh
  21779. * @returns the rendering mesh (could be different from parent mesh)
  21780. */
  21781. getRenderingMesh(): Mesh;
  21782. /**
  21783. * Returns the submesh material
  21784. * @returns null or the current material
  21785. */
  21786. getMaterial(): Nullable<Material>;
  21787. /**
  21788. * Sets a new updated BoundingInfo object to the submesh
  21789. * @param data defines an optional position array to use to determine the bounding info
  21790. * @returns the SubMesh
  21791. */
  21792. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21793. /** @hidden */
  21794. _checkCollision(collider: Collider): boolean;
  21795. /**
  21796. * Updates the submesh BoundingInfo
  21797. * @param world defines the world matrix to use to update the bounding info
  21798. * @returns the submesh
  21799. */
  21800. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21801. /**
  21802. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21803. * @param frustumPlanes defines the frustum planes
  21804. * @returns true if the submesh is intersecting with the frustum
  21805. */
  21806. isInFrustum(frustumPlanes: Plane[]): boolean;
  21807. /**
  21808. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21809. * @param frustumPlanes defines the frustum planes
  21810. * @returns true if the submesh is inside the frustum
  21811. */
  21812. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21813. /**
  21814. * Renders the submesh
  21815. * @param enableAlphaMode defines if alpha needs to be used
  21816. * @returns the submesh
  21817. */
  21818. render(enableAlphaMode: boolean): SubMesh;
  21819. /**
  21820. * @hidden
  21821. */
  21822. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21823. /**
  21824. * Checks if the submesh intersects with a ray
  21825. * @param ray defines the ray to test
  21826. * @returns true is the passed ray intersects the submesh bounding box
  21827. */
  21828. canIntersects(ray: Ray): boolean;
  21829. /**
  21830. * Intersects current submesh with a ray
  21831. * @param ray defines the ray to test
  21832. * @param positions defines mesh's positions array
  21833. * @param indices defines mesh's indices array
  21834. * @param fastCheck defines if only bounding info should be used
  21835. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21836. * @returns intersection info or null if no intersection
  21837. */
  21838. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21839. /** @hidden */
  21840. private _intersectLines;
  21841. /** @hidden */
  21842. private _intersectUnIndexedLines;
  21843. /** @hidden */
  21844. private _intersectTriangles;
  21845. /** @hidden */
  21846. private _intersectUnIndexedTriangles;
  21847. /** @hidden */
  21848. _rebuild(): void;
  21849. /**
  21850. * Creates a new submesh from the passed mesh
  21851. * @param newMesh defines the new hosting mesh
  21852. * @param newRenderingMesh defines an optional rendering mesh
  21853. * @returns the new submesh
  21854. */
  21855. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21856. /**
  21857. * Release associated resources
  21858. */
  21859. dispose(): void;
  21860. /**
  21861. * Gets the class name
  21862. * @returns the string "SubMesh".
  21863. */
  21864. getClassName(): string;
  21865. /**
  21866. * Creates a new submesh from indices data
  21867. * @param materialIndex the index of the main mesh material
  21868. * @param startIndex the index where to start the copy in the mesh indices array
  21869. * @param indexCount the number of indices to copy then from the startIndex
  21870. * @param mesh the main mesh to create the submesh from
  21871. * @param renderingMesh the optional rendering mesh
  21872. * @returns a new submesh
  21873. */
  21874. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21875. }
  21876. }
  21877. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21878. /**
  21879. * Class used to represent data loading progression
  21880. */
  21881. export class SceneLoaderFlags {
  21882. private static _ForceFullSceneLoadingForIncremental;
  21883. private static _ShowLoadingScreen;
  21884. private static _CleanBoneMatrixWeights;
  21885. private static _loggingLevel;
  21886. /**
  21887. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21888. */
  21889. static ForceFullSceneLoadingForIncremental: boolean;
  21890. /**
  21891. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21892. */
  21893. static ShowLoadingScreen: boolean;
  21894. /**
  21895. * Defines the current logging level (while loading the scene)
  21896. * @ignorenaming
  21897. */
  21898. static loggingLevel: number;
  21899. /**
  21900. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21901. */
  21902. static CleanBoneMatrixWeights: boolean;
  21903. }
  21904. }
  21905. declare module "babylonjs/Meshes/geometry" {
  21906. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21907. import { Scene } from "babylonjs/scene";
  21908. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21909. import { Engine } from "babylonjs/Engines/engine";
  21910. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21911. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21912. import { Effect } from "babylonjs/Materials/effect";
  21913. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21914. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21915. import { Mesh } from "babylonjs/Meshes/mesh";
  21916. /**
  21917. * Class used to store geometry data (vertex buffers + index buffer)
  21918. */
  21919. export class Geometry implements IGetSetVerticesData {
  21920. /**
  21921. * Gets or sets the ID of the geometry
  21922. */
  21923. id: string;
  21924. /**
  21925. * Gets or sets the unique ID of the geometry
  21926. */
  21927. uniqueId: number;
  21928. /**
  21929. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21930. */
  21931. delayLoadState: number;
  21932. /**
  21933. * Gets the file containing the data to load when running in delay load state
  21934. */
  21935. delayLoadingFile: Nullable<string>;
  21936. /**
  21937. * Callback called when the geometry is updated
  21938. */
  21939. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21940. private _scene;
  21941. private _engine;
  21942. private _meshes;
  21943. private _totalVertices;
  21944. /** @hidden */
  21945. _indices: IndicesArray;
  21946. /** @hidden */
  21947. _vertexBuffers: {
  21948. [key: string]: VertexBuffer;
  21949. };
  21950. private _isDisposed;
  21951. private _extend;
  21952. private _boundingBias;
  21953. /** @hidden */
  21954. _delayInfo: Array<string>;
  21955. private _indexBuffer;
  21956. private _indexBufferIsUpdatable;
  21957. /** @hidden */
  21958. _boundingInfo: Nullable<BoundingInfo>;
  21959. /** @hidden */
  21960. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21961. /** @hidden */
  21962. _softwareSkinningFrameId: number;
  21963. private _vertexArrayObjects;
  21964. private _updatable;
  21965. /** @hidden */
  21966. _positions: Nullable<Vector3[]>;
  21967. /**
  21968. * 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
  21969. */
  21970. /**
  21971. * 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
  21972. */
  21973. boundingBias: Vector2;
  21974. /**
  21975. * Static function used to attach a new empty geometry to a mesh
  21976. * @param mesh defines the mesh to attach the geometry to
  21977. * @returns the new Geometry
  21978. */
  21979. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21980. /**
  21981. * Creates a new geometry
  21982. * @param id defines the unique ID
  21983. * @param scene defines the hosting scene
  21984. * @param vertexData defines the VertexData used to get geometry data
  21985. * @param updatable defines if geometry must be updatable (false by default)
  21986. * @param mesh defines the mesh that will be associated with the geometry
  21987. */
  21988. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21989. /**
  21990. * Gets the current extend of the geometry
  21991. */
  21992. readonly extend: {
  21993. minimum: Vector3;
  21994. maximum: Vector3;
  21995. };
  21996. /**
  21997. * Gets the hosting scene
  21998. * @returns the hosting Scene
  21999. */
  22000. getScene(): Scene;
  22001. /**
  22002. * Gets the hosting engine
  22003. * @returns the hosting Engine
  22004. */
  22005. getEngine(): Engine;
  22006. /**
  22007. * Defines if the geometry is ready to use
  22008. * @returns true if the geometry is ready to be used
  22009. */
  22010. isReady(): boolean;
  22011. /**
  22012. * Gets a value indicating that the geometry should not be serialized
  22013. */
  22014. readonly doNotSerialize: boolean;
  22015. /** @hidden */
  22016. _rebuild(): void;
  22017. /**
  22018. * Affects all geometry data in one call
  22019. * @param vertexData defines the geometry data
  22020. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  22021. */
  22022. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  22023. /**
  22024. * Set specific vertex data
  22025. * @param kind defines the data kind (Position, normal, etc...)
  22026. * @param data defines the vertex data to use
  22027. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22028. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22029. */
  22030. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  22031. /**
  22032. * Removes a specific vertex data
  22033. * @param kind defines the data kind (Position, normal, etc...)
  22034. */
  22035. removeVerticesData(kind: string): void;
  22036. /**
  22037. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  22038. * @param buffer defines the vertex buffer to use
  22039. * @param totalVertices defines the total number of vertices for position kind (could be null)
  22040. */
  22041. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  22042. /**
  22043. * Update a specific vertex buffer
  22044. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  22045. * It will do nothing if the buffer is not updatable
  22046. * @param kind defines the data kind (Position, normal, etc...)
  22047. * @param data defines the data to use
  22048. * @param offset defines the offset in the target buffer where to store the data
  22049. * @param useBytes set to true if the offset is in bytes
  22050. */
  22051. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  22052. /**
  22053. * Update a specific vertex buffer
  22054. * This function will create a new buffer if the current one is not updatable
  22055. * @param kind defines the data kind (Position, normal, etc...)
  22056. * @param data defines the data to use
  22057. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  22058. */
  22059. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  22060. private _updateBoundingInfo;
  22061. /** @hidden */
  22062. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  22063. /**
  22064. * Gets total number of vertices
  22065. * @returns the total number of vertices
  22066. */
  22067. getTotalVertices(): number;
  22068. /**
  22069. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22070. * @param kind defines the data kind (Position, normal, etc...)
  22071. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22072. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22073. * @returns a float array containing vertex data
  22074. */
  22075. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22076. /**
  22077. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  22078. * @param kind defines the data kind (Position, normal, etc...)
  22079. * @returns true if the vertex buffer with the specified kind is updatable
  22080. */
  22081. isVertexBufferUpdatable(kind: string): boolean;
  22082. /**
  22083. * Gets a specific vertex buffer
  22084. * @param kind defines the data kind (Position, normal, etc...)
  22085. * @returns a VertexBuffer
  22086. */
  22087. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  22088. /**
  22089. * Returns all vertex buffers
  22090. * @return an object holding all vertex buffers indexed by kind
  22091. */
  22092. getVertexBuffers(): Nullable<{
  22093. [key: string]: VertexBuffer;
  22094. }>;
  22095. /**
  22096. * Gets a boolean indicating if specific vertex buffer is present
  22097. * @param kind defines the data kind (Position, normal, etc...)
  22098. * @returns true if data is present
  22099. */
  22100. isVerticesDataPresent(kind: string): boolean;
  22101. /**
  22102. * Gets a list of all attached data kinds (Position, normal, etc...)
  22103. * @returns a list of string containing all kinds
  22104. */
  22105. getVerticesDataKinds(): string[];
  22106. /**
  22107. * Update index buffer
  22108. * @param indices defines the indices to store in the index buffer
  22109. * @param offset defines the offset in the target buffer where to store the data
  22110. * @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)
  22111. */
  22112. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22113. /**
  22114. * Creates a new index buffer
  22115. * @param indices defines the indices to store in the index buffer
  22116. * @param totalVertices defines the total number of vertices (could be null)
  22117. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22118. */
  22119. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22120. /**
  22121. * Return the total number of indices
  22122. * @returns the total number of indices
  22123. */
  22124. getTotalIndices(): number;
  22125. /**
  22126. * Gets the index buffer array
  22127. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22128. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22129. * @returns the index buffer array
  22130. */
  22131. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22132. /**
  22133. * Gets the index buffer
  22134. * @return the index buffer
  22135. */
  22136. getIndexBuffer(): Nullable<DataBuffer>;
  22137. /** @hidden */
  22138. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22139. /**
  22140. * Release the associated resources for a specific mesh
  22141. * @param mesh defines the source mesh
  22142. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22143. */
  22144. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22145. /**
  22146. * Apply current geometry to a given mesh
  22147. * @param mesh defines the mesh to apply geometry to
  22148. */
  22149. applyToMesh(mesh: Mesh): void;
  22150. private _updateExtend;
  22151. private _applyToMesh;
  22152. private notifyUpdate;
  22153. /**
  22154. * Load the geometry if it was flagged as delay loaded
  22155. * @param scene defines the hosting scene
  22156. * @param onLoaded defines a callback called when the geometry is loaded
  22157. */
  22158. load(scene: Scene, onLoaded?: () => void): void;
  22159. private _queueLoad;
  22160. /**
  22161. * Invert the geometry to move from a right handed system to a left handed one.
  22162. */
  22163. toLeftHanded(): void;
  22164. /** @hidden */
  22165. _resetPointsArrayCache(): void;
  22166. /** @hidden */
  22167. _generatePointsArray(): boolean;
  22168. /**
  22169. * Gets a value indicating if the geometry is disposed
  22170. * @returns true if the geometry was disposed
  22171. */
  22172. isDisposed(): boolean;
  22173. private _disposeVertexArrayObjects;
  22174. /**
  22175. * Free all associated resources
  22176. */
  22177. dispose(): void;
  22178. /**
  22179. * Clone the current geometry into a new geometry
  22180. * @param id defines the unique ID of the new geometry
  22181. * @returns a new geometry object
  22182. */
  22183. copy(id: string): Geometry;
  22184. /**
  22185. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22186. * @return a JSON representation of the current geometry data (without the vertices data)
  22187. */
  22188. serialize(): any;
  22189. private toNumberArray;
  22190. /**
  22191. * Serialize all vertices data into a JSON oject
  22192. * @returns a JSON representation of the current geometry data
  22193. */
  22194. serializeVerticeData(): any;
  22195. /**
  22196. * Extracts a clone of a mesh geometry
  22197. * @param mesh defines the source mesh
  22198. * @param id defines the unique ID of the new geometry object
  22199. * @returns the new geometry object
  22200. */
  22201. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22202. /**
  22203. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22204. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22205. * Be aware Math.random() could cause collisions, but:
  22206. * "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"
  22207. * @returns a string containing a new GUID
  22208. */
  22209. static RandomId(): string;
  22210. /** @hidden */
  22211. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22212. private static _CleanMatricesWeights;
  22213. /**
  22214. * Create a new geometry from persisted data (Using .babylon file format)
  22215. * @param parsedVertexData defines the persisted data
  22216. * @param scene defines the hosting scene
  22217. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22218. * @returns the new geometry object
  22219. */
  22220. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22221. }
  22222. }
  22223. declare module "babylonjs/Meshes/mesh.vertexData" {
  22224. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22225. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22226. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22227. import { Geometry } from "babylonjs/Meshes/geometry";
  22228. import { Mesh } from "babylonjs/Meshes/mesh";
  22229. /**
  22230. * Define an interface for all classes that will get and set the data on vertices
  22231. */
  22232. export interface IGetSetVerticesData {
  22233. /**
  22234. * Gets a boolean indicating if specific vertex data is present
  22235. * @param kind defines the vertex data kind to use
  22236. * @returns true is data kind is present
  22237. */
  22238. isVerticesDataPresent(kind: string): boolean;
  22239. /**
  22240. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22241. * @param kind defines the data kind (Position, normal, etc...)
  22242. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22243. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22244. * @returns a float array containing vertex data
  22245. */
  22246. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22247. /**
  22248. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22249. * @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.
  22250. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22251. * @returns the indices array or an empty array if the mesh has no geometry
  22252. */
  22253. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22254. /**
  22255. * Set specific vertex data
  22256. * @param kind defines the data kind (Position, normal, etc...)
  22257. * @param data defines the vertex data to use
  22258. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22259. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22260. */
  22261. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22262. /**
  22263. * Update a specific associated vertex buffer
  22264. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22265. * - VertexBuffer.PositionKind
  22266. * - VertexBuffer.UVKind
  22267. * - VertexBuffer.UV2Kind
  22268. * - VertexBuffer.UV3Kind
  22269. * - VertexBuffer.UV4Kind
  22270. * - VertexBuffer.UV5Kind
  22271. * - VertexBuffer.UV6Kind
  22272. * - VertexBuffer.ColorKind
  22273. * - VertexBuffer.MatricesIndicesKind
  22274. * - VertexBuffer.MatricesIndicesExtraKind
  22275. * - VertexBuffer.MatricesWeightsKind
  22276. * - VertexBuffer.MatricesWeightsExtraKind
  22277. * @param data defines the data source
  22278. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22279. * @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)
  22280. */
  22281. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22282. /**
  22283. * Creates a new index buffer
  22284. * @param indices defines the indices to store in the index buffer
  22285. * @param totalVertices defines the total number of vertices (could be null)
  22286. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22287. */
  22288. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22289. }
  22290. /**
  22291. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22292. */
  22293. export class VertexData {
  22294. /**
  22295. * Mesh side orientation : usually the external or front surface
  22296. */
  22297. static readonly FRONTSIDE: number;
  22298. /**
  22299. * Mesh side orientation : usually the internal or back surface
  22300. */
  22301. static readonly BACKSIDE: number;
  22302. /**
  22303. * Mesh side orientation : both internal and external or front and back surfaces
  22304. */
  22305. static readonly DOUBLESIDE: number;
  22306. /**
  22307. * Mesh side orientation : by default, `FRONTSIDE`
  22308. */
  22309. static readonly DEFAULTSIDE: number;
  22310. /**
  22311. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22312. */
  22313. positions: Nullable<FloatArray>;
  22314. /**
  22315. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22316. */
  22317. normals: Nullable<FloatArray>;
  22318. /**
  22319. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22320. */
  22321. tangents: Nullable<FloatArray>;
  22322. /**
  22323. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22324. */
  22325. uvs: Nullable<FloatArray>;
  22326. /**
  22327. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22328. */
  22329. uvs2: Nullable<FloatArray>;
  22330. /**
  22331. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22332. */
  22333. uvs3: Nullable<FloatArray>;
  22334. /**
  22335. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22336. */
  22337. uvs4: Nullable<FloatArray>;
  22338. /**
  22339. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22340. */
  22341. uvs5: Nullable<FloatArray>;
  22342. /**
  22343. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22344. */
  22345. uvs6: Nullable<FloatArray>;
  22346. /**
  22347. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22348. */
  22349. colors: Nullable<FloatArray>;
  22350. /**
  22351. * 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).
  22352. */
  22353. matricesIndices: Nullable<FloatArray>;
  22354. /**
  22355. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22356. */
  22357. matricesWeights: Nullable<FloatArray>;
  22358. /**
  22359. * An array extending the number of possible indices
  22360. */
  22361. matricesIndicesExtra: Nullable<FloatArray>;
  22362. /**
  22363. * An array extending the number of possible weights when the number of indices is extended
  22364. */
  22365. matricesWeightsExtra: Nullable<FloatArray>;
  22366. /**
  22367. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22368. */
  22369. indices: Nullable<IndicesArray>;
  22370. /**
  22371. * Uses the passed data array to set the set the values for the specified kind of data
  22372. * @param data a linear array of floating numbers
  22373. * @param kind the type of data that is being set, eg positions, colors etc
  22374. */
  22375. set(data: FloatArray, kind: string): void;
  22376. /**
  22377. * Associates the vertexData to the passed Mesh.
  22378. * Sets it as updatable or not (default `false`)
  22379. * @param mesh the mesh the vertexData is applied to
  22380. * @param updatable when used and having the value true allows new data to update the vertexData
  22381. * @returns the VertexData
  22382. */
  22383. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22384. /**
  22385. * Associates the vertexData to the passed Geometry.
  22386. * Sets it as updatable or not (default `false`)
  22387. * @param geometry the geometry the vertexData is applied to
  22388. * @param updatable when used and having the value true allows new data to update the vertexData
  22389. * @returns VertexData
  22390. */
  22391. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22392. /**
  22393. * Updates the associated mesh
  22394. * @param mesh the mesh to be updated
  22395. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22396. * @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
  22397. * @returns VertexData
  22398. */
  22399. updateMesh(mesh: Mesh): VertexData;
  22400. /**
  22401. * Updates the associated geometry
  22402. * @param geometry the geometry to be updated
  22403. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22404. * @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
  22405. * @returns VertexData.
  22406. */
  22407. updateGeometry(geometry: Geometry): VertexData;
  22408. private _applyTo;
  22409. private _update;
  22410. /**
  22411. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22412. * @param matrix the transforming matrix
  22413. * @returns the VertexData
  22414. */
  22415. transform(matrix: Matrix): VertexData;
  22416. /**
  22417. * Merges the passed VertexData into the current one
  22418. * @param other the VertexData to be merged into the current one
  22419. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22420. * @returns the modified VertexData
  22421. */
  22422. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22423. private _mergeElement;
  22424. private _validate;
  22425. /**
  22426. * Serializes the VertexData
  22427. * @returns a serialized object
  22428. */
  22429. serialize(): any;
  22430. /**
  22431. * Extracts the vertexData from a mesh
  22432. * @param mesh the mesh from which to extract the VertexData
  22433. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22434. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22435. * @returns the object VertexData associated to the passed mesh
  22436. */
  22437. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22438. /**
  22439. * Extracts the vertexData from the geometry
  22440. * @param geometry the geometry from which to extract the VertexData
  22441. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22442. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22443. * @returns the object VertexData associated to the passed mesh
  22444. */
  22445. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22446. private static _ExtractFrom;
  22447. /**
  22448. * Creates the VertexData for a Ribbon
  22449. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22450. * * pathArray array of paths, each of which an array of successive Vector3
  22451. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22452. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22453. * * 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
  22454. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22455. * * 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)
  22456. * * 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)
  22457. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22458. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22459. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22460. * @returns the VertexData of the ribbon
  22461. */
  22462. static CreateRibbon(options: {
  22463. pathArray: Vector3[][];
  22464. closeArray?: boolean;
  22465. closePath?: boolean;
  22466. offset?: number;
  22467. sideOrientation?: number;
  22468. frontUVs?: Vector4;
  22469. backUVs?: Vector4;
  22470. invertUV?: boolean;
  22471. uvs?: Vector2[];
  22472. colors?: Color4[];
  22473. }): VertexData;
  22474. /**
  22475. * Creates the VertexData for a box
  22476. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22477. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22478. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22479. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22480. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22481. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22482. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22483. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22484. * * 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)
  22485. * * 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)
  22486. * @returns the VertexData of the box
  22487. */
  22488. static CreateBox(options: {
  22489. size?: number;
  22490. width?: number;
  22491. height?: number;
  22492. depth?: number;
  22493. faceUV?: Vector4[];
  22494. faceColors?: Color4[];
  22495. sideOrientation?: number;
  22496. frontUVs?: Vector4;
  22497. backUVs?: Vector4;
  22498. }): VertexData;
  22499. /**
  22500. * Creates the VertexData for a tiled box
  22501. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22502. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22503. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22504. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22505. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22506. * @returns the VertexData of the box
  22507. */
  22508. static CreateTiledBox(options: {
  22509. pattern?: number;
  22510. width?: number;
  22511. height?: number;
  22512. depth?: number;
  22513. tileSize?: number;
  22514. tileWidth?: number;
  22515. tileHeight?: number;
  22516. alignHorizontal?: number;
  22517. alignVertical?: number;
  22518. faceUV?: Vector4[];
  22519. faceColors?: Color4[];
  22520. sideOrientation?: number;
  22521. }): VertexData;
  22522. /**
  22523. * Creates the VertexData for a tiled plane
  22524. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22525. * * pattern a limited pattern arrangement depending on the number
  22526. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22527. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22528. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22529. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22530. * * 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)
  22531. * * 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)
  22532. * @returns the VertexData of the tiled plane
  22533. */
  22534. static CreateTiledPlane(options: {
  22535. pattern?: number;
  22536. tileSize?: number;
  22537. tileWidth?: number;
  22538. tileHeight?: number;
  22539. size?: number;
  22540. width?: number;
  22541. height?: number;
  22542. alignHorizontal?: number;
  22543. alignVertical?: number;
  22544. sideOrientation?: number;
  22545. frontUVs?: Vector4;
  22546. backUVs?: Vector4;
  22547. }): VertexData;
  22548. /**
  22549. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22550. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22551. * * segments sets the number of horizontal strips optional, default 32
  22552. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22553. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22554. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22555. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22556. * * 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
  22557. * * 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
  22558. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22559. * * 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)
  22560. * * 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)
  22561. * @returns the VertexData of the ellipsoid
  22562. */
  22563. static CreateSphere(options: {
  22564. segments?: number;
  22565. diameter?: number;
  22566. diameterX?: number;
  22567. diameterY?: number;
  22568. diameterZ?: number;
  22569. arc?: number;
  22570. slice?: number;
  22571. sideOrientation?: number;
  22572. frontUVs?: Vector4;
  22573. backUVs?: Vector4;
  22574. }): VertexData;
  22575. /**
  22576. * Creates the VertexData for a cylinder, cone or prism
  22577. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22578. * * height sets the height (y direction) of the cylinder, optional, default 2
  22579. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22580. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22581. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22582. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22583. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22584. * * 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
  22585. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22586. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22587. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22588. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22589. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22590. * * 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)
  22591. * * 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)
  22592. * @returns the VertexData of the cylinder, cone or prism
  22593. */
  22594. static CreateCylinder(options: {
  22595. height?: number;
  22596. diameterTop?: number;
  22597. diameterBottom?: number;
  22598. diameter?: number;
  22599. tessellation?: number;
  22600. subdivisions?: number;
  22601. arc?: number;
  22602. faceColors?: Color4[];
  22603. faceUV?: Vector4[];
  22604. hasRings?: boolean;
  22605. enclose?: boolean;
  22606. sideOrientation?: number;
  22607. frontUVs?: Vector4;
  22608. backUVs?: Vector4;
  22609. }): VertexData;
  22610. /**
  22611. * Creates the VertexData for a torus
  22612. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22613. * * diameter the diameter of the torus, optional default 1
  22614. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22615. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22616. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22617. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22618. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22619. * @returns the VertexData of the torus
  22620. */
  22621. static CreateTorus(options: {
  22622. diameter?: number;
  22623. thickness?: number;
  22624. tessellation?: number;
  22625. sideOrientation?: number;
  22626. frontUVs?: Vector4;
  22627. backUVs?: Vector4;
  22628. }): VertexData;
  22629. /**
  22630. * Creates the VertexData of the LineSystem
  22631. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22632. * - lines an array of lines, each line being an array of successive Vector3
  22633. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22634. * @returns the VertexData of the LineSystem
  22635. */
  22636. static CreateLineSystem(options: {
  22637. lines: Vector3[][];
  22638. colors?: Nullable<Color4[][]>;
  22639. }): VertexData;
  22640. /**
  22641. * Create the VertexData for a DashedLines
  22642. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22643. * - points an array successive Vector3
  22644. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22645. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22646. * - dashNb the intended total number of dashes, optional, default 200
  22647. * @returns the VertexData for the DashedLines
  22648. */
  22649. static CreateDashedLines(options: {
  22650. points: Vector3[];
  22651. dashSize?: number;
  22652. gapSize?: number;
  22653. dashNb?: number;
  22654. }): VertexData;
  22655. /**
  22656. * Creates the VertexData for a Ground
  22657. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22658. * - width the width (x direction) of the ground, optional, default 1
  22659. * - height the height (z direction) of the ground, optional, default 1
  22660. * - subdivisions the number of subdivisions per side, optional, default 1
  22661. * @returns the VertexData of the Ground
  22662. */
  22663. static CreateGround(options: {
  22664. width?: number;
  22665. height?: number;
  22666. subdivisions?: number;
  22667. subdivisionsX?: number;
  22668. subdivisionsY?: number;
  22669. }): VertexData;
  22670. /**
  22671. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22672. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22673. * * xmin the ground minimum X coordinate, optional, default -1
  22674. * * zmin the ground minimum Z coordinate, optional, default -1
  22675. * * xmax the ground maximum X coordinate, optional, default 1
  22676. * * zmax the ground maximum Z coordinate, optional, default 1
  22677. * * 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}
  22678. * * 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}
  22679. * @returns the VertexData of the TiledGround
  22680. */
  22681. static CreateTiledGround(options: {
  22682. xmin: number;
  22683. zmin: number;
  22684. xmax: number;
  22685. zmax: number;
  22686. subdivisions?: {
  22687. w: number;
  22688. h: number;
  22689. };
  22690. precision?: {
  22691. w: number;
  22692. h: number;
  22693. };
  22694. }): VertexData;
  22695. /**
  22696. * Creates the VertexData of the Ground designed from a heightmap
  22697. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22698. * * width the width (x direction) of the ground
  22699. * * height the height (z direction) of the ground
  22700. * * subdivisions the number of subdivisions per side
  22701. * * minHeight the minimum altitude on the ground, optional, default 0
  22702. * * maxHeight the maximum altitude on the ground, optional default 1
  22703. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22704. * * buffer the array holding the image color data
  22705. * * bufferWidth the width of image
  22706. * * bufferHeight the height of image
  22707. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22708. * @returns the VertexData of the Ground designed from a heightmap
  22709. */
  22710. static CreateGroundFromHeightMap(options: {
  22711. width: number;
  22712. height: number;
  22713. subdivisions: number;
  22714. minHeight: number;
  22715. maxHeight: number;
  22716. colorFilter: Color3;
  22717. buffer: Uint8Array;
  22718. bufferWidth: number;
  22719. bufferHeight: number;
  22720. alphaFilter: number;
  22721. }): VertexData;
  22722. /**
  22723. * Creates the VertexData for a Plane
  22724. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22725. * * size sets the width and height of the plane to the value of size, optional default 1
  22726. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22727. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22728. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22729. * * 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)
  22730. * * 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)
  22731. * @returns the VertexData of the box
  22732. */
  22733. static CreatePlane(options: {
  22734. size?: number;
  22735. width?: number;
  22736. height?: number;
  22737. sideOrientation?: number;
  22738. frontUVs?: Vector4;
  22739. backUVs?: Vector4;
  22740. }): VertexData;
  22741. /**
  22742. * Creates the VertexData of the Disc or regular Polygon
  22743. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22744. * * radius the radius of the disc, optional default 0.5
  22745. * * tessellation the number of polygon sides, optional, default 64
  22746. * * 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
  22747. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22748. * * 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)
  22749. * * 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)
  22750. * @returns the VertexData of the box
  22751. */
  22752. static CreateDisc(options: {
  22753. radius?: number;
  22754. tessellation?: number;
  22755. arc?: number;
  22756. sideOrientation?: number;
  22757. frontUVs?: Vector4;
  22758. backUVs?: Vector4;
  22759. }): VertexData;
  22760. /**
  22761. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22762. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22763. * @param polygon a mesh built from polygonTriangulation.build()
  22764. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22765. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22766. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22767. * @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)
  22768. * @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)
  22769. * @returns the VertexData of the Polygon
  22770. */
  22771. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22772. /**
  22773. * Creates the VertexData of the IcoSphere
  22774. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22775. * * radius the radius of the IcoSphere, optional default 1
  22776. * * radiusX allows stretching in the x direction, optional, default radius
  22777. * * radiusY allows stretching in the y direction, optional, default radius
  22778. * * radiusZ allows stretching in the z direction, optional, default radius
  22779. * * flat when true creates a flat shaded mesh, optional, default true
  22780. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22781. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22782. * * 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)
  22783. * * 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)
  22784. * @returns the VertexData of the IcoSphere
  22785. */
  22786. static CreateIcoSphere(options: {
  22787. radius?: number;
  22788. radiusX?: number;
  22789. radiusY?: number;
  22790. radiusZ?: number;
  22791. flat?: boolean;
  22792. subdivisions?: number;
  22793. sideOrientation?: number;
  22794. frontUVs?: Vector4;
  22795. backUVs?: Vector4;
  22796. }): VertexData;
  22797. /**
  22798. * Creates the VertexData for a Polyhedron
  22799. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22800. * * type provided types are:
  22801. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22802. * * 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)
  22803. * * size the size of the IcoSphere, optional default 1
  22804. * * sizeX allows stretching in the x direction, optional, default size
  22805. * * sizeY allows stretching in the y direction, optional, default size
  22806. * * sizeZ allows stretching in the z direction, optional, default size
  22807. * * 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
  22808. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22809. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22810. * * flat when true creates a flat shaded mesh, optional, default true
  22811. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22812. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22813. * * 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)
  22814. * * 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)
  22815. * @returns the VertexData of the Polyhedron
  22816. */
  22817. static CreatePolyhedron(options: {
  22818. type?: number;
  22819. size?: number;
  22820. sizeX?: number;
  22821. sizeY?: number;
  22822. sizeZ?: number;
  22823. custom?: any;
  22824. faceUV?: Vector4[];
  22825. faceColors?: Color4[];
  22826. flat?: boolean;
  22827. sideOrientation?: number;
  22828. frontUVs?: Vector4;
  22829. backUVs?: Vector4;
  22830. }): VertexData;
  22831. /**
  22832. * Creates the VertexData for a TorusKnot
  22833. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22834. * * radius the radius of the torus knot, optional, default 2
  22835. * * tube the thickness of the tube, optional, default 0.5
  22836. * * radialSegments the number of sides on each tube segments, optional, default 32
  22837. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22838. * * p the number of windings around the z axis, optional, default 2
  22839. * * q the number of windings around the x axis, optional, default 3
  22840. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22841. * * 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)
  22842. * * 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)
  22843. * @returns the VertexData of the Torus Knot
  22844. */
  22845. static CreateTorusKnot(options: {
  22846. radius?: number;
  22847. tube?: number;
  22848. radialSegments?: number;
  22849. tubularSegments?: number;
  22850. p?: number;
  22851. q?: number;
  22852. sideOrientation?: number;
  22853. frontUVs?: Vector4;
  22854. backUVs?: Vector4;
  22855. }): VertexData;
  22856. /**
  22857. * Compute normals for given positions and indices
  22858. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22859. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22860. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22861. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22862. * * facetNormals : optional array of facet normals (vector3)
  22863. * * facetPositions : optional array of facet positions (vector3)
  22864. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22865. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22866. * * bInfo : optional bounding info, required for facetPartitioning computation
  22867. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22868. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22869. * * useRightHandedSystem: optional boolean to for right handed system computation
  22870. * * depthSort : optional boolean to enable the facet depth sort computation
  22871. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22872. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22873. */
  22874. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22875. facetNormals?: any;
  22876. facetPositions?: any;
  22877. facetPartitioning?: any;
  22878. ratio?: number;
  22879. bInfo?: any;
  22880. bbSize?: Vector3;
  22881. subDiv?: any;
  22882. useRightHandedSystem?: boolean;
  22883. depthSort?: boolean;
  22884. distanceTo?: Vector3;
  22885. depthSortedFacets?: any;
  22886. }): void;
  22887. /** @hidden */
  22888. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22889. /**
  22890. * Applies VertexData created from the imported parameters to the geometry
  22891. * @param parsedVertexData the parsed data from an imported file
  22892. * @param geometry the geometry to apply the VertexData to
  22893. */
  22894. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22895. }
  22896. }
  22897. declare module "babylonjs/Morph/morphTarget" {
  22898. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22899. import { Observable } from "babylonjs/Misc/observable";
  22900. import { Nullable, FloatArray } from "babylonjs/types";
  22901. import { Scene } from "babylonjs/scene";
  22902. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22903. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22904. /**
  22905. * Defines a target to use with MorphTargetManager
  22906. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22907. */
  22908. export class MorphTarget implements IAnimatable {
  22909. /** defines the name of the target */
  22910. name: string;
  22911. /**
  22912. * Gets or sets the list of animations
  22913. */
  22914. animations: import("babylonjs/Animations/animation").Animation[];
  22915. private _scene;
  22916. private _positions;
  22917. private _normals;
  22918. private _tangents;
  22919. private _uvs;
  22920. private _influence;
  22921. private _uniqueId;
  22922. /**
  22923. * Observable raised when the influence changes
  22924. */
  22925. onInfluenceChanged: Observable<boolean>;
  22926. /** @hidden */
  22927. _onDataLayoutChanged: Observable<void>;
  22928. /**
  22929. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22930. */
  22931. influence: number;
  22932. /**
  22933. * Gets or sets the id of the morph Target
  22934. */
  22935. id: string;
  22936. private _animationPropertiesOverride;
  22937. /**
  22938. * Gets or sets the animation properties override
  22939. */
  22940. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22941. /**
  22942. * Creates a new MorphTarget
  22943. * @param name defines the name of the target
  22944. * @param influence defines the influence to use
  22945. * @param scene defines the scene the morphtarget belongs to
  22946. */
  22947. constructor(
  22948. /** defines the name of the target */
  22949. name: string, influence?: number, scene?: Nullable<Scene>);
  22950. /**
  22951. * Gets the unique ID of this manager
  22952. */
  22953. readonly uniqueId: number;
  22954. /**
  22955. * Gets a boolean defining if the target contains position data
  22956. */
  22957. readonly hasPositions: boolean;
  22958. /**
  22959. * Gets a boolean defining if the target contains normal data
  22960. */
  22961. readonly hasNormals: boolean;
  22962. /**
  22963. * Gets a boolean defining if the target contains tangent data
  22964. */
  22965. readonly hasTangents: boolean;
  22966. /**
  22967. * Gets a boolean defining if the target contains texture coordinates data
  22968. */
  22969. readonly hasUVs: boolean;
  22970. /**
  22971. * Affects position data to this target
  22972. * @param data defines the position data to use
  22973. */
  22974. setPositions(data: Nullable<FloatArray>): void;
  22975. /**
  22976. * Gets the position data stored in this target
  22977. * @returns a FloatArray containing the position data (or null if not present)
  22978. */
  22979. getPositions(): Nullable<FloatArray>;
  22980. /**
  22981. * Affects normal data to this target
  22982. * @param data defines the normal data to use
  22983. */
  22984. setNormals(data: Nullable<FloatArray>): void;
  22985. /**
  22986. * Gets the normal data stored in this target
  22987. * @returns a FloatArray containing the normal data (or null if not present)
  22988. */
  22989. getNormals(): Nullable<FloatArray>;
  22990. /**
  22991. * Affects tangent data to this target
  22992. * @param data defines the tangent data to use
  22993. */
  22994. setTangents(data: Nullable<FloatArray>): void;
  22995. /**
  22996. * Gets the tangent data stored in this target
  22997. * @returns a FloatArray containing the tangent data (or null if not present)
  22998. */
  22999. getTangents(): Nullable<FloatArray>;
  23000. /**
  23001. * Affects texture coordinates data to this target
  23002. * @param data defines the texture coordinates data to use
  23003. */
  23004. setUVs(data: Nullable<FloatArray>): void;
  23005. /**
  23006. * Gets the texture coordinates data stored in this target
  23007. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  23008. */
  23009. getUVs(): Nullable<FloatArray>;
  23010. /**
  23011. * Clone the current target
  23012. * @returns a new MorphTarget
  23013. */
  23014. clone(): MorphTarget;
  23015. /**
  23016. * Serializes the current target into a Serialization object
  23017. * @returns the serialized object
  23018. */
  23019. serialize(): any;
  23020. /**
  23021. * Returns the string "MorphTarget"
  23022. * @returns "MorphTarget"
  23023. */
  23024. getClassName(): string;
  23025. /**
  23026. * Creates a new target from serialized data
  23027. * @param serializationObject defines the serialized data to use
  23028. * @returns a new MorphTarget
  23029. */
  23030. static Parse(serializationObject: any): MorphTarget;
  23031. /**
  23032. * Creates a MorphTarget from mesh data
  23033. * @param mesh defines the source mesh
  23034. * @param name defines the name to use for the new target
  23035. * @param influence defines the influence to attach to the target
  23036. * @returns a new MorphTarget
  23037. */
  23038. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  23039. }
  23040. }
  23041. declare module "babylonjs/Morph/morphTargetManager" {
  23042. import { Nullable } from "babylonjs/types";
  23043. import { Scene } from "babylonjs/scene";
  23044. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  23045. /**
  23046. * This class is used to deform meshes using morphing between different targets
  23047. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23048. */
  23049. export class MorphTargetManager {
  23050. private _targets;
  23051. private _targetInfluenceChangedObservers;
  23052. private _targetDataLayoutChangedObservers;
  23053. private _activeTargets;
  23054. private _scene;
  23055. private _influences;
  23056. private _supportsNormals;
  23057. private _supportsTangents;
  23058. private _supportsUVs;
  23059. private _vertexCount;
  23060. private _uniqueId;
  23061. private _tempInfluences;
  23062. /**
  23063. * Gets or sets a boolean indicating if normals must be morphed
  23064. */
  23065. enableNormalMorphing: boolean;
  23066. /**
  23067. * Gets or sets a boolean indicating if tangents must be morphed
  23068. */
  23069. enableTangentMorphing: boolean;
  23070. /**
  23071. * Gets or sets a boolean indicating if UV must be morphed
  23072. */
  23073. enableUVMorphing: boolean;
  23074. /**
  23075. * Creates a new MorphTargetManager
  23076. * @param scene defines the current scene
  23077. */
  23078. constructor(scene?: Nullable<Scene>);
  23079. /**
  23080. * Gets the unique ID of this manager
  23081. */
  23082. readonly uniqueId: number;
  23083. /**
  23084. * Gets the number of vertices handled by this manager
  23085. */
  23086. readonly vertexCount: number;
  23087. /**
  23088. * Gets a boolean indicating if this manager supports morphing of normals
  23089. */
  23090. readonly supportsNormals: boolean;
  23091. /**
  23092. * Gets a boolean indicating if this manager supports morphing of tangents
  23093. */
  23094. readonly supportsTangents: boolean;
  23095. /**
  23096. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  23097. */
  23098. readonly supportsUVs: boolean;
  23099. /**
  23100. * Gets the number of targets stored in this manager
  23101. */
  23102. readonly numTargets: number;
  23103. /**
  23104. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23105. */
  23106. readonly numInfluencers: number;
  23107. /**
  23108. * Gets the list of influences (one per target)
  23109. */
  23110. readonly influences: Float32Array;
  23111. /**
  23112. * Gets the active target at specified index. An active target is a target with an influence > 0
  23113. * @param index defines the index to check
  23114. * @returns the requested target
  23115. */
  23116. getActiveTarget(index: number): MorphTarget;
  23117. /**
  23118. * Gets the target at specified index
  23119. * @param index defines the index to check
  23120. * @returns the requested target
  23121. */
  23122. getTarget(index: number): MorphTarget;
  23123. /**
  23124. * Add a new target to this manager
  23125. * @param target defines the target to add
  23126. */
  23127. addTarget(target: MorphTarget): void;
  23128. /**
  23129. * Removes a target from the manager
  23130. * @param target defines the target to remove
  23131. */
  23132. removeTarget(target: MorphTarget): void;
  23133. /**
  23134. * Clone the current manager
  23135. * @returns a new MorphTargetManager
  23136. */
  23137. clone(): MorphTargetManager;
  23138. /**
  23139. * Serializes the current manager into a Serialization object
  23140. * @returns the serialized object
  23141. */
  23142. serialize(): any;
  23143. private _syncActiveTargets;
  23144. /**
  23145. * Syncrhonize the targets with all the meshes using this morph target manager
  23146. */
  23147. synchronize(): void;
  23148. /**
  23149. * Creates a new MorphTargetManager from serialized data
  23150. * @param serializationObject defines the serialized data
  23151. * @param scene defines the hosting scene
  23152. * @returns the new MorphTargetManager
  23153. */
  23154. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23155. }
  23156. }
  23157. declare module "babylonjs/Meshes/meshLODLevel" {
  23158. import { Mesh } from "babylonjs/Meshes/mesh";
  23159. import { Nullable } from "babylonjs/types";
  23160. /**
  23161. * Class used to represent a specific level of detail of a mesh
  23162. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23163. */
  23164. export class MeshLODLevel {
  23165. /** Defines the distance where this level should start being displayed */
  23166. distance: number;
  23167. /** Defines the mesh to use to render this level */
  23168. mesh: Nullable<Mesh>;
  23169. /**
  23170. * Creates a new LOD level
  23171. * @param distance defines the distance where this level should star being displayed
  23172. * @param mesh defines the mesh to use to render this level
  23173. */
  23174. constructor(
  23175. /** Defines the distance where this level should start being displayed */
  23176. distance: number,
  23177. /** Defines the mesh to use to render this level */
  23178. mesh: Nullable<Mesh>);
  23179. }
  23180. }
  23181. declare module "babylonjs/Meshes/groundMesh" {
  23182. import { Scene } from "babylonjs/scene";
  23183. import { Vector3 } from "babylonjs/Maths/math.vector";
  23184. import { Mesh } from "babylonjs/Meshes/mesh";
  23185. /**
  23186. * Mesh representing the gorund
  23187. */
  23188. export class GroundMesh extends Mesh {
  23189. /** If octree should be generated */
  23190. generateOctree: boolean;
  23191. private _heightQuads;
  23192. /** @hidden */
  23193. _subdivisionsX: number;
  23194. /** @hidden */
  23195. _subdivisionsY: number;
  23196. /** @hidden */
  23197. _width: number;
  23198. /** @hidden */
  23199. _height: number;
  23200. /** @hidden */
  23201. _minX: number;
  23202. /** @hidden */
  23203. _maxX: number;
  23204. /** @hidden */
  23205. _minZ: number;
  23206. /** @hidden */
  23207. _maxZ: number;
  23208. constructor(name: string, scene: Scene);
  23209. /**
  23210. * "GroundMesh"
  23211. * @returns "GroundMesh"
  23212. */
  23213. getClassName(): string;
  23214. /**
  23215. * The minimum of x and y subdivisions
  23216. */
  23217. readonly subdivisions: number;
  23218. /**
  23219. * X subdivisions
  23220. */
  23221. readonly subdivisionsX: number;
  23222. /**
  23223. * Y subdivisions
  23224. */
  23225. readonly subdivisionsY: number;
  23226. /**
  23227. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23228. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23229. * @param chunksCount the number of subdivisions for x and y
  23230. * @param octreeBlocksSize (Default: 32)
  23231. */
  23232. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23233. /**
  23234. * Returns a height (y) value in the Worl system :
  23235. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23236. * @param x x coordinate
  23237. * @param z z coordinate
  23238. * @returns the ground y position if (x, z) are outside the ground surface.
  23239. */
  23240. getHeightAtCoordinates(x: number, z: number): number;
  23241. /**
  23242. * Returns a normalized vector (Vector3) orthogonal to the ground
  23243. * at the ground coordinates (x, z) expressed in the World system.
  23244. * @param x x coordinate
  23245. * @param z z coordinate
  23246. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23247. */
  23248. getNormalAtCoordinates(x: number, z: number): Vector3;
  23249. /**
  23250. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23251. * at the ground coordinates (x, z) expressed in the World system.
  23252. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23253. * @param x x coordinate
  23254. * @param z z coordinate
  23255. * @param ref vector to store the result
  23256. * @returns the GroundMesh.
  23257. */
  23258. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23259. /**
  23260. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23261. * if the ground has been updated.
  23262. * This can be used in the render loop.
  23263. * @returns the GroundMesh.
  23264. */
  23265. updateCoordinateHeights(): GroundMesh;
  23266. private _getFacetAt;
  23267. private _initHeightQuads;
  23268. private _computeHeightQuads;
  23269. /**
  23270. * Serializes this ground mesh
  23271. * @param serializationObject object to write serialization to
  23272. */
  23273. serialize(serializationObject: any): void;
  23274. /**
  23275. * Parses a serialized ground mesh
  23276. * @param parsedMesh the serialized mesh
  23277. * @param scene the scene to create the ground mesh in
  23278. * @returns the created ground mesh
  23279. */
  23280. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23281. }
  23282. }
  23283. declare module "babylonjs/Physics/physicsJoint" {
  23284. import { Vector3 } from "babylonjs/Maths/math.vector";
  23285. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23286. /**
  23287. * Interface for Physics-Joint data
  23288. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23289. */
  23290. export interface PhysicsJointData {
  23291. /**
  23292. * The main pivot of the joint
  23293. */
  23294. mainPivot?: Vector3;
  23295. /**
  23296. * The connected pivot of the joint
  23297. */
  23298. connectedPivot?: Vector3;
  23299. /**
  23300. * The main axis of the joint
  23301. */
  23302. mainAxis?: Vector3;
  23303. /**
  23304. * The connected axis of the joint
  23305. */
  23306. connectedAxis?: Vector3;
  23307. /**
  23308. * The collision of the joint
  23309. */
  23310. collision?: boolean;
  23311. /**
  23312. * Native Oimo/Cannon/Energy data
  23313. */
  23314. nativeParams?: any;
  23315. }
  23316. /**
  23317. * This is a holder class for the physics joint created by the physics plugin
  23318. * It holds a set of functions to control the underlying joint
  23319. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23320. */
  23321. export class PhysicsJoint {
  23322. /**
  23323. * The type of the physics joint
  23324. */
  23325. type: number;
  23326. /**
  23327. * The data for the physics joint
  23328. */
  23329. jointData: PhysicsJointData;
  23330. private _physicsJoint;
  23331. protected _physicsPlugin: IPhysicsEnginePlugin;
  23332. /**
  23333. * Initializes the physics joint
  23334. * @param type The type of the physics joint
  23335. * @param jointData The data for the physics joint
  23336. */
  23337. constructor(
  23338. /**
  23339. * The type of the physics joint
  23340. */
  23341. type: number,
  23342. /**
  23343. * The data for the physics joint
  23344. */
  23345. jointData: PhysicsJointData);
  23346. /**
  23347. * Gets the physics joint
  23348. */
  23349. /**
  23350. * Sets the physics joint
  23351. */
  23352. physicsJoint: any;
  23353. /**
  23354. * Sets the physics plugin
  23355. */
  23356. physicsPlugin: IPhysicsEnginePlugin;
  23357. /**
  23358. * Execute a function that is physics-plugin specific.
  23359. * @param {Function} func the function that will be executed.
  23360. * It accepts two parameters: the physics world and the physics joint
  23361. */
  23362. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23363. /**
  23364. * Distance-Joint type
  23365. */
  23366. static DistanceJoint: number;
  23367. /**
  23368. * Hinge-Joint type
  23369. */
  23370. static HingeJoint: number;
  23371. /**
  23372. * Ball-and-Socket joint type
  23373. */
  23374. static BallAndSocketJoint: number;
  23375. /**
  23376. * Wheel-Joint type
  23377. */
  23378. static WheelJoint: number;
  23379. /**
  23380. * Slider-Joint type
  23381. */
  23382. static SliderJoint: number;
  23383. /**
  23384. * Prismatic-Joint type
  23385. */
  23386. static PrismaticJoint: number;
  23387. /**
  23388. * Universal-Joint type
  23389. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23390. */
  23391. static UniversalJoint: number;
  23392. /**
  23393. * Hinge-Joint 2 type
  23394. */
  23395. static Hinge2Joint: number;
  23396. /**
  23397. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23398. */
  23399. static PointToPointJoint: number;
  23400. /**
  23401. * Spring-Joint type
  23402. */
  23403. static SpringJoint: number;
  23404. /**
  23405. * Lock-Joint type
  23406. */
  23407. static LockJoint: number;
  23408. }
  23409. /**
  23410. * A class representing a physics distance joint
  23411. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23412. */
  23413. export class DistanceJoint extends PhysicsJoint {
  23414. /**
  23415. *
  23416. * @param jointData The data for the Distance-Joint
  23417. */
  23418. constructor(jointData: DistanceJointData);
  23419. /**
  23420. * Update the predefined distance.
  23421. * @param maxDistance The maximum preferred distance
  23422. * @param minDistance The minimum preferred distance
  23423. */
  23424. updateDistance(maxDistance: number, minDistance?: number): void;
  23425. }
  23426. /**
  23427. * Represents a Motor-Enabled Joint
  23428. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23429. */
  23430. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23431. /**
  23432. * Initializes the Motor-Enabled Joint
  23433. * @param type The type of the joint
  23434. * @param jointData The physica joint data for the joint
  23435. */
  23436. constructor(type: number, jointData: PhysicsJointData);
  23437. /**
  23438. * Set the motor values.
  23439. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23440. * @param force the force to apply
  23441. * @param maxForce max force for this motor.
  23442. */
  23443. setMotor(force?: number, maxForce?: number): void;
  23444. /**
  23445. * Set the motor's limits.
  23446. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23447. * @param upperLimit The upper limit of the motor
  23448. * @param lowerLimit The lower limit of the motor
  23449. */
  23450. setLimit(upperLimit: number, lowerLimit?: number): void;
  23451. }
  23452. /**
  23453. * This class represents a single physics Hinge-Joint
  23454. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23455. */
  23456. export class HingeJoint extends MotorEnabledJoint {
  23457. /**
  23458. * Initializes the Hinge-Joint
  23459. * @param jointData The joint data for the Hinge-Joint
  23460. */
  23461. constructor(jointData: PhysicsJointData);
  23462. /**
  23463. * Set the motor values.
  23464. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23465. * @param {number} force the force to apply
  23466. * @param {number} maxForce max force for this motor.
  23467. */
  23468. setMotor(force?: number, maxForce?: number): void;
  23469. /**
  23470. * Set the motor's limits.
  23471. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23472. * @param upperLimit The upper limit of the motor
  23473. * @param lowerLimit The lower limit of the motor
  23474. */
  23475. setLimit(upperLimit: number, lowerLimit?: number): void;
  23476. }
  23477. /**
  23478. * This class represents a dual hinge physics joint (same as wheel joint)
  23479. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23480. */
  23481. export class Hinge2Joint extends MotorEnabledJoint {
  23482. /**
  23483. * Initializes the Hinge2-Joint
  23484. * @param jointData The joint data for the Hinge2-Joint
  23485. */
  23486. constructor(jointData: PhysicsJointData);
  23487. /**
  23488. * Set the motor values.
  23489. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23490. * @param {number} targetSpeed the speed the motor is to reach
  23491. * @param {number} maxForce max force for this motor.
  23492. * @param {motorIndex} the motor's index, 0 or 1.
  23493. */
  23494. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23495. /**
  23496. * Set the motor limits.
  23497. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23498. * @param {number} upperLimit the upper limit
  23499. * @param {number} lowerLimit lower limit
  23500. * @param {motorIndex} the motor's index, 0 or 1.
  23501. */
  23502. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23503. }
  23504. /**
  23505. * Interface for a motor enabled joint
  23506. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23507. */
  23508. export interface IMotorEnabledJoint {
  23509. /**
  23510. * Physics joint
  23511. */
  23512. physicsJoint: any;
  23513. /**
  23514. * Sets the motor of the motor-enabled joint
  23515. * @param force The force of the motor
  23516. * @param maxForce The maximum force of the motor
  23517. * @param motorIndex The index of the motor
  23518. */
  23519. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23520. /**
  23521. * Sets the limit of the motor
  23522. * @param upperLimit The upper limit of the motor
  23523. * @param lowerLimit The lower limit of the motor
  23524. * @param motorIndex The index of the motor
  23525. */
  23526. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23527. }
  23528. /**
  23529. * Joint data for a Distance-Joint
  23530. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23531. */
  23532. export interface DistanceJointData extends PhysicsJointData {
  23533. /**
  23534. * Max distance the 2 joint objects can be apart
  23535. */
  23536. maxDistance: number;
  23537. }
  23538. /**
  23539. * Joint data from a spring joint
  23540. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23541. */
  23542. export interface SpringJointData extends PhysicsJointData {
  23543. /**
  23544. * Length of the spring
  23545. */
  23546. length: number;
  23547. /**
  23548. * Stiffness of the spring
  23549. */
  23550. stiffness: number;
  23551. /**
  23552. * Damping of the spring
  23553. */
  23554. damping: number;
  23555. /** this callback will be called when applying the force to the impostors. */
  23556. forceApplicationCallback: () => void;
  23557. }
  23558. }
  23559. declare module "babylonjs/Physics/physicsRaycastResult" {
  23560. import { Vector3 } from "babylonjs/Maths/math.vector";
  23561. /**
  23562. * Holds the data for the raycast result
  23563. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23564. */
  23565. export class PhysicsRaycastResult {
  23566. private _hasHit;
  23567. private _hitDistance;
  23568. private _hitNormalWorld;
  23569. private _hitPointWorld;
  23570. private _rayFromWorld;
  23571. private _rayToWorld;
  23572. /**
  23573. * Gets if there was a hit
  23574. */
  23575. readonly hasHit: boolean;
  23576. /**
  23577. * Gets the distance from the hit
  23578. */
  23579. readonly hitDistance: number;
  23580. /**
  23581. * Gets the hit normal/direction in the world
  23582. */
  23583. readonly hitNormalWorld: Vector3;
  23584. /**
  23585. * Gets the hit point in the world
  23586. */
  23587. readonly hitPointWorld: Vector3;
  23588. /**
  23589. * Gets the ray "start point" of the ray in the world
  23590. */
  23591. readonly rayFromWorld: Vector3;
  23592. /**
  23593. * Gets the ray "end point" of the ray in the world
  23594. */
  23595. readonly rayToWorld: Vector3;
  23596. /**
  23597. * Sets the hit data (normal & point in world space)
  23598. * @param hitNormalWorld defines the normal in world space
  23599. * @param hitPointWorld defines the point in world space
  23600. */
  23601. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23602. /**
  23603. * Sets the distance from the start point to the hit point
  23604. * @param distance
  23605. */
  23606. setHitDistance(distance: number): void;
  23607. /**
  23608. * Calculates the distance manually
  23609. */
  23610. calculateHitDistance(): void;
  23611. /**
  23612. * Resets all the values to default
  23613. * @param from The from point on world space
  23614. * @param to The to point on world space
  23615. */
  23616. reset(from?: Vector3, to?: Vector3): void;
  23617. }
  23618. /**
  23619. * Interface for the size containing width and height
  23620. */
  23621. interface IXYZ {
  23622. /**
  23623. * X
  23624. */
  23625. x: number;
  23626. /**
  23627. * Y
  23628. */
  23629. y: number;
  23630. /**
  23631. * Z
  23632. */
  23633. z: number;
  23634. }
  23635. }
  23636. declare module "babylonjs/Physics/IPhysicsEngine" {
  23637. import { Nullable } from "babylonjs/types";
  23638. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23639. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23640. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23641. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23642. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23643. /**
  23644. * Interface used to describe a physics joint
  23645. */
  23646. export interface PhysicsImpostorJoint {
  23647. /** Defines the main impostor to which the joint is linked */
  23648. mainImpostor: PhysicsImpostor;
  23649. /** Defines the impostor that is connected to the main impostor using this joint */
  23650. connectedImpostor: PhysicsImpostor;
  23651. /** Defines the joint itself */
  23652. joint: PhysicsJoint;
  23653. }
  23654. /** @hidden */
  23655. export interface IPhysicsEnginePlugin {
  23656. world: any;
  23657. name: string;
  23658. setGravity(gravity: Vector3): void;
  23659. setTimeStep(timeStep: number): void;
  23660. getTimeStep(): number;
  23661. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23662. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23663. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23664. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23665. removePhysicsBody(impostor: PhysicsImpostor): void;
  23666. generateJoint(joint: PhysicsImpostorJoint): void;
  23667. removeJoint(joint: PhysicsImpostorJoint): void;
  23668. isSupported(): boolean;
  23669. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23670. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23671. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23672. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23673. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23674. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23675. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23676. getBodyMass(impostor: PhysicsImpostor): number;
  23677. getBodyFriction(impostor: PhysicsImpostor): number;
  23678. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23679. getBodyRestitution(impostor: PhysicsImpostor): number;
  23680. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23681. getBodyPressure?(impostor: PhysicsImpostor): number;
  23682. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23683. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23684. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23685. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23686. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23687. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23688. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23689. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23690. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23691. sleepBody(impostor: PhysicsImpostor): void;
  23692. wakeUpBody(impostor: PhysicsImpostor): void;
  23693. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23694. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23695. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23696. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23697. getRadius(impostor: PhysicsImpostor): number;
  23698. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23699. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23700. dispose(): void;
  23701. }
  23702. /**
  23703. * Interface used to define a physics engine
  23704. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23705. */
  23706. export interface IPhysicsEngine {
  23707. /**
  23708. * Gets the gravity vector used by the simulation
  23709. */
  23710. gravity: Vector3;
  23711. /**
  23712. * Sets the gravity vector used by the simulation
  23713. * @param gravity defines the gravity vector to use
  23714. */
  23715. setGravity(gravity: Vector3): void;
  23716. /**
  23717. * Set the time step of the physics engine.
  23718. * Default is 1/60.
  23719. * To slow it down, enter 1/600 for example.
  23720. * To speed it up, 1/30
  23721. * @param newTimeStep the new timestep to apply to this world.
  23722. */
  23723. setTimeStep(newTimeStep: number): void;
  23724. /**
  23725. * Get the time step of the physics engine.
  23726. * @returns the current time step
  23727. */
  23728. getTimeStep(): number;
  23729. /**
  23730. * Release all resources
  23731. */
  23732. dispose(): void;
  23733. /**
  23734. * Gets the name of the current physics plugin
  23735. * @returns the name of the plugin
  23736. */
  23737. getPhysicsPluginName(): string;
  23738. /**
  23739. * Adding a new impostor for the impostor tracking.
  23740. * This will be done by the impostor itself.
  23741. * @param impostor the impostor to add
  23742. */
  23743. addImpostor(impostor: PhysicsImpostor): void;
  23744. /**
  23745. * Remove an impostor from the engine.
  23746. * This impostor and its mesh will not longer be updated by the physics engine.
  23747. * @param impostor the impostor to remove
  23748. */
  23749. removeImpostor(impostor: PhysicsImpostor): void;
  23750. /**
  23751. * Add a joint to the physics engine
  23752. * @param mainImpostor defines the main impostor to which the joint is added.
  23753. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23754. * @param joint defines the joint that will connect both impostors.
  23755. */
  23756. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23757. /**
  23758. * Removes a joint from the simulation
  23759. * @param mainImpostor defines the impostor used with the joint
  23760. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23761. * @param joint defines the joint to remove
  23762. */
  23763. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23764. /**
  23765. * Gets the current plugin used to run the simulation
  23766. * @returns current plugin
  23767. */
  23768. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23769. /**
  23770. * Gets the list of physic impostors
  23771. * @returns an array of PhysicsImpostor
  23772. */
  23773. getImpostors(): Array<PhysicsImpostor>;
  23774. /**
  23775. * Gets the impostor for a physics enabled object
  23776. * @param object defines the object impersonated by the impostor
  23777. * @returns the PhysicsImpostor or null if not found
  23778. */
  23779. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23780. /**
  23781. * Gets the impostor for a physics body object
  23782. * @param body defines physics body used by the impostor
  23783. * @returns the PhysicsImpostor or null if not found
  23784. */
  23785. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23786. /**
  23787. * Does a raycast in the physics world
  23788. * @param from when should the ray start?
  23789. * @param to when should the ray end?
  23790. * @returns PhysicsRaycastResult
  23791. */
  23792. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23793. /**
  23794. * Called by the scene. No need to call it.
  23795. * @param delta defines the timespam between frames
  23796. */
  23797. _step(delta: number): void;
  23798. }
  23799. }
  23800. declare module "babylonjs/Physics/physicsImpostor" {
  23801. import { Nullable, IndicesArray } from "babylonjs/types";
  23802. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23803. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23804. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23805. import { Scene } from "babylonjs/scene";
  23806. import { Bone } from "babylonjs/Bones/bone";
  23807. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23808. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23809. import { Space } from "babylonjs/Maths/math.axis";
  23810. /**
  23811. * The interface for the physics imposter parameters
  23812. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23813. */
  23814. export interface PhysicsImpostorParameters {
  23815. /**
  23816. * The mass of the physics imposter
  23817. */
  23818. mass: number;
  23819. /**
  23820. * The friction of the physics imposter
  23821. */
  23822. friction?: number;
  23823. /**
  23824. * The coefficient of restitution of the physics imposter
  23825. */
  23826. restitution?: number;
  23827. /**
  23828. * The native options of the physics imposter
  23829. */
  23830. nativeOptions?: any;
  23831. /**
  23832. * Specifies if the parent should be ignored
  23833. */
  23834. ignoreParent?: boolean;
  23835. /**
  23836. * Specifies if bi-directional transformations should be disabled
  23837. */
  23838. disableBidirectionalTransformation?: boolean;
  23839. /**
  23840. * The pressure inside the physics imposter, soft object only
  23841. */
  23842. pressure?: number;
  23843. /**
  23844. * The stiffness the physics imposter, soft object only
  23845. */
  23846. stiffness?: number;
  23847. /**
  23848. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23849. */
  23850. velocityIterations?: number;
  23851. /**
  23852. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23853. */
  23854. positionIterations?: number;
  23855. /**
  23856. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23857. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23858. * Add to fix multiple points
  23859. */
  23860. fixedPoints?: number;
  23861. /**
  23862. * The collision margin around a soft object
  23863. */
  23864. margin?: number;
  23865. /**
  23866. * The collision margin around a soft object
  23867. */
  23868. damping?: number;
  23869. /**
  23870. * The path for a rope based on an extrusion
  23871. */
  23872. path?: any;
  23873. /**
  23874. * The shape of an extrusion used for a rope based on an extrusion
  23875. */
  23876. shape?: any;
  23877. }
  23878. /**
  23879. * Interface for a physics-enabled object
  23880. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23881. */
  23882. export interface IPhysicsEnabledObject {
  23883. /**
  23884. * The position of the physics-enabled object
  23885. */
  23886. position: Vector3;
  23887. /**
  23888. * The rotation of the physics-enabled object
  23889. */
  23890. rotationQuaternion: Nullable<Quaternion>;
  23891. /**
  23892. * The scale of the physics-enabled object
  23893. */
  23894. scaling: Vector3;
  23895. /**
  23896. * The rotation of the physics-enabled object
  23897. */
  23898. rotation?: Vector3;
  23899. /**
  23900. * The parent of the physics-enabled object
  23901. */
  23902. parent?: any;
  23903. /**
  23904. * The bounding info of the physics-enabled object
  23905. * @returns The bounding info of the physics-enabled object
  23906. */
  23907. getBoundingInfo(): BoundingInfo;
  23908. /**
  23909. * Computes the world matrix
  23910. * @param force Specifies if the world matrix should be computed by force
  23911. * @returns A world matrix
  23912. */
  23913. computeWorldMatrix(force: boolean): Matrix;
  23914. /**
  23915. * Gets the world matrix
  23916. * @returns A world matrix
  23917. */
  23918. getWorldMatrix?(): Matrix;
  23919. /**
  23920. * Gets the child meshes
  23921. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23922. * @returns An array of abstract meshes
  23923. */
  23924. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23925. /**
  23926. * Gets the vertex data
  23927. * @param kind The type of vertex data
  23928. * @returns A nullable array of numbers, or a float32 array
  23929. */
  23930. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23931. /**
  23932. * Gets the indices from the mesh
  23933. * @returns A nullable array of index arrays
  23934. */
  23935. getIndices?(): Nullable<IndicesArray>;
  23936. /**
  23937. * Gets the scene from the mesh
  23938. * @returns the indices array or null
  23939. */
  23940. getScene?(): Scene;
  23941. /**
  23942. * Gets the absolute position from the mesh
  23943. * @returns the absolute position
  23944. */
  23945. getAbsolutePosition(): Vector3;
  23946. /**
  23947. * Gets the absolute pivot point from the mesh
  23948. * @returns the absolute pivot point
  23949. */
  23950. getAbsolutePivotPoint(): Vector3;
  23951. /**
  23952. * Rotates the mesh
  23953. * @param axis The axis of rotation
  23954. * @param amount The amount of rotation
  23955. * @param space The space of the rotation
  23956. * @returns The rotation transform node
  23957. */
  23958. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23959. /**
  23960. * Translates the mesh
  23961. * @param axis The axis of translation
  23962. * @param distance The distance of translation
  23963. * @param space The space of the translation
  23964. * @returns The transform node
  23965. */
  23966. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23967. /**
  23968. * Sets the absolute position of the mesh
  23969. * @param absolutePosition The absolute position of the mesh
  23970. * @returns The transform node
  23971. */
  23972. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23973. /**
  23974. * Gets the class name of the mesh
  23975. * @returns The class name
  23976. */
  23977. getClassName(): string;
  23978. }
  23979. /**
  23980. * Represents a physics imposter
  23981. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23982. */
  23983. export class PhysicsImpostor {
  23984. /**
  23985. * The physics-enabled object used as the physics imposter
  23986. */
  23987. object: IPhysicsEnabledObject;
  23988. /**
  23989. * The type of the physics imposter
  23990. */
  23991. type: number;
  23992. private _options;
  23993. private _scene?;
  23994. /**
  23995. * The default object size of the imposter
  23996. */
  23997. static DEFAULT_OBJECT_SIZE: Vector3;
  23998. /**
  23999. * The identity quaternion of the imposter
  24000. */
  24001. static IDENTITY_QUATERNION: Quaternion;
  24002. /** @hidden */
  24003. _pluginData: any;
  24004. private _physicsEngine;
  24005. private _physicsBody;
  24006. private _bodyUpdateRequired;
  24007. private _onBeforePhysicsStepCallbacks;
  24008. private _onAfterPhysicsStepCallbacks;
  24009. /** @hidden */
  24010. _onPhysicsCollideCallbacks: Array<{
  24011. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  24012. otherImpostors: Array<PhysicsImpostor>;
  24013. }>;
  24014. private _deltaPosition;
  24015. private _deltaRotation;
  24016. private _deltaRotationConjugated;
  24017. /** @hidden */
  24018. _isFromLine: boolean;
  24019. private _parent;
  24020. private _isDisposed;
  24021. private static _tmpVecs;
  24022. private static _tmpQuat;
  24023. /**
  24024. * Specifies if the physics imposter is disposed
  24025. */
  24026. readonly isDisposed: boolean;
  24027. /**
  24028. * Gets the mass of the physics imposter
  24029. */
  24030. mass: number;
  24031. /**
  24032. * Gets the coefficient of friction
  24033. */
  24034. /**
  24035. * Sets the coefficient of friction
  24036. */
  24037. friction: number;
  24038. /**
  24039. * Gets the coefficient of restitution
  24040. */
  24041. /**
  24042. * Sets the coefficient of restitution
  24043. */
  24044. restitution: number;
  24045. /**
  24046. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  24047. */
  24048. /**
  24049. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  24050. */
  24051. pressure: number;
  24052. /**
  24053. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24054. */
  24055. /**
  24056. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24057. */
  24058. stiffness: number;
  24059. /**
  24060. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24061. */
  24062. /**
  24063. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24064. */
  24065. velocityIterations: number;
  24066. /**
  24067. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24068. */
  24069. /**
  24070. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24071. */
  24072. positionIterations: number;
  24073. /**
  24074. * The unique id of the physics imposter
  24075. * set by the physics engine when adding this impostor to the array
  24076. */
  24077. uniqueId: number;
  24078. /**
  24079. * @hidden
  24080. */
  24081. soft: boolean;
  24082. /**
  24083. * @hidden
  24084. */
  24085. segments: number;
  24086. private _joints;
  24087. /**
  24088. * Initializes the physics imposter
  24089. * @param object The physics-enabled object used as the physics imposter
  24090. * @param type The type of the physics imposter
  24091. * @param _options The options for the physics imposter
  24092. * @param _scene The Babylon scene
  24093. */
  24094. constructor(
  24095. /**
  24096. * The physics-enabled object used as the physics imposter
  24097. */
  24098. object: IPhysicsEnabledObject,
  24099. /**
  24100. * The type of the physics imposter
  24101. */
  24102. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24103. /**
  24104. * This function will completly initialize this impostor.
  24105. * It will create a new body - but only if this mesh has no parent.
  24106. * If it has, this impostor will not be used other than to define the impostor
  24107. * of the child mesh.
  24108. * @hidden
  24109. */
  24110. _init(): void;
  24111. private _getPhysicsParent;
  24112. /**
  24113. * Should a new body be generated.
  24114. * @returns boolean specifying if body initialization is required
  24115. */
  24116. isBodyInitRequired(): boolean;
  24117. /**
  24118. * Sets the updated scaling
  24119. * @param updated Specifies if the scaling is updated
  24120. */
  24121. setScalingUpdated(): void;
  24122. /**
  24123. * Force a regeneration of this or the parent's impostor's body.
  24124. * Use under cautious - This will remove all joints already implemented.
  24125. */
  24126. forceUpdate(): void;
  24127. /**
  24128. * Gets the body that holds this impostor. Either its own, or its parent.
  24129. */
  24130. /**
  24131. * Set the physics body. Used mainly by the physics engine/plugin
  24132. */
  24133. physicsBody: any;
  24134. /**
  24135. * Get the parent of the physics imposter
  24136. * @returns Physics imposter or null
  24137. */
  24138. /**
  24139. * Sets the parent of the physics imposter
  24140. */
  24141. parent: Nullable<PhysicsImpostor>;
  24142. /**
  24143. * Resets the update flags
  24144. */
  24145. resetUpdateFlags(): void;
  24146. /**
  24147. * Gets the object extend size
  24148. * @returns the object extend size
  24149. */
  24150. getObjectExtendSize(): Vector3;
  24151. /**
  24152. * Gets the object center
  24153. * @returns The object center
  24154. */
  24155. getObjectCenter(): Vector3;
  24156. /**
  24157. * Get a specific parametes from the options parameter
  24158. * @param paramName The object parameter name
  24159. * @returns The object parameter
  24160. */
  24161. getParam(paramName: string): any;
  24162. /**
  24163. * Sets a specific parameter in the options given to the physics plugin
  24164. * @param paramName The parameter name
  24165. * @param value The value of the parameter
  24166. */
  24167. setParam(paramName: string, value: number): void;
  24168. /**
  24169. * Specifically change the body's mass option. Won't recreate the physics body object
  24170. * @param mass The mass of the physics imposter
  24171. */
  24172. setMass(mass: number): void;
  24173. /**
  24174. * Gets the linear velocity
  24175. * @returns linear velocity or null
  24176. */
  24177. getLinearVelocity(): Nullable<Vector3>;
  24178. /**
  24179. * Sets the linear velocity
  24180. * @param velocity linear velocity or null
  24181. */
  24182. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24183. /**
  24184. * Gets the angular velocity
  24185. * @returns angular velocity or null
  24186. */
  24187. getAngularVelocity(): Nullable<Vector3>;
  24188. /**
  24189. * Sets the angular velocity
  24190. * @param velocity The velocity or null
  24191. */
  24192. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24193. /**
  24194. * Execute a function with the physics plugin native code
  24195. * Provide a function the will have two variables - the world object and the physics body object
  24196. * @param func The function to execute with the physics plugin native code
  24197. */
  24198. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24199. /**
  24200. * Register a function that will be executed before the physics world is stepping forward
  24201. * @param func The function to execute before the physics world is stepped forward
  24202. */
  24203. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24204. /**
  24205. * Unregister a function that will be executed before the physics world is stepping forward
  24206. * @param func The function to execute before the physics world is stepped forward
  24207. */
  24208. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24209. /**
  24210. * Register a function that will be executed after the physics step
  24211. * @param func The function to execute after physics step
  24212. */
  24213. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24214. /**
  24215. * Unregisters a function that will be executed after the physics step
  24216. * @param func The function to execute after physics step
  24217. */
  24218. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24219. /**
  24220. * register a function that will be executed when this impostor collides against a different body
  24221. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24222. * @param func Callback that is executed on collision
  24223. */
  24224. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24225. /**
  24226. * Unregisters the physics imposter on contact
  24227. * @param collideAgainst The physics object to collide against
  24228. * @param func Callback to execute on collision
  24229. */
  24230. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24231. private _tmpQuat;
  24232. private _tmpQuat2;
  24233. /**
  24234. * Get the parent rotation
  24235. * @returns The parent rotation
  24236. */
  24237. getParentsRotation(): Quaternion;
  24238. /**
  24239. * this function is executed by the physics engine.
  24240. */
  24241. beforeStep: () => void;
  24242. /**
  24243. * this function is executed by the physics engine
  24244. */
  24245. afterStep: () => void;
  24246. /**
  24247. * Legacy collision detection event support
  24248. */
  24249. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24250. /**
  24251. * event and body object due to cannon's event-based architecture.
  24252. */
  24253. onCollide: (e: {
  24254. body: any;
  24255. }) => void;
  24256. /**
  24257. * Apply a force
  24258. * @param force The force to apply
  24259. * @param contactPoint The contact point for the force
  24260. * @returns The physics imposter
  24261. */
  24262. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24263. /**
  24264. * Apply an impulse
  24265. * @param force The impulse force
  24266. * @param contactPoint The contact point for the impulse force
  24267. * @returns The physics imposter
  24268. */
  24269. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24270. /**
  24271. * A help function to create a joint
  24272. * @param otherImpostor A physics imposter used to create a joint
  24273. * @param jointType The type of joint
  24274. * @param jointData The data for the joint
  24275. * @returns The physics imposter
  24276. */
  24277. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24278. /**
  24279. * Add a joint to this impostor with a different impostor
  24280. * @param otherImpostor A physics imposter used to add a joint
  24281. * @param joint The joint to add
  24282. * @returns The physics imposter
  24283. */
  24284. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24285. /**
  24286. * Add an anchor to a cloth impostor
  24287. * @param otherImpostor rigid impostor to anchor to
  24288. * @param width ratio across width from 0 to 1
  24289. * @param height ratio up height from 0 to 1
  24290. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24291. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24292. * @returns impostor the soft imposter
  24293. */
  24294. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24295. /**
  24296. * Add a hook to a rope impostor
  24297. * @param otherImpostor rigid impostor to anchor to
  24298. * @param length ratio across rope from 0 to 1
  24299. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24300. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24301. * @returns impostor the rope imposter
  24302. */
  24303. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24304. /**
  24305. * Will keep this body still, in a sleep mode.
  24306. * @returns the physics imposter
  24307. */
  24308. sleep(): PhysicsImpostor;
  24309. /**
  24310. * Wake the body up.
  24311. * @returns The physics imposter
  24312. */
  24313. wakeUp(): PhysicsImpostor;
  24314. /**
  24315. * Clones the physics imposter
  24316. * @param newObject The physics imposter clones to this physics-enabled object
  24317. * @returns A nullable physics imposter
  24318. */
  24319. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24320. /**
  24321. * Disposes the physics imposter
  24322. */
  24323. dispose(): void;
  24324. /**
  24325. * Sets the delta position
  24326. * @param position The delta position amount
  24327. */
  24328. setDeltaPosition(position: Vector3): void;
  24329. /**
  24330. * Sets the delta rotation
  24331. * @param rotation The delta rotation amount
  24332. */
  24333. setDeltaRotation(rotation: Quaternion): void;
  24334. /**
  24335. * Gets the box size of the physics imposter and stores the result in the input parameter
  24336. * @param result Stores the box size
  24337. * @returns The physics imposter
  24338. */
  24339. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24340. /**
  24341. * Gets the radius of the physics imposter
  24342. * @returns Radius of the physics imposter
  24343. */
  24344. getRadius(): number;
  24345. /**
  24346. * Sync a bone with this impostor
  24347. * @param bone The bone to sync to the impostor.
  24348. * @param boneMesh The mesh that the bone is influencing.
  24349. * @param jointPivot The pivot of the joint / bone in local space.
  24350. * @param distToJoint Optional distance from the impostor to the joint.
  24351. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24352. */
  24353. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24354. /**
  24355. * Sync impostor to a bone
  24356. * @param bone The bone that the impostor will be synced to.
  24357. * @param boneMesh The mesh that the bone is influencing.
  24358. * @param jointPivot The pivot of the joint / bone in local space.
  24359. * @param distToJoint Optional distance from the impostor to the joint.
  24360. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24361. * @param boneAxis Optional vector3 axis the bone is aligned with
  24362. */
  24363. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24364. /**
  24365. * No-Imposter type
  24366. */
  24367. static NoImpostor: number;
  24368. /**
  24369. * Sphere-Imposter type
  24370. */
  24371. static SphereImpostor: number;
  24372. /**
  24373. * Box-Imposter type
  24374. */
  24375. static BoxImpostor: number;
  24376. /**
  24377. * Plane-Imposter type
  24378. */
  24379. static PlaneImpostor: number;
  24380. /**
  24381. * Mesh-imposter type
  24382. */
  24383. static MeshImpostor: number;
  24384. /**
  24385. * Capsule-Impostor type (Ammo.js plugin only)
  24386. */
  24387. static CapsuleImpostor: number;
  24388. /**
  24389. * Cylinder-Imposter type
  24390. */
  24391. static CylinderImpostor: number;
  24392. /**
  24393. * Particle-Imposter type
  24394. */
  24395. static ParticleImpostor: number;
  24396. /**
  24397. * Heightmap-Imposter type
  24398. */
  24399. static HeightmapImpostor: number;
  24400. /**
  24401. * ConvexHull-Impostor type (Ammo.js plugin only)
  24402. */
  24403. static ConvexHullImpostor: number;
  24404. /**
  24405. * Rope-Imposter type
  24406. */
  24407. static RopeImpostor: number;
  24408. /**
  24409. * Cloth-Imposter type
  24410. */
  24411. static ClothImpostor: number;
  24412. /**
  24413. * Softbody-Imposter type
  24414. */
  24415. static SoftbodyImpostor: number;
  24416. }
  24417. }
  24418. declare module "babylonjs/Meshes/mesh" {
  24419. import { Observable } from "babylonjs/Misc/observable";
  24420. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24421. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24422. import { Camera } from "babylonjs/Cameras/camera";
  24423. import { Scene } from "babylonjs/scene";
  24424. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24425. import { Color4 } from "babylonjs/Maths/math.color";
  24426. import { Engine } from "babylonjs/Engines/engine";
  24427. import { Node } from "babylonjs/node";
  24428. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24429. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24430. import { Buffer } from "babylonjs/Meshes/buffer";
  24431. import { Geometry } from "babylonjs/Meshes/geometry";
  24432. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24433. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24434. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24435. import { Effect } from "babylonjs/Materials/effect";
  24436. import { Material } from "babylonjs/Materials/material";
  24437. import { Skeleton } from "babylonjs/Bones/skeleton";
  24438. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24439. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24440. import { Path3D } from "babylonjs/Maths/math.path";
  24441. import { Plane } from "babylonjs/Maths/math.plane";
  24442. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24443. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24444. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24445. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24446. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24447. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24448. /**
  24449. * @hidden
  24450. **/
  24451. export class _CreationDataStorage {
  24452. closePath?: boolean;
  24453. closeArray?: boolean;
  24454. idx: number[];
  24455. dashSize: number;
  24456. gapSize: number;
  24457. path3D: Path3D;
  24458. pathArray: Vector3[][];
  24459. arc: number;
  24460. radius: number;
  24461. cap: number;
  24462. tessellation: number;
  24463. }
  24464. /**
  24465. * @hidden
  24466. **/
  24467. class _InstanceDataStorage {
  24468. visibleInstances: any;
  24469. batchCache: _InstancesBatch;
  24470. instancesBufferSize: number;
  24471. instancesBuffer: Nullable<Buffer>;
  24472. instancesData: Float32Array;
  24473. overridenInstanceCount: number;
  24474. isFrozen: boolean;
  24475. previousBatch: Nullable<_InstancesBatch>;
  24476. hardwareInstancedRendering: boolean;
  24477. sideOrientation: number;
  24478. manualUpdate: boolean;
  24479. }
  24480. /**
  24481. * @hidden
  24482. **/
  24483. export class _InstancesBatch {
  24484. mustReturn: boolean;
  24485. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24486. renderSelf: boolean[];
  24487. hardwareInstancedRendering: boolean[];
  24488. }
  24489. /**
  24490. * Class used to represent renderable models
  24491. */
  24492. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24493. /**
  24494. * Mesh side orientation : usually the external or front surface
  24495. */
  24496. static readonly FRONTSIDE: number;
  24497. /**
  24498. * Mesh side orientation : usually the internal or back surface
  24499. */
  24500. static readonly BACKSIDE: number;
  24501. /**
  24502. * Mesh side orientation : both internal and external or front and back surfaces
  24503. */
  24504. static readonly DOUBLESIDE: number;
  24505. /**
  24506. * Mesh side orientation : by default, `FRONTSIDE`
  24507. */
  24508. static readonly DEFAULTSIDE: number;
  24509. /**
  24510. * Mesh cap setting : no cap
  24511. */
  24512. static readonly NO_CAP: number;
  24513. /**
  24514. * Mesh cap setting : one cap at the beginning of the mesh
  24515. */
  24516. static readonly CAP_START: number;
  24517. /**
  24518. * Mesh cap setting : one cap at the end of the mesh
  24519. */
  24520. static readonly CAP_END: number;
  24521. /**
  24522. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24523. */
  24524. static readonly CAP_ALL: number;
  24525. /**
  24526. * Mesh pattern setting : no flip or rotate
  24527. */
  24528. static readonly NO_FLIP: number;
  24529. /**
  24530. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24531. */
  24532. static readonly FLIP_TILE: number;
  24533. /**
  24534. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24535. */
  24536. static readonly ROTATE_TILE: number;
  24537. /**
  24538. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24539. */
  24540. static readonly FLIP_ROW: number;
  24541. /**
  24542. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24543. */
  24544. static readonly ROTATE_ROW: number;
  24545. /**
  24546. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24547. */
  24548. static readonly FLIP_N_ROTATE_TILE: number;
  24549. /**
  24550. * Mesh pattern setting : rotate pattern and rotate
  24551. */
  24552. static readonly FLIP_N_ROTATE_ROW: number;
  24553. /**
  24554. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24555. */
  24556. static readonly CENTER: number;
  24557. /**
  24558. * Mesh tile positioning : part tiles on left
  24559. */
  24560. static readonly LEFT: number;
  24561. /**
  24562. * Mesh tile positioning : part tiles on right
  24563. */
  24564. static readonly RIGHT: number;
  24565. /**
  24566. * Mesh tile positioning : part tiles on top
  24567. */
  24568. static readonly TOP: number;
  24569. /**
  24570. * Mesh tile positioning : part tiles on bottom
  24571. */
  24572. static readonly BOTTOM: number;
  24573. /**
  24574. * Gets the default side orientation.
  24575. * @param orientation the orientation to value to attempt to get
  24576. * @returns the default orientation
  24577. * @hidden
  24578. */
  24579. static _GetDefaultSideOrientation(orientation?: number): number;
  24580. private _internalMeshDataInfo;
  24581. /**
  24582. * An event triggered before rendering the mesh
  24583. */
  24584. readonly onBeforeRenderObservable: Observable<Mesh>;
  24585. /**
  24586. * An event triggered before binding the mesh
  24587. */
  24588. readonly onBeforeBindObservable: Observable<Mesh>;
  24589. /**
  24590. * An event triggered after rendering the mesh
  24591. */
  24592. readonly onAfterRenderObservable: Observable<Mesh>;
  24593. /**
  24594. * An event triggered before drawing the mesh
  24595. */
  24596. readonly onBeforeDrawObservable: Observable<Mesh>;
  24597. private _onBeforeDrawObserver;
  24598. /**
  24599. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24600. */
  24601. onBeforeDraw: () => void;
  24602. readonly hasInstances: boolean;
  24603. /**
  24604. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24605. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24606. */
  24607. delayLoadState: number;
  24608. /**
  24609. * Gets the list of instances created from this mesh
  24610. * it is not supposed to be modified manually.
  24611. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24612. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24613. */
  24614. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24615. /**
  24616. * Gets the file containing delay loading data for this mesh
  24617. */
  24618. delayLoadingFile: string;
  24619. /** @hidden */
  24620. _binaryInfo: any;
  24621. /**
  24622. * User defined function used to change how LOD level selection is done
  24623. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24624. */
  24625. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24626. /**
  24627. * Gets or sets the morph target manager
  24628. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24629. */
  24630. morphTargetManager: Nullable<MorphTargetManager>;
  24631. /** @hidden */
  24632. _creationDataStorage: Nullable<_CreationDataStorage>;
  24633. /** @hidden */
  24634. _geometry: Nullable<Geometry>;
  24635. /** @hidden */
  24636. _delayInfo: Array<string>;
  24637. /** @hidden */
  24638. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24639. /** @hidden */
  24640. _instanceDataStorage: _InstanceDataStorage;
  24641. private _effectiveMaterial;
  24642. /** @hidden */
  24643. _shouldGenerateFlatShading: boolean;
  24644. /** @hidden */
  24645. _originalBuilderSideOrientation: number;
  24646. /**
  24647. * Use this property to change the original side orientation defined at construction time
  24648. */
  24649. overrideMaterialSideOrientation: Nullable<number>;
  24650. /**
  24651. * Gets the source mesh (the one used to clone this one from)
  24652. */
  24653. readonly source: Nullable<Mesh>;
  24654. /**
  24655. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24656. */
  24657. isUnIndexed: boolean;
  24658. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  24659. readonly worldMatrixInstancedBuffer: Float32Array;
  24660. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  24661. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  24662. /**
  24663. * @constructor
  24664. * @param name The value used by scene.getMeshByName() to do a lookup.
  24665. * @param scene The scene to add this mesh to.
  24666. * @param parent The parent of this mesh, if it has one
  24667. * @param source An optional Mesh from which geometry is shared, cloned.
  24668. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24669. * When false, achieved by calling a clone(), also passing False.
  24670. * This will make creation of children, recursive.
  24671. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24672. */
  24673. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24674. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24675. doNotInstantiate: boolean;
  24676. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24677. /**
  24678. * Gets the class name
  24679. * @returns the string "Mesh".
  24680. */
  24681. getClassName(): string;
  24682. /** @hidden */
  24683. readonly _isMesh: boolean;
  24684. /**
  24685. * Returns a description of this mesh
  24686. * @param fullDetails define if full details about this mesh must be used
  24687. * @returns a descriptive string representing this mesh
  24688. */
  24689. toString(fullDetails?: boolean): string;
  24690. /** @hidden */
  24691. _unBindEffect(): void;
  24692. /**
  24693. * Gets a boolean indicating if this mesh has LOD
  24694. */
  24695. readonly hasLODLevels: boolean;
  24696. /**
  24697. * Gets the list of MeshLODLevel associated with the current mesh
  24698. * @returns an array of MeshLODLevel
  24699. */
  24700. getLODLevels(): MeshLODLevel[];
  24701. private _sortLODLevels;
  24702. /**
  24703. * Add a mesh as LOD level triggered at the given distance.
  24704. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24705. * @param distance The distance from the center of the object to show this level
  24706. * @param mesh The mesh to be added as LOD level (can be null)
  24707. * @return This mesh (for chaining)
  24708. */
  24709. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24710. /**
  24711. * Returns the LOD level mesh at the passed distance or null if not found.
  24712. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24713. * @param distance The distance from the center of the object to show this level
  24714. * @returns a Mesh or `null`
  24715. */
  24716. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24717. /**
  24718. * Remove a mesh from the LOD array
  24719. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24720. * @param mesh defines the mesh to be removed
  24721. * @return This mesh (for chaining)
  24722. */
  24723. removeLODLevel(mesh: Mesh): Mesh;
  24724. /**
  24725. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24726. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24727. * @param camera defines the camera to use to compute distance
  24728. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24729. * @return This mesh (for chaining)
  24730. */
  24731. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24732. /**
  24733. * Gets the mesh internal Geometry object
  24734. */
  24735. readonly geometry: Nullable<Geometry>;
  24736. /**
  24737. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24738. * @returns the total number of vertices
  24739. */
  24740. getTotalVertices(): number;
  24741. /**
  24742. * Returns the content of an associated vertex buffer
  24743. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24744. * - VertexBuffer.PositionKind
  24745. * - VertexBuffer.UVKind
  24746. * - VertexBuffer.UV2Kind
  24747. * - VertexBuffer.UV3Kind
  24748. * - VertexBuffer.UV4Kind
  24749. * - VertexBuffer.UV5Kind
  24750. * - VertexBuffer.UV6Kind
  24751. * - VertexBuffer.ColorKind
  24752. * - VertexBuffer.MatricesIndicesKind
  24753. * - VertexBuffer.MatricesIndicesExtraKind
  24754. * - VertexBuffer.MatricesWeightsKind
  24755. * - VertexBuffer.MatricesWeightsExtraKind
  24756. * @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
  24757. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24758. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24759. */
  24760. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24761. /**
  24762. * Returns the mesh VertexBuffer object from the requested `kind`
  24763. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24764. * - VertexBuffer.PositionKind
  24765. * - VertexBuffer.NormalKind
  24766. * - VertexBuffer.UVKind
  24767. * - VertexBuffer.UV2Kind
  24768. * - VertexBuffer.UV3Kind
  24769. * - VertexBuffer.UV4Kind
  24770. * - VertexBuffer.UV5Kind
  24771. * - VertexBuffer.UV6Kind
  24772. * - VertexBuffer.ColorKind
  24773. * - VertexBuffer.MatricesIndicesKind
  24774. * - VertexBuffer.MatricesIndicesExtraKind
  24775. * - VertexBuffer.MatricesWeightsKind
  24776. * - VertexBuffer.MatricesWeightsExtraKind
  24777. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24778. */
  24779. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24780. /**
  24781. * Tests if a specific vertex buffer is associated with this mesh
  24782. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24783. * - VertexBuffer.PositionKind
  24784. * - VertexBuffer.NormalKind
  24785. * - VertexBuffer.UVKind
  24786. * - VertexBuffer.UV2Kind
  24787. * - VertexBuffer.UV3Kind
  24788. * - VertexBuffer.UV4Kind
  24789. * - VertexBuffer.UV5Kind
  24790. * - VertexBuffer.UV6Kind
  24791. * - VertexBuffer.ColorKind
  24792. * - VertexBuffer.MatricesIndicesKind
  24793. * - VertexBuffer.MatricesIndicesExtraKind
  24794. * - VertexBuffer.MatricesWeightsKind
  24795. * - VertexBuffer.MatricesWeightsExtraKind
  24796. * @returns a boolean
  24797. */
  24798. isVerticesDataPresent(kind: string): boolean;
  24799. /**
  24800. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24801. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24802. * - VertexBuffer.PositionKind
  24803. * - VertexBuffer.UVKind
  24804. * - VertexBuffer.UV2Kind
  24805. * - VertexBuffer.UV3Kind
  24806. * - VertexBuffer.UV4Kind
  24807. * - VertexBuffer.UV5Kind
  24808. * - VertexBuffer.UV6Kind
  24809. * - VertexBuffer.ColorKind
  24810. * - VertexBuffer.MatricesIndicesKind
  24811. * - VertexBuffer.MatricesIndicesExtraKind
  24812. * - VertexBuffer.MatricesWeightsKind
  24813. * - VertexBuffer.MatricesWeightsExtraKind
  24814. * @returns a boolean
  24815. */
  24816. isVertexBufferUpdatable(kind: string): boolean;
  24817. /**
  24818. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24819. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24820. * - VertexBuffer.PositionKind
  24821. * - VertexBuffer.NormalKind
  24822. * - VertexBuffer.UVKind
  24823. * - VertexBuffer.UV2Kind
  24824. * - VertexBuffer.UV3Kind
  24825. * - VertexBuffer.UV4Kind
  24826. * - VertexBuffer.UV5Kind
  24827. * - VertexBuffer.UV6Kind
  24828. * - VertexBuffer.ColorKind
  24829. * - VertexBuffer.MatricesIndicesKind
  24830. * - VertexBuffer.MatricesIndicesExtraKind
  24831. * - VertexBuffer.MatricesWeightsKind
  24832. * - VertexBuffer.MatricesWeightsExtraKind
  24833. * @returns an array of strings
  24834. */
  24835. getVerticesDataKinds(): string[];
  24836. /**
  24837. * Returns a positive integer : the total number of indices in this mesh geometry.
  24838. * @returns the numner of indices or zero if the mesh has no geometry.
  24839. */
  24840. getTotalIndices(): number;
  24841. /**
  24842. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24843. * @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.
  24844. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24845. * @returns the indices array or an empty array if the mesh has no geometry
  24846. */
  24847. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24848. readonly isBlocked: boolean;
  24849. /**
  24850. * Determine if the current mesh is ready to be rendered
  24851. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24852. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24853. * @returns true if all associated assets are ready (material, textures, shaders)
  24854. */
  24855. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24856. /**
  24857. * 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.
  24858. */
  24859. readonly areNormalsFrozen: boolean;
  24860. /**
  24861. * 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.
  24862. * @returns the current mesh
  24863. */
  24864. freezeNormals(): Mesh;
  24865. /**
  24866. * 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
  24867. * @returns the current mesh
  24868. */
  24869. unfreezeNormals(): Mesh;
  24870. /**
  24871. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24872. */
  24873. overridenInstanceCount: number;
  24874. /** @hidden */
  24875. _preActivate(): Mesh;
  24876. /** @hidden */
  24877. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24878. /** @hidden */
  24879. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24880. /**
  24881. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24882. * This means the mesh underlying bounding box and sphere are recomputed.
  24883. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24884. * @returns the current mesh
  24885. */
  24886. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24887. /** @hidden */
  24888. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24889. /**
  24890. * This function will subdivide the mesh into multiple submeshes
  24891. * @param count defines the expected number of submeshes
  24892. */
  24893. subdivide(count: number): void;
  24894. /**
  24895. * Copy a FloatArray into a specific associated vertex buffer
  24896. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24897. * - VertexBuffer.PositionKind
  24898. * - VertexBuffer.UVKind
  24899. * - VertexBuffer.UV2Kind
  24900. * - VertexBuffer.UV3Kind
  24901. * - VertexBuffer.UV4Kind
  24902. * - VertexBuffer.UV5Kind
  24903. * - VertexBuffer.UV6Kind
  24904. * - VertexBuffer.ColorKind
  24905. * - VertexBuffer.MatricesIndicesKind
  24906. * - VertexBuffer.MatricesIndicesExtraKind
  24907. * - VertexBuffer.MatricesWeightsKind
  24908. * - VertexBuffer.MatricesWeightsExtraKind
  24909. * @param data defines the data source
  24910. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24911. * @param stride defines the data stride size (can be null)
  24912. * @returns the current mesh
  24913. */
  24914. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24915. /**
  24916. * Delete a vertex buffer associated with this mesh
  24917. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24918. * - VertexBuffer.PositionKind
  24919. * - VertexBuffer.UVKind
  24920. * - VertexBuffer.UV2Kind
  24921. * - VertexBuffer.UV3Kind
  24922. * - VertexBuffer.UV4Kind
  24923. * - VertexBuffer.UV5Kind
  24924. * - VertexBuffer.UV6Kind
  24925. * - VertexBuffer.ColorKind
  24926. * - VertexBuffer.MatricesIndicesKind
  24927. * - VertexBuffer.MatricesIndicesExtraKind
  24928. * - VertexBuffer.MatricesWeightsKind
  24929. * - VertexBuffer.MatricesWeightsExtraKind
  24930. */
  24931. removeVerticesData(kind: string): void;
  24932. /**
  24933. * Flags an associated vertex buffer as updatable
  24934. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24935. * - VertexBuffer.PositionKind
  24936. * - VertexBuffer.UVKind
  24937. * - VertexBuffer.UV2Kind
  24938. * - VertexBuffer.UV3Kind
  24939. * - VertexBuffer.UV4Kind
  24940. * - VertexBuffer.UV5Kind
  24941. * - VertexBuffer.UV6Kind
  24942. * - VertexBuffer.ColorKind
  24943. * - VertexBuffer.MatricesIndicesKind
  24944. * - VertexBuffer.MatricesIndicesExtraKind
  24945. * - VertexBuffer.MatricesWeightsKind
  24946. * - VertexBuffer.MatricesWeightsExtraKind
  24947. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24948. */
  24949. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24950. /**
  24951. * Sets the mesh global Vertex Buffer
  24952. * @param buffer defines the buffer to use
  24953. * @returns the current mesh
  24954. */
  24955. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24956. /**
  24957. * Update a specific associated vertex buffer
  24958. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24959. * - VertexBuffer.PositionKind
  24960. * - VertexBuffer.UVKind
  24961. * - VertexBuffer.UV2Kind
  24962. * - VertexBuffer.UV3Kind
  24963. * - VertexBuffer.UV4Kind
  24964. * - VertexBuffer.UV5Kind
  24965. * - VertexBuffer.UV6Kind
  24966. * - VertexBuffer.ColorKind
  24967. * - VertexBuffer.MatricesIndicesKind
  24968. * - VertexBuffer.MatricesIndicesExtraKind
  24969. * - VertexBuffer.MatricesWeightsKind
  24970. * - VertexBuffer.MatricesWeightsExtraKind
  24971. * @param data defines the data source
  24972. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24973. * @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)
  24974. * @returns the current mesh
  24975. */
  24976. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24977. /**
  24978. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24979. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24980. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24981. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24982. * @returns the current mesh
  24983. */
  24984. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24985. /**
  24986. * Creates a un-shared specific occurence of the geometry for the mesh.
  24987. * @returns the current mesh
  24988. */
  24989. makeGeometryUnique(): Mesh;
  24990. /**
  24991. * Set the index buffer of this mesh
  24992. * @param indices defines the source data
  24993. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24994. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24995. * @returns the current mesh
  24996. */
  24997. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24998. /**
  24999. * Update the current index buffer
  25000. * @param indices defines the source data
  25001. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  25002. * @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)
  25003. * @returns the current mesh
  25004. */
  25005. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  25006. /**
  25007. * Invert the geometry to move from a right handed system to a left handed one.
  25008. * @returns the current mesh
  25009. */
  25010. toLeftHanded(): Mesh;
  25011. /** @hidden */
  25012. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  25013. /** @hidden */
  25014. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  25015. /**
  25016. * Registers for this mesh a javascript function called just before the rendering process
  25017. * @param func defines the function to call before rendering this mesh
  25018. * @returns the current mesh
  25019. */
  25020. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25021. /**
  25022. * Disposes a previously registered javascript function called before the rendering
  25023. * @param func defines the function to remove
  25024. * @returns the current mesh
  25025. */
  25026. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25027. /**
  25028. * Registers for this mesh a javascript function called just after the rendering is complete
  25029. * @param func defines the function to call after rendering this mesh
  25030. * @returns the current mesh
  25031. */
  25032. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25033. /**
  25034. * Disposes a previously registered javascript function called after the rendering.
  25035. * @param func defines the function to remove
  25036. * @returns the current mesh
  25037. */
  25038. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25039. /** @hidden */
  25040. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  25041. /** @hidden */
  25042. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  25043. /** @hidden */
  25044. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  25045. /** @hidden */
  25046. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  25047. /** @hidden */
  25048. _rebuild(): void;
  25049. /** @hidden */
  25050. _freeze(): void;
  25051. /** @hidden */
  25052. _unFreeze(): void;
  25053. /**
  25054. * 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
  25055. * @param subMesh defines the subMesh to render
  25056. * @param enableAlphaMode defines if alpha mode can be changed
  25057. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  25058. * @returns the current mesh
  25059. */
  25060. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  25061. private _onBeforeDraw;
  25062. /**
  25063. * Renormalize the mesh and patch it up if there are no weights
  25064. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  25065. * However in the case of zero weights then we set just a single influence to 1.
  25066. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  25067. */
  25068. cleanMatrixWeights(): void;
  25069. private normalizeSkinFourWeights;
  25070. private normalizeSkinWeightsAndExtra;
  25071. /**
  25072. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  25073. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  25074. * the user know there was an issue with importing the mesh
  25075. * @returns a validation object with skinned, valid and report string
  25076. */
  25077. validateSkinning(): {
  25078. skinned: boolean;
  25079. valid: boolean;
  25080. report: string;
  25081. };
  25082. /** @hidden */
  25083. _checkDelayState(): Mesh;
  25084. private _queueLoad;
  25085. /**
  25086. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  25087. * A mesh is in the frustum if its bounding box intersects the frustum
  25088. * @param frustumPlanes defines the frustum to test
  25089. * @returns true if the mesh is in the frustum planes
  25090. */
  25091. isInFrustum(frustumPlanes: Plane[]): boolean;
  25092. /**
  25093. * Sets the mesh material by the material or multiMaterial `id` property
  25094. * @param id is a string identifying the material or the multiMaterial
  25095. * @returns the current mesh
  25096. */
  25097. setMaterialByID(id: string): Mesh;
  25098. /**
  25099. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  25100. * @returns an array of IAnimatable
  25101. */
  25102. getAnimatables(): IAnimatable[];
  25103. /**
  25104. * Modifies the mesh geometry according to the passed transformation matrix.
  25105. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25106. * The mesh normals are modified using the same transformation.
  25107. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25108. * @param transform defines the transform matrix to use
  25109. * @see http://doc.babylonjs.com/resources/baking_transformations
  25110. * @returns the current mesh
  25111. */
  25112. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25113. /**
  25114. * Modifies the mesh geometry according to its own current World Matrix.
  25115. * The mesh World Matrix is then reset.
  25116. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25117. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25118. * @see http://doc.babylonjs.com/resources/baking_transformations
  25119. * @returns the current mesh
  25120. */
  25121. bakeCurrentTransformIntoVertices(): Mesh;
  25122. /** @hidden */
  25123. readonly _positions: Nullable<Vector3[]>;
  25124. /** @hidden */
  25125. _resetPointsArrayCache(): Mesh;
  25126. /** @hidden */
  25127. _generatePointsArray(): boolean;
  25128. /**
  25129. * Returns a new Mesh object generated from the current mesh properties.
  25130. * This method must not get confused with createInstance()
  25131. * @param name is a string, the name given to the new mesh
  25132. * @param newParent can be any Node object (default `null`)
  25133. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25134. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25135. * @returns a new mesh
  25136. */
  25137. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  25138. /**
  25139. * Releases resources associated with this mesh.
  25140. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25141. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25142. */
  25143. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25144. /** @hidden */
  25145. _disposeInstanceSpecificData(): void;
  25146. /**
  25147. * Modifies the mesh geometry according to a displacement map.
  25148. * 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.
  25149. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25150. * @param url is a string, the URL from the image file is to be downloaded.
  25151. * @param minHeight is the lower limit of the displacement.
  25152. * @param maxHeight is the upper limit of the displacement.
  25153. * @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.
  25154. * @param uvOffset is an optional vector2 used to offset UV.
  25155. * @param uvScale is an optional vector2 used to scale UV.
  25156. * @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.
  25157. * @returns the Mesh.
  25158. */
  25159. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25160. /**
  25161. * Modifies the mesh geometry according to a displacementMap buffer.
  25162. * 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.
  25163. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25164. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25165. * @param heightMapWidth is the width of the buffer image.
  25166. * @param heightMapHeight is the height of the buffer image.
  25167. * @param minHeight is the lower limit of the displacement.
  25168. * @param maxHeight is the upper limit of the displacement.
  25169. * @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.
  25170. * @param uvOffset is an optional vector2 used to offset UV.
  25171. * @param uvScale is an optional vector2 used to scale UV.
  25172. * @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.
  25173. * @returns the Mesh.
  25174. */
  25175. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25176. /**
  25177. * Modify the mesh to get a flat shading rendering.
  25178. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25179. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25180. * @returns current mesh
  25181. */
  25182. convertToFlatShadedMesh(): Mesh;
  25183. /**
  25184. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25185. * In other words, more vertices, no more indices and a single bigger VBO.
  25186. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25187. * @returns current mesh
  25188. */
  25189. convertToUnIndexedMesh(): Mesh;
  25190. /**
  25191. * Inverses facet orientations.
  25192. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25193. * @param flipNormals will also inverts the normals
  25194. * @returns current mesh
  25195. */
  25196. flipFaces(flipNormals?: boolean): Mesh;
  25197. /**
  25198. * Increase the number of facets and hence vertices in a mesh
  25199. * Vertex normals are interpolated from existing vertex normals
  25200. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25201. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25202. */
  25203. increaseVertices(numberPerEdge: number): void;
  25204. /**
  25205. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25206. * This will undo any application of covertToFlatShadedMesh
  25207. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25208. */
  25209. forceSharedVertices(): void;
  25210. /** @hidden */
  25211. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25212. /** @hidden */
  25213. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25214. /**
  25215. * Creates a new InstancedMesh object from the mesh model.
  25216. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25217. * @param name defines the name of the new instance
  25218. * @returns a new InstancedMesh
  25219. */
  25220. createInstance(name: string): InstancedMesh;
  25221. /**
  25222. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25223. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25224. * @returns the current mesh
  25225. */
  25226. synchronizeInstances(): Mesh;
  25227. /**
  25228. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25229. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25230. * This should be used together with the simplification to avoid disappearing triangles.
  25231. * @param successCallback an optional success callback to be called after the optimization finished.
  25232. * @returns the current mesh
  25233. */
  25234. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25235. /**
  25236. * Serialize current mesh
  25237. * @param serializationObject defines the object which will receive the serialization data
  25238. */
  25239. serialize(serializationObject: any): void;
  25240. /** @hidden */
  25241. _syncGeometryWithMorphTargetManager(): void;
  25242. /** @hidden */
  25243. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25244. /**
  25245. * Returns a new Mesh object parsed from the source provided.
  25246. * @param parsedMesh is the source
  25247. * @param scene defines the hosting scene
  25248. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25249. * @returns a new Mesh
  25250. */
  25251. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25252. /**
  25253. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25254. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25255. * @param name defines the name of the mesh to create
  25256. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25257. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25258. * @param closePath creates a seam between the first and the last points of each path of the path array
  25259. * @param offset is taken in account only if the `pathArray` is containing a single path
  25260. * @param scene defines the hosting scene
  25261. * @param updatable defines if the mesh must be flagged as updatable
  25262. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25263. * @param instance 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)
  25264. * @returns a new Mesh
  25265. */
  25266. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25267. /**
  25268. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25269. * @param name defines the name of the mesh to create
  25270. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25271. * @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
  25272. * @param scene defines the hosting scene
  25273. * @param updatable defines if the mesh must be flagged as updatable
  25274. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25275. * @returns a new Mesh
  25276. */
  25277. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25278. /**
  25279. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25280. * @param name defines the name of the mesh to create
  25281. * @param size sets the size (float) of each box side (default 1)
  25282. * @param scene defines the hosting scene
  25283. * @param updatable defines if the mesh must be flagged as updatable
  25284. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25285. * @returns a new Mesh
  25286. */
  25287. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25288. /**
  25289. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25290. * @param name defines the name of the mesh to create
  25291. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25292. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25293. * @param scene defines the hosting scene
  25294. * @param updatable defines if the mesh must be flagged as updatable
  25295. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25296. * @returns a new Mesh
  25297. */
  25298. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25299. /**
  25300. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25301. * @param name defines the name of the mesh to create
  25302. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25303. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25304. * @param scene defines the hosting scene
  25305. * @returns a new Mesh
  25306. */
  25307. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25308. /**
  25309. * Creates a cylinder or a cone 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 height sets the height size (float) of the cylinder/cone (float, default 2)
  25312. * @param diameterTop set the top cap diameter (floats, default 1)
  25313. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25314. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25315. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25316. * @param scene defines the hosting scene
  25317. * @param updatable defines if the mesh must be flagged as updatable
  25318. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25319. * @returns a new Mesh
  25320. */
  25321. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25322. /**
  25323. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25324. * @param name defines the name of the mesh to create
  25325. * @param diameter sets the diameter size (float) of the torus (default 1)
  25326. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25327. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25328. * @param scene defines the hosting scene
  25329. * @param updatable defines if the mesh must be flagged as updatable
  25330. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25331. * @returns a new Mesh
  25332. */
  25333. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25334. /**
  25335. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25336. * @param name defines the name of the mesh to create
  25337. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25338. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25339. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25340. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25341. * @param p the number of windings on X axis (positive integers, default 2)
  25342. * @param q the number of windings on Y axis (positive integers, default 3)
  25343. * @param scene defines the hosting scene
  25344. * @param updatable defines if the mesh must be flagged as updatable
  25345. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25346. * @returns a new Mesh
  25347. */
  25348. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25349. /**
  25350. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25351. * @param name defines the name of the mesh to create
  25352. * @param points is an array successive Vector3
  25353. * @param scene defines the hosting scene
  25354. * @param updatable defines if the mesh must be flagged as updatable
  25355. * @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).
  25356. * @returns a new Mesh
  25357. */
  25358. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25359. /**
  25360. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25361. * @param name defines the name of the mesh to create
  25362. * @param points is an array successive Vector3
  25363. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25364. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25365. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25366. * @param scene defines the hosting scene
  25367. * @param updatable defines if the mesh must be flagged as updatable
  25368. * @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)
  25369. * @returns a new Mesh
  25370. */
  25371. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25372. /**
  25373. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25374. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25375. * 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.
  25376. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25377. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25378. * Remember you can only change the shape positions, not their number when updating a polygon.
  25379. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25380. * @param name defines the name of the mesh to create
  25381. * @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
  25382. * @param scene defines the hosting scene
  25383. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25384. * @param updatable defines if the mesh must be flagged as updatable
  25385. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25386. * @param earcutInjection can be used to inject your own earcut reference
  25387. * @returns a new Mesh
  25388. */
  25389. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25390. /**
  25391. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25392. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25393. * @param name defines the name of the mesh to create
  25394. * @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
  25395. * @param depth defines the height of extrusion
  25396. * @param scene defines the hosting scene
  25397. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25398. * @param updatable defines if the mesh must be flagged as updatable
  25399. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25400. * @param earcutInjection can be used to inject your own earcut reference
  25401. * @returns a new Mesh
  25402. */
  25403. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25404. /**
  25405. * Creates an extruded shape mesh.
  25406. * 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
  25407. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25408. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25409. * @param name defines the name of the mesh to create
  25410. * @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
  25411. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25412. * @param scale is the value to scale the shape
  25413. * @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
  25414. * @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
  25415. * @param scene defines the hosting scene
  25416. * @param updatable defines if the mesh must be flagged as updatable
  25417. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25418. * @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)
  25419. * @returns a new Mesh
  25420. */
  25421. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25422. /**
  25423. * Creates an custom extruded shape mesh.
  25424. * The custom extrusion is a parametric shape.
  25425. * It has no predefined shape. Its final shape will depend on the input parameters.
  25426. * Please consider using the same method from the MeshBuilder class instead
  25427. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25428. * @param name defines the name of the mesh to create
  25429. * @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
  25430. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25431. * @param scaleFunction is a custom Javascript function called on each path point
  25432. * @param rotationFunction is a custom Javascript function called on each path point
  25433. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25434. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25435. * @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
  25436. * @param scene defines the hosting scene
  25437. * @param updatable defines if the mesh must be flagged as updatable
  25438. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25439. * @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)
  25440. * @returns a new Mesh
  25441. */
  25442. 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;
  25443. /**
  25444. * Creates lathe mesh.
  25445. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25446. * Please consider using the same method from the MeshBuilder class instead
  25447. * @param name defines the name of the mesh to create
  25448. * @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
  25449. * @param radius is the radius value of the lathe
  25450. * @param tessellation is the side number of the lathe.
  25451. * @param scene defines the hosting scene
  25452. * @param updatable defines if the mesh must be flagged as updatable
  25453. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25454. * @returns a new Mesh
  25455. */
  25456. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25457. /**
  25458. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25459. * @param name defines the name of the mesh to create
  25460. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25461. * @param scene defines the hosting scene
  25462. * @param updatable defines if the mesh must be flagged as updatable
  25463. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25464. * @returns a new Mesh
  25465. */
  25466. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25467. /**
  25468. * Creates a ground mesh.
  25469. * Please consider using the same method from the MeshBuilder class instead
  25470. * @param name defines the name of the mesh to create
  25471. * @param width set the width of the ground
  25472. * @param height set the height of the ground
  25473. * @param subdivisions sets the number of subdivisions per side
  25474. * @param scene defines the hosting scene
  25475. * @param updatable defines if the mesh must be flagged as updatable
  25476. * @returns a new Mesh
  25477. */
  25478. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25479. /**
  25480. * Creates a tiled ground mesh.
  25481. * Please consider using the same method from the MeshBuilder class instead
  25482. * @param name defines the name of the mesh to create
  25483. * @param xmin set the ground minimum X coordinate
  25484. * @param zmin set the ground minimum Y coordinate
  25485. * @param xmax set the ground maximum X coordinate
  25486. * @param zmax set the ground maximum Z coordinate
  25487. * @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
  25488. * @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
  25489. * @param scene defines the hosting scene
  25490. * @param updatable defines if the mesh must be flagged as updatable
  25491. * @returns a new Mesh
  25492. */
  25493. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25494. w: number;
  25495. h: number;
  25496. }, precision: {
  25497. w: number;
  25498. h: number;
  25499. }, scene: Scene, updatable?: boolean): Mesh;
  25500. /**
  25501. * Creates a ground mesh from a height map.
  25502. * Please consider using the same method from the MeshBuilder class instead
  25503. * @see http://doc.babylonjs.com/babylon101/height_map
  25504. * @param name defines the name of the mesh to create
  25505. * @param url sets the URL of the height map image resource
  25506. * @param width set the ground width size
  25507. * @param height set the ground height size
  25508. * @param subdivisions sets the number of subdivision per side
  25509. * @param minHeight is the minimum altitude on the ground
  25510. * @param maxHeight is the maximum altitude on the ground
  25511. * @param scene defines the hosting scene
  25512. * @param updatable defines if the mesh must be flagged as updatable
  25513. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25514. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25515. * @returns a new Mesh
  25516. */
  25517. 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;
  25518. /**
  25519. * Creates a tube mesh.
  25520. * The tube is a parametric shape.
  25521. * It has no predefined shape. Its final shape will depend on the input parameters.
  25522. * Please consider using the same method from the MeshBuilder class instead
  25523. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25524. * @param name defines the name of the mesh to create
  25525. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25526. * @param radius sets the tube radius size
  25527. * @param tessellation is the number of sides on the tubular surface
  25528. * @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
  25529. * @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
  25530. * @param scene defines the hosting scene
  25531. * @param updatable defines if the mesh must be flagged as updatable
  25532. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25533. * @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)
  25534. * @returns a new Mesh
  25535. */
  25536. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25537. (i: number, distance: number): number;
  25538. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25539. /**
  25540. * Creates a polyhedron mesh.
  25541. * Please consider using the same method from the MeshBuilder class instead.
  25542. * * 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
  25543. * * The parameter `size` (positive float, default 1) sets the polygon size
  25544. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25545. * * 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`
  25546. * * 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
  25547. * * 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)`)
  25548. * * 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
  25549. * * 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
  25550. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25551. * * 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
  25552. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25553. * @param name defines the name of the mesh to create
  25554. * @param options defines the options used to create the mesh
  25555. * @param scene defines the hosting scene
  25556. * @returns a new Mesh
  25557. */
  25558. static CreatePolyhedron(name: string, options: {
  25559. type?: number;
  25560. size?: number;
  25561. sizeX?: number;
  25562. sizeY?: number;
  25563. sizeZ?: number;
  25564. custom?: any;
  25565. faceUV?: Vector4[];
  25566. faceColors?: Color4[];
  25567. updatable?: boolean;
  25568. sideOrientation?: number;
  25569. }, scene: Scene): Mesh;
  25570. /**
  25571. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25572. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25573. * * 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`)
  25574. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25575. * * 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
  25576. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25577. * * 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
  25578. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25579. * @param name defines the name of the mesh
  25580. * @param options defines the options used to create the mesh
  25581. * @param scene defines the hosting scene
  25582. * @returns a new Mesh
  25583. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25584. */
  25585. static CreateIcoSphere(name: string, options: {
  25586. radius?: number;
  25587. flat?: boolean;
  25588. subdivisions?: number;
  25589. sideOrientation?: number;
  25590. updatable?: boolean;
  25591. }, scene: Scene): Mesh;
  25592. /**
  25593. * Creates a decal mesh.
  25594. * Please consider using the same method from the MeshBuilder class instead.
  25595. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25596. * @param name defines the name of the mesh
  25597. * @param sourceMesh defines the mesh receiving the decal
  25598. * @param position sets the position of the decal in world coordinates
  25599. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25600. * @param size sets the decal scaling
  25601. * @param angle sets the angle to rotate the decal
  25602. * @returns a new Mesh
  25603. */
  25604. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25605. /**
  25606. * Prepare internal position array for software CPU skinning
  25607. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25608. */
  25609. setPositionsForCPUSkinning(): Float32Array;
  25610. /**
  25611. * Prepare internal normal array for software CPU skinning
  25612. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25613. */
  25614. setNormalsForCPUSkinning(): Float32Array;
  25615. /**
  25616. * Updates the vertex buffer by applying transformation from the bones
  25617. * @param skeleton defines the skeleton to apply to current mesh
  25618. * @returns the current mesh
  25619. */
  25620. applySkeleton(skeleton: Skeleton): Mesh;
  25621. /**
  25622. * 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
  25623. * @param meshes defines the list of meshes to scan
  25624. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25625. */
  25626. static MinMax(meshes: AbstractMesh[]): {
  25627. min: Vector3;
  25628. max: Vector3;
  25629. };
  25630. /**
  25631. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25632. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25633. * @returns a vector3
  25634. */
  25635. static Center(meshesOrMinMaxVector: {
  25636. min: Vector3;
  25637. max: Vector3;
  25638. } | AbstractMesh[]): Vector3;
  25639. /**
  25640. * Merge the array of meshes into a single mesh for performance reasons.
  25641. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25642. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25643. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25644. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25645. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25646. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25647. * @returns a new mesh
  25648. */
  25649. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25650. /** @hidden */
  25651. addInstance(instance: InstancedMesh): void;
  25652. /** @hidden */
  25653. removeInstance(instance: InstancedMesh): void;
  25654. }
  25655. }
  25656. declare module "babylonjs/Cameras/camera" {
  25657. import { SmartArray } from "babylonjs/Misc/smartArray";
  25658. import { Observable } from "babylonjs/Misc/observable";
  25659. import { Nullable } from "babylonjs/types";
  25660. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25661. import { Scene } from "babylonjs/scene";
  25662. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25663. import { Node } from "babylonjs/node";
  25664. import { Mesh } from "babylonjs/Meshes/mesh";
  25665. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25666. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25667. import { Viewport } from "babylonjs/Maths/math.viewport";
  25668. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25669. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25670. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25671. import { Ray } from "babylonjs/Culling/ray";
  25672. /**
  25673. * This is the base class of all the camera used in the application.
  25674. * @see http://doc.babylonjs.com/features/cameras
  25675. */
  25676. export class Camera extends Node {
  25677. /** @hidden */
  25678. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25679. /**
  25680. * This is the default projection mode used by the cameras.
  25681. * It helps recreating a feeling of perspective and better appreciate depth.
  25682. * This is the best way to simulate real life cameras.
  25683. */
  25684. static readonly PERSPECTIVE_CAMERA: number;
  25685. /**
  25686. * This helps creating camera with an orthographic mode.
  25687. * 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.
  25688. */
  25689. static readonly ORTHOGRAPHIC_CAMERA: number;
  25690. /**
  25691. * This is the default FOV mode for perspective cameras.
  25692. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25693. */
  25694. static readonly FOVMODE_VERTICAL_FIXED: number;
  25695. /**
  25696. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25697. */
  25698. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25699. /**
  25700. * This specifies ther is no need for a camera rig.
  25701. * Basically only one eye is rendered corresponding to the camera.
  25702. */
  25703. static readonly RIG_MODE_NONE: number;
  25704. /**
  25705. * Simulates a camera Rig with one blue eye and one red eye.
  25706. * This can be use with 3d blue and red glasses.
  25707. */
  25708. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25709. /**
  25710. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25711. */
  25712. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25713. /**
  25714. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25715. */
  25716. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25717. /**
  25718. * Defines that both eyes of the camera will be rendered over under each other.
  25719. */
  25720. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25721. /**
  25722. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25723. */
  25724. static readonly RIG_MODE_VR: number;
  25725. /**
  25726. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25727. */
  25728. static readonly RIG_MODE_WEBVR: number;
  25729. /**
  25730. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25731. */
  25732. static readonly RIG_MODE_CUSTOM: number;
  25733. /**
  25734. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25735. */
  25736. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25737. /**
  25738. * Define the input manager associated with the camera.
  25739. */
  25740. inputs: CameraInputsManager<Camera>;
  25741. /** @hidden */
  25742. _position: Vector3;
  25743. /**
  25744. * Define the current local position of the camera in the scene
  25745. */
  25746. position: Vector3;
  25747. /**
  25748. * The vector the camera should consider as up.
  25749. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25750. */
  25751. upVector: Vector3;
  25752. /**
  25753. * Define the current limit on the left side for an orthographic camera
  25754. * In scene unit
  25755. */
  25756. orthoLeft: Nullable<number>;
  25757. /**
  25758. * Define the current limit on the right side for an orthographic camera
  25759. * In scene unit
  25760. */
  25761. orthoRight: Nullable<number>;
  25762. /**
  25763. * Define the current limit on the bottom side for an orthographic camera
  25764. * In scene unit
  25765. */
  25766. orthoBottom: Nullable<number>;
  25767. /**
  25768. * Define the current limit on the top side for an orthographic camera
  25769. * In scene unit
  25770. */
  25771. orthoTop: Nullable<number>;
  25772. /**
  25773. * Field Of View is set in Radians. (default is 0.8)
  25774. */
  25775. fov: number;
  25776. /**
  25777. * Define the minimum distance the camera can see from.
  25778. * This is important to note that the depth buffer are not infinite and the closer it starts
  25779. * the more your scene might encounter depth fighting issue.
  25780. */
  25781. minZ: number;
  25782. /**
  25783. * Define the maximum distance the camera can see to.
  25784. * This is important to note that the depth buffer are not infinite and the further it end
  25785. * the more your scene might encounter depth fighting issue.
  25786. */
  25787. maxZ: number;
  25788. /**
  25789. * Define the default inertia of the camera.
  25790. * This helps giving a smooth feeling to the camera movement.
  25791. */
  25792. inertia: number;
  25793. /**
  25794. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25795. */
  25796. mode: number;
  25797. /**
  25798. * Define wether the camera is intermediate.
  25799. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25800. */
  25801. isIntermediate: boolean;
  25802. /**
  25803. * Define the viewport of the camera.
  25804. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25805. */
  25806. viewport: Viewport;
  25807. /**
  25808. * Restricts the camera to viewing objects with the same layerMask.
  25809. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25810. */
  25811. layerMask: number;
  25812. /**
  25813. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25814. */
  25815. fovMode: number;
  25816. /**
  25817. * Rig mode of the camera.
  25818. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25819. * This is normally controlled byt the camera themselves as internal use.
  25820. */
  25821. cameraRigMode: number;
  25822. /**
  25823. * Defines the distance between both "eyes" in case of a RIG
  25824. */
  25825. interaxialDistance: number;
  25826. /**
  25827. * Defines if stereoscopic rendering is done side by side or over under.
  25828. */
  25829. isStereoscopicSideBySide: boolean;
  25830. /**
  25831. * 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
  25832. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25833. * else in the scene. (Eg. security camera)
  25834. *
  25835. * 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)
  25836. */
  25837. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25838. /**
  25839. * When set, the camera will render to this render target instead of the default canvas
  25840. *
  25841. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25842. */
  25843. outputRenderTarget: Nullable<RenderTargetTexture>;
  25844. /**
  25845. * Observable triggered when the camera view matrix has changed.
  25846. */
  25847. onViewMatrixChangedObservable: Observable<Camera>;
  25848. /**
  25849. * Observable triggered when the camera Projection matrix has changed.
  25850. */
  25851. onProjectionMatrixChangedObservable: Observable<Camera>;
  25852. /**
  25853. * Observable triggered when the inputs have been processed.
  25854. */
  25855. onAfterCheckInputsObservable: Observable<Camera>;
  25856. /**
  25857. * Observable triggered when reset has been called and applied to the camera.
  25858. */
  25859. onRestoreStateObservable: Observable<Camera>;
  25860. /** @hidden */
  25861. _cameraRigParams: any;
  25862. /** @hidden */
  25863. _rigCameras: Camera[];
  25864. /** @hidden */
  25865. _rigPostProcess: Nullable<PostProcess>;
  25866. protected _webvrViewMatrix: Matrix;
  25867. /** @hidden */
  25868. _skipRendering: boolean;
  25869. /** @hidden */
  25870. _projectionMatrix: Matrix;
  25871. /** @hidden */
  25872. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25873. /** @hidden */
  25874. _activeMeshes: SmartArray<AbstractMesh>;
  25875. protected _globalPosition: Vector3;
  25876. /** @hidden */
  25877. _computedViewMatrix: Matrix;
  25878. private _doNotComputeProjectionMatrix;
  25879. private _transformMatrix;
  25880. private _frustumPlanes;
  25881. private _refreshFrustumPlanes;
  25882. private _storedFov;
  25883. private _stateStored;
  25884. /**
  25885. * Instantiates a new camera object.
  25886. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25887. * @see http://doc.babylonjs.com/features/cameras
  25888. * @param name Defines the name of the camera in the scene
  25889. * @param position Defines the position of the camera
  25890. * @param scene Defines the scene the camera belongs too
  25891. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25892. */
  25893. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25894. /**
  25895. * Store current camera state (fov, position, etc..)
  25896. * @returns the camera
  25897. */
  25898. storeState(): Camera;
  25899. /**
  25900. * Restores the camera state values if it has been stored. You must call storeState() first
  25901. */
  25902. protected _restoreStateValues(): boolean;
  25903. /**
  25904. * Restored camera state. You must call storeState() first.
  25905. * @returns true if restored and false otherwise
  25906. */
  25907. restoreState(): boolean;
  25908. /**
  25909. * Gets the class name of the camera.
  25910. * @returns the class name
  25911. */
  25912. getClassName(): string;
  25913. /** @hidden */
  25914. readonly _isCamera: boolean;
  25915. /**
  25916. * Gets a string representation of the camera useful for debug purpose.
  25917. * @param fullDetails Defines that a more verboe level of logging is required
  25918. * @returns the string representation
  25919. */
  25920. toString(fullDetails?: boolean): string;
  25921. /**
  25922. * Gets the current world space position of the camera.
  25923. */
  25924. readonly globalPosition: Vector3;
  25925. /**
  25926. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25927. * @returns the active meshe list
  25928. */
  25929. getActiveMeshes(): SmartArray<AbstractMesh>;
  25930. /**
  25931. * Check wether a mesh is part of the current active mesh list of the camera
  25932. * @param mesh Defines the mesh to check
  25933. * @returns true if active, false otherwise
  25934. */
  25935. isActiveMesh(mesh: Mesh): boolean;
  25936. /**
  25937. * Is this camera ready to be used/rendered
  25938. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25939. * @return true if the camera is ready
  25940. */
  25941. isReady(completeCheck?: boolean): boolean;
  25942. /** @hidden */
  25943. _initCache(): void;
  25944. /** @hidden */
  25945. _updateCache(ignoreParentClass?: boolean): void;
  25946. /** @hidden */
  25947. _isSynchronized(): boolean;
  25948. /** @hidden */
  25949. _isSynchronizedViewMatrix(): boolean;
  25950. /** @hidden */
  25951. _isSynchronizedProjectionMatrix(): boolean;
  25952. /**
  25953. * Attach the input controls to a specific dom element to get the input from.
  25954. * @param element Defines the element the controls should be listened from
  25955. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25956. */
  25957. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25958. /**
  25959. * Detach the current controls from the specified dom element.
  25960. * @param element Defines the element to stop listening the inputs from
  25961. */
  25962. detachControl(element: HTMLElement): void;
  25963. /**
  25964. * Update the camera state according to the different inputs gathered during the frame.
  25965. */
  25966. update(): void;
  25967. /** @hidden */
  25968. _checkInputs(): void;
  25969. /** @hidden */
  25970. readonly rigCameras: Camera[];
  25971. /**
  25972. * Gets the post process used by the rig cameras
  25973. */
  25974. readonly rigPostProcess: Nullable<PostProcess>;
  25975. /**
  25976. * Internal, gets the first post proces.
  25977. * @returns the first post process to be run on this camera.
  25978. */
  25979. _getFirstPostProcess(): Nullable<PostProcess>;
  25980. private _cascadePostProcessesToRigCams;
  25981. /**
  25982. * Attach a post process to the camera.
  25983. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25984. * @param postProcess The post process to attach to the camera
  25985. * @param insertAt The position of the post process in case several of them are in use in the scene
  25986. * @returns the position the post process has been inserted at
  25987. */
  25988. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25989. /**
  25990. * Detach a post process to the camera.
  25991. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25992. * @param postProcess The post process to detach from the camera
  25993. */
  25994. detachPostProcess(postProcess: PostProcess): void;
  25995. /**
  25996. * Gets the current world matrix of the camera
  25997. */
  25998. getWorldMatrix(): Matrix;
  25999. /** @hidden */
  26000. _getViewMatrix(): Matrix;
  26001. /**
  26002. * Gets the current view matrix of the camera.
  26003. * @param force forces the camera to recompute the matrix without looking at the cached state
  26004. * @returns the view matrix
  26005. */
  26006. getViewMatrix(force?: boolean): Matrix;
  26007. /**
  26008. * Freeze the projection matrix.
  26009. * It will prevent the cache check of the camera projection compute and can speed up perf
  26010. * if no parameter of the camera are meant to change
  26011. * @param projection Defines manually a projection if necessary
  26012. */
  26013. freezeProjectionMatrix(projection?: Matrix): void;
  26014. /**
  26015. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  26016. */
  26017. unfreezeProjectionMatrix(): void;
  26018. /**
  26019. * Gets the current projection matrix of the camera.
  26020. * @param force forces the camera to recompute the matrix without looking at the cached state
  26021. * @returns the projection matrix
  26022. */
  26023. getProjectionMatrix(force?: boolean): Matrix;
  26024. /**
  26025. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  26026. * @returns a Matrix
  26027. */
  26028. getTransformationMatrix(): Matrix;
  26029. private _updateFrustumPlanes;
  26030. /**
  26031. * Checks if a cullable object (mesh...) is in the camera frustum
  26032. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  26033. * @param target The object to check
  26034. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  26035. * @returns true if the object is in frustum otherwise false
  26036. */
  26037. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  26038. /**
  26039. * Checks if a cullable object (mesh...) is in the camera frustum
  26040. * Unlike isInFrustum this cheks the full bounding box
  26041. * @param target The object to check
  26042. * @returns true if the object is in frustum otherwise false
  26043. */
  26044. isCompletelyInFrustum(target: ICullable): boolean;
  26045. /**
  26046. * Gets a ray in the forward direction from the camera.
  26047. * @param length Defines the length of the ray to create
  26048. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  26049. * @param origin Defines the start point of the ray which defaults to the camera position
  26050. * @returns the forward ray
  26051. */
  26052. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  26053. /**
  26054. * Releases resources associated with this node.
  26055. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26056. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26057. */
  26058. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26059. /** @hidden */
  26060. _isLeftCamera: boolean;
  26061. /**
  26062. * Gets the left camera of a rig setup in case of Rigged Camera
  26063. */
  26064. readonly isLeftCamera: boolean;
  26065. /** @hidden */
  26066. _isRightCamera: boolean;
  26067. /**
  26068. * Gets the right camera of a rig setup in case of Rigged Camera
  26069. */
  26070. readonly isRightCamera: boolean;
  26071. /**
  26072. * Gets the left camera of a rig setup in case of Rigged Camera
  26073. */
  26074. readonly leftCamera: Nullable<FreeCamera>;
  26075. /**
  26076. * Gets the right camera of a rig setup in case of Rigged Camera
  26077. */
  26078. readonly rightCamera: Nullable<FreeCamera>;
  26079. /**
  26080. * Gets the left camera target of a rig setup in case of Rigged Camera
  26081. * @returns the target position
  26082. */
  26083. getLeftTarget(): Nullable<Vector3>;
  26084. /**
  26085. * Gets the right camera target of a rig setup in case of Rigged Camera
  26086. * @returns the target position
  26087. */
  26088. getRightTarget(): Nullable<Vector3>;
  26089. /**
  26090. * @hidden
  26091. */
  26092. setCameraRigMode(mode: number, rigParams: any): void;
  26093. /** @hidden */
  26094. static _setStereoscopicRigMode(camera: Camera): void;
  26095. /** @hidden */
  26096. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  26097. /** @hidden */
  26098. static _setVRRigMode(camera: Camera, rigParams: any): void;
  26099. /** @hidden */
  26100. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  26101. /** @hidden */
  26102. _getVRProjectionMatrix(): Matrix;
  26103. protected _updateCameraRotationMatrix(): void;
  26104. protected _updateWebVRCameraRotationMatrix(): void;
  26105. /**
  26106. * This function MUST be overwritten by the different WebVR cameras available.
  26107. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26108. * @hidden
  26109. */
  26110. _getWebVRProjectionMatrix(): Matrix;
  26111. /**
  26112. * This function MUST be overwritten by the different WebVR cameras available.
  26113. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26114. * @hidden
  26115. */
  26116. _getWebVRViewMatrix(): Matrix;
  26117. /** @hidden */
  26118. setCameraRigParameter(name: string, value: any): void;
  26119. /**
  26120. * needs to be overridden by children so sub has required properties to be copied
  26121. * @hidden
  26122. */
  26123. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26124. /**
  26125. * May need to be overridden by children
  26126. * @hidden
  26127. */
  26128. _updateRigCameras(): void;
  26129. /** @hidden */
  26130. _setupInputs(): void;
  26131. /**
  26132. * Serialiaze the camera setup to a json represention
  26133. * @returns the JSON representation
  26134. */
  26135. serialize(): any;
  26136. /**
  26137. * Clones the current camera.
  26138. * @param name The cloned camera name
  26139. * @returns the cloned camera
  26140. */
  26141. clone(name: string): Camera;
  26142. /**
  26143. * Gets the direction of the camera relative to a given local axis.
  26144. * @param localAxis Defines the reference axis to provide a relative direction.
  26145. * @return the direction
  26146. */
  26147. getDirection(localAxis: Vector3): Vector3;
  26148. /**
  26149. * Returns the current camera absolute rotation
  26150. */
  26151. readonly absoluteRotation: Quaternion;
  26152. /**
  26153. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26154. * @param localAxis Defines the reference axis to provide a relative direction.
  26155. * @param result Defines the vector to store the result in
  26156. */
  26157. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26158. /**
  26159. * Gets a camera constructor for a given camera type
  26160. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26161. * @param name The name of the camera the result will be able to instantiate
  26162. * @param scene The scene the result will construct the camera in
  26163. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26164. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26165. * @returns a factory method to construc the camera
  26166. */
  26167. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26168. /**
  26169. * Compute the world matrix of the camera.
  26170. * @returns the camera world matrix
  26171. */
  26172. computeWorldMatrix(): Matrix;
  26173. /**
  26174. * Parse a JSON and creates the camera from the parsed information
  26175. * @param parsedCamera The JSON to parse
  26176. * @param scene The scene to instantiate the camera in
  26177. * @returns the newly constructed camera
  26178. */
  26179. static Parse(parsedCamera: any, scene: Scene): Camera;
  26180. }
  26181. }
  26182. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26183. import { Nullable } from "babylonjs/types";
  26184. import { Scene } from "babylonjs/scene";
  26185. import { Vector4 } from "babylonjs/Maths/math.vector";
  26186. import { Mesh } from "babylonjs/Meshes/mesh";
  26187. /**
  26188. * Class containing static functions to help procedurally build meshes
  26189. */
  26190. export class DiscBuilder {
  26191. /**
  26192. * Creates a plane polygonal mesh. By default, this is a disc
  26193. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26194. * * 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
  26195. * * 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
  26196. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26197. * * 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
  26198. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26199. * @param name defines the name of the mesh
  26200. * @param options defines the options used to create the mesh
  26201. * @param scene defines the hosting scene
  26202. * @returns the plane polygonal mesh
  26203. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26204. */
  26205. static CreateDisc(name: string, options: {
  26206. radius?: number;
  26207. tessellation?: number;
  26208. arc?: number;
  26209. updatable?: boolean;
  26210. sideOrientation?: number;
  26211. frontUVs?: Vector4;
  26212. backUVs?: Vector4;
  26213. }, scene?: Nullable<Scene>): Mesh;
  26214. }
  26215. }
  26216. declare module "babylonjs/Particles/solidParticleSystem" {
  26217. import { Nullable } from "babylonjs/types";
  26218. import { Vector3 } from "babylonjs/Maths/math.vector";
  26219. import { Mesh } from "babylonjs/Meshes/mesh";
  26220. import { Scene, IDisposable } from "babylonjs/scene";
  26221. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26222. /**
  26223. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26224. *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.
  26225. * The SPS is also a particle system. It provides some methods to manage the particles.
  26226. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26227. *
  26228. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26229. */
  26230. export class SolidParticleSystem implements IDisposable {
  26231. /**
  26232. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26233. * Example : var p = SPS.particles[i];
  26234. */
  26235. particles: SolidParticle[];
  26236. /**
  26237. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26238. */
  26239. nbParticles: number;
  26240. /**
  26241. * If the particles must ever face the camera (default false). Useful for planar particles.
  26242. */
  26243. billboard: boolean;
  26244. /**
  26245. * Recompute normals when adding a shape
  26246. */
  26247. recomputeNormals: boolean;
  26248. /**
  26249. * This a counter ofr your own usage. It's not set by any SPS functions.
  26250. */
  26251. counter: number;
  26252. /**
  26253. * The SPS name. This name is also given to the underlying mesh.
  26254. */
  26255. name: string;
  26256. /**
  26257. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26258. */
  26259. mesh: Mesh;
  26260. /**
  26261. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26262. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26263. */
  26264. vars: any;
  26265. /**
  26266. * This array is populated when the SPS is set as 'pickable'.
  26267. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26268. * Each element of this array is an object `{idx: int, faceId: int}`.
  26269. * `idx` is the picked particle index in the `SPS.particles` array
  26270. * `faceId` is the picked face index counted within this particle.
  26271. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26272. */
  26273. pickedParticles: {
  26274. idx: number;
  26275. faceId: number;
  26276. }[];
  26277. /**
  26278. * This array is populated when `enableDepthSort` is set to true.
  26279. * Each element of this array is an instance of the class DepthSortedParticle.
  26280. */
  26281. depthSortedParticles: DepthSortedParticle[];
  26282. /**
  26283. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26284. * @hidden
  26285. */
  26286. _bSphereOnly: boolean;
  26287. /**
  26288. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26289. * @hidden
  26290. */
  26291. _bSphereRadiusFactor: number;
  26292. private _scene;
  26293. private _positions;
  26294. private _indices;
  26295. private _normals;
  26296. private _colors;
  26297. private _uvs;
  26298. private _indices32;
  26299. private _positions32;
  26300. private _normals32;
  26301. private _fixedNormal32;
  26302. private _colors32;
  26303. private _uvs32;
  26304. private _index;
  26305. private _updatable;
  26306. private _pickable;
  26307. private _isVisibilityBoxLocked;
  26308. private _alwaysVisible;
  26309. private _depthSort;
  26310. private _expandable;
  26311. private _shapeCounter;
  26312. private _copy;
  26313. private _color;
  26314. private _computeParticleColor;
  26315. private _computeParticleTexture;
  26316. private _computeParticleRotation;
  26317. private _computeParticleVertex;
  26318. private _computeBoundingBox;
  26319. private _depthSortParticles;
  26320. private _camera;
  26321. private _mustUnrotateFixedNormals;
  26322. private _particlesIntersect;
  26323. private _needs32Bits;
  26324. private _isNotBuilt;
  26325. private _lastParticleId;
  26326. private _idxOfId;
  26327. /**
  26328. * Creates a SPS (Solid Particle System) object.
  26329. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26330. * @param scene (Scene) is the scene in which the SPS is added.
  26331. * @param options defines the options of the sps e.g.
  26332. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26333. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26334. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26335. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26336. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26337. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26338. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26339. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26340. */
  26341. constructor(name: string, scene: Scene, options?: {
  26342. updatable?: boolean;
  26343. isPickable?: boolean;
  26344. enableDepthSort?: boolean;
  26345. particleIntersection?: boolean;
  26346. boundingSphereOnly?: boolean;
  26347. bSphereRadiusFactor?: number;
  26348. expandable?: boolean;
  26349. });
  26350. /**
  26351. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26352. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26353. * @returns the created mesh
  26354. */
  26355. buildMesh(): Mesh;
  26356. /**
  26357. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26358. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26359. * Thus the particles generated from `digest()` have their property `position` set yet.
  26360. * @param mesh ( Mesh ) is the mesh to be digested
  26361. * @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
  26362. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26363. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26364. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26365. * @returns the current SPS
  26366. */
  26367. digest(mesh: Mesh, options?: {
  26368. facetNb?: number;
  26369. number?: number;
  26370. delta?: number;
  26371. storage?: [];
  26372. }): SolidParticleSystem;
  26373. /**
  26374. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  26375. * @hidden
  26376. */
  26377. private _unrotateFixedNormals;
  26378. /**
  26379. * Resets the temporary working copy particle
  26380. * @hidden
  26381. */
  26382. private _resetCopy;
  26383. /**
  26384. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  26385. * @param p the current index in the positions array to be updated
  26386. * @param shape a Vector3 array, the shape geometry
  26387. * @param positions the positions array to be updated
  26388. * @param meshInd the shape indices array
  26389. * @param indices the indices array to be updated
  26390. * @param meshUV the shape uv array
  26391. * @param uvs the uv array to be updated
  26392. * @param meshCol the shape color array
  26393. * @param colors the color array to be updated
  26394. * @param meshNor the shape normals array
  26395. * @param normals the normals array to be updated
  26396. * @param idx the particle index
  26397. * @param idxInShape the particle index in its shape
  26398. * @param options the addShape() method passed options
  26399. * @hidden
  26400. */
  26401. private _meshBuilder;
  26402. /**
  26403. * Returns a shape Vector3 array from positions float array
  26404. * @param positions float array
  26405. * @returns a vector3 array
  26406. * @hidden
  26407. */
  26408. private _posToShape;
  26409. /**
  26410. * Returns a shapeUV array from a float uvs (array deep copy)
  26411. * @param uvs as a float array
  26412. * @returns a shapeUV array
  26413. * @hidden
  26414. */
  26415. private _uvsToShapeUV;
  26416. /**
  26417. * Adds a new particle object in the particles array
  26418. * @param idx particle index in particles array
  26419. * @param id particle id
  26420. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  26421. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  26422. * @param model particle ModelShape object
  26423. * @param shapeId model shape identifier
  26424. * @param idxInShape index of the particle in the current model
  26425. * @param bInfo model bounding info object
  26426. * @param storage target storage array, if any
  26427. * @hidden
  26428. */
  26429. private _addParticle;
  26430. /**
  26431. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26432. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26433. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26434. * @param nb (positive integer) the number of particles to be created from this model
  26435. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26436. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26437. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26438. * @returns the number of shapes in the system
  26439. */
  26440. addShape(mesh: Mesh, nb: number, options?: {
  26441. positionFunction?: any;
  26442. vertexFunction?: any;
  26443. storage?: [];
  26444. }): number;
  26445. /**
  26446. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  26447. * @hidden
  26448. */
  26449. private _rebuildParticle;
  26450. /**
  26451. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26452. * @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.
  26453. * @returns the SPS.
  26454. */
  26455. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26456. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26457. * Returns an array with the removed particles.
  26458. * 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.
  26459. * The SPS can't be empty so at least one particle needs to remain in place.
  26460. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26461. * @param start index of the first particle to remove
  26462. * @param end index of the last particle to remove (included)
  26463. * @returns an array populated with the removed particles
  26464. */
  26465. removeParticles(start: number, end: number): SolidParticle[];
  26466. /**
  26467. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  26468. * @param solidParticleArray an array populated with Solid Particles objects
  26469. * @returns the SPS
  26470. */
  26471. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  26472. /**
  26473. * Creates a new particle and modifies the SPS mesh geometry :
  26474. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  26475. * - calls _addParticle() to populate the particle array
  26476. * factorized code from addShape() and insertParticlesFromArray()
  26477. * @param idx particle index in the particles array
  26478. * @param i particle index in its shape
  26479. * @param modelShape particle ModelShape object
  26480. * @param shape shape vertex array
  26481. * @param meshInd shape indices array
  26482. * @param meshUV shape uv array
  26483. * @param meshCol shape color array
  26484. * @param meshNor shape normals array
  26485. * @param bbInfo shape bounding info
  26486. * @param storage target particle storage
  26487. * @options addShape() passed options
  26488. * @hidden
  26489. */
  26490. private _insertNewParticle;
  26491. /**
  26492. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26493. * This method calls `updateParticle()` for each particle of the SPS.
  26494. * For an animated SPS, it is usually called within the render loop.
  26495. * 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.
  26496. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26497. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26498. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26499. * @returns the SPS.
  26500. */
  26501. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26502. /**
  26503. * Disposes the SPS.
  26504. */
  26505. dispose(): void;
  26506. /**
  26507. * Returns a SolidParticle object from its identifier : particle.id
  26508. * @param id (integer) the particle Id
  26509. * @returns the searched particle or null if not found in the SPS.
  26510. */
  26511. getParticleById(id: number): Nullable<SolidParticle>;
  26512. /**
  26513. * Returns a new array populated with the particles having the passed shapeId.
  26514. * @param shapeId (integer) the shape identifier
  26515. * @returns a new solid particle array
  26516. */
  26517. getParticlesByShapeId(shapeId: number): SolidParticle[];
  26518. /**
  26519. * Populates the passed array "ref" with the particles having the passed shapeId.
  26520. * @param shapeId the shape identifier
  26521. * @returns the SPS
  26522. * @param ref
  26523. */
  26524. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  26525. /**
  26526. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26527. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26528. * @returns the SPS.
  26529. */
  26530. refreshVisibleSize(): SolidParticleSystem;
  26531. /**
  26532. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26533. * @param size the size (float) of the visibility box
  26534. * note : this doesn't lock the SPS mesh bounding box.
  26535. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26536. */
  26537. setVisibilityBox(size: number): void;
  26538. /**
  26539. * Gets whether the SPS as always visible or not
  26540. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26541. */
  26542. /**
  26543. * Sets the SPS as always visible or not
  26544. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26545. */
  26546. isAlwaysVisible: boolean;
  26547. /**
  26548. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26549. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26550. */
  26551. /**
  26552. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26553. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26554. */
  26555. isVisibilityBoxLocked: boolean;
  26556. /**
  26557. * Tells to `setParticles()` to compute the particle rotations or not.
  26558. * Default value : true. The SPS is faster when it's set to false.
  26559. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26560. */
  26561. /**
  26562. * Gets if `setParticles()` computes the particle rotations or not.
  26563. * Default value : true. The SPS is faster when it's set to false.
  26564. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26565. */
  26566. computeParticleRotation: boolean;
  26567. /**
  26568. * Tells to `setParticles()` to compute the particle colors or not.
  26569. * Default value : true. The SPS is faster when it's set to false.
  26570. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26571. */
  26572. /**
  26573. * Gets if `setParticles()` computes the particle colors or not.
  26574. * Default value : true. The SPS is faster when it's set to false.
  26575. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26576. */
  26577. computeParticleColor: boolean;
  26578. /**
  26579. * Gets if `setParticles()` computes the particle textures or not.
  26580. * Default value : true. The SPS is faster when it's set to false.
  26581. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26582. */
  26583. computeParticleTexture: boolean;
  26584. /**
  26585. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26586. * Default value : false. The SPS is faster when it's set to false.
  26587. * Note : the particle custom vertex positions aren't stored values.
  26588. */
  26589. /**
  26590. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26591. * Default value : false. The SPS is faster when it's set to false.
  26592. * Note : the particle custom vertex positions aren't stored values.
  26593. */
  26594. computeParticleVertex: boolean;
  26595. /**
  26596. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26597. */
  26598. /**
  26599. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26600. */
  26601. computeBoundingBox: boolean;
  26602. /**
  26603. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26604. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26605. * Default : `true`
  26606. */
  26607. /**
  26608. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26609. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26610. * Default : `true`
  26611. */
  26612. depthSortParticles: boolean;
  26613. /**
  26614. * Gets if the SPS is created as expandable at construction time.
  26615. * Default : `false`
  26616. */
  26617. readonly expandable: boolean;
  26618. /**
  26619. * This function does nothing. It may be overwritten to set all the particle first values.
  26620. * The SPS doesn't call this function, you may have to call it by your own.
  26621. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26622. */
  26623. initParticles(): void;
  26624. /**
  26625. * This function does nothing. It may be overwritten to recycle a particle.
  26626. * The SPS doesn't call this function, you may have to call it by your own.
  26627. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26628. * @param particle The particle to recycle
  26629. * @returns the recycled particle
  26630. */
  26631. recycleParticle(particle: SolidParticle): SolidParticle;
  26632. /**
  26633. * Updates a particle : this function should be overwritten by the user.
  26634. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26635. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26636. * @example : just set a particle position or velocity and recycle conditions
  26637. * @param particle The particle to update
  26638. * @returns the updated particle
  26639. */
  26640. updateParticle(particle: SolidParticle): SolidParticle;
  26641. /**
  26642. * Updates a vertex of a particle : it can be overwritten by the user.
  26643. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26644. * @param particle the current particle
  26645. * @param vertex the current index of the current particle
  26646. * @param pt the index of the current vertex in the particle shape
  26647. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26648. * @example : just set a vertex particle position
  26649. * @returns the updated vertex
  26650. */
  26651. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26652. /**
  26653. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26654. * This does nothing and may be overwritten by the user.
  26655. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26656. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26657. * @param update the boolean update value actually passed to setParticles()
  26658. */
  26659. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26660. /**
  26661. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26662. * This will be passed three parameters.
  26663. * This does nothing and may be overwritten by the user.
  26664. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26665. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26666. * @param update the boolean update value actually passed to setParticles()
  26667. */
  26668. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26669. }
  26670. }
  26671. declare module "babylonjs/Particles/solidParticle" {
  26672. import { Nullable } from "babylonjs/types";
  26673. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26674. import { Color4 } from "babylonjs/Maths/math.color";
  26675. import { Mesh } from "babylonjs/Meshes/mesh";
  26676. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26677. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26678. import { Plane } from "babylonjs/Maths/math.plane";
  26679. /**
  26680. * Represents one particle of a solid particle system.
  26681. */
  26682. export class SolidParticle {
  26683. /**
  26684. * particle global index
  26685. */
  26686. idx: number;
  26687. /**
  26688. * particle identifier
  26689. */
  26690. id: number;
  26691. /**
  26692. * The color of the particle
  26693. */
  26694. color: Nullable<Color4>;
  26695. /**
  26696. * The world space position of the particle.
  26697. */
  26698. position: Vector3;
  26699. /**
  26700. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26701. */
  26702. rotation: Vector3;
  26703. /**
  26704. * The world space rotation quaternion of the particle.
  26705. */
  26706. rotationQuaternion: Nullable<Quaternion>;
  26707. /**
  26708. * The scaling of the particle.
  26709. */
  26710. scaling: Vector3;
  26711. /**
  26712. * The uvs of the particle.
  26713. */
  26714. uvs: Vector4;
  26715. /**
  26716. * The current speed of the particle.
  26717. */
  26718. velocity: Vector3;
  26719. /**
  26720. * The pivot point in the particle local space.
  26721. */
  26722. pivot: Vector3;
  26723. /**
  26724. * Must the particle be translated from its pivot point in its local space ?
  26725. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26726. * Default : false
  26727. */
  26728. translateFromPivot: boolean;
  26729. /**
  26730. * Is the particle active or not ?
  26731. */
  26732. alive: boolean;
  26733. /**
  26734. * Is the particle visible or not ?
  26735. */
  26736. isVisible: boolean;
  26737. /**
  26738. * Index of this particle in the global "positions" array (Internal use)
  26739. * @hidden
  26740. */
  26741. _pos: number;
  26742. /**
  26743. * @hidden Index of this particle in the global "indices" array (Internal use)
  26744. */
  26745. _ind: number;
  26746. /**
  26747. * @hidden ModelShape of this particle (Internal use)
  26748. */
  26749. _model: ModelShape;
  26750. /**
  26751. * ModelShape id of this particle
  26752. */
  26753. shapeId: number;
  26754. /**
  26755. * Index of the particle in its shape id
  26756. */
  26757. idxInShape: number;
  26758. /**
  26759. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26760. */
  26761. _modelBoundingInfo: BoundingInfo;
  26762. /**
  26763. * @hidden Particle BoundingInfo object (Internal use)
  26764. */
  26765. _boundingInfo: BoundingInfo;
  26766. /**
  26767. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26768. */
  26769. _sps: SolidParticleSystem;
  26770. /**
  26771. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26772. */
  26773. _stillInvisible: boolean;
  26774. /**
  26775. * @hidden Last computed particle rotation matrix
  26776. */
  26777. _rotationMatrix: number[];
  26778. /**
  26779. * Parent particle Id, if any.
  26780. * Default null.
  26781. */
  26782. parentId: Nullable<number>;
  26783. /**
  26784. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26785. * The possible values are :
  26786. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26787. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26788. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26789. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26790. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26791. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26792. * */
  26793. cullingStrategy: number;
  26794. /**
  26795. * @hidden Internal global position in the SPS.
  26796. */
  26797. _globalPosition: Vector3;
  26798. /**
  26799. * Creates a Solid Particle object.
  26800. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26801. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  26802. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  26803. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26804. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26805. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26806. * @param shapeId (integer) is the model shape identifier in the SPS.
  26807. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26808. * @param sps defines the sps it is associated to
  26809. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26810. */
  26811. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26812. /**
  26813. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  26814. * @param target the particle target
  26815. * @returns the current particle
  26816. */
  26817. copyToRef(target: SolidParticle): SolidParticle;
  26818. /**
  26819. * Legacy support, changed scale to scaling
  26820. */
  26821. /**
  26822. * Legacy support, changed scale to scaling
  26823. */
  26824. scale: Vector3;
  26825. /**
  26826. * Legacy support, changed quaternion to rotationQuaternion
  26827. */
  26828. /**
  26829. * Legacy support, changed quaternion to rotationQuaternion
  26830. */
  26831. quaternion: Nullable<Quaternion>;
  26832. /**
  26833. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26834. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26835. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26836. * @returns true if it intersects
  26837. */
  26838. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26839. /**
  26840. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26841. * A particle is in the frustum if its bounding box intersects the frustum
  26842. * @param frustumPlanes defines the frustum to test
  26843. * @returns true if the particle is in the frustum planes
  26844. */
  26845. isInFrustum(frustumPlanes: Plane[]): boolean;
  26846. /**
  26847. * get the rotation matrix of the particle
  26848. * @hidden
  26849. */
  26850. getRotationMatrix(m: Matrix): void;
  26851. }
  26852. /**
  26853. * Represents the shape of the model used by one particle of a solid particle system.
  26854. * SPS internal tool, don't use it manually.
  26855. */
  26856. export class ModelShape {
  26857. /**
  26858. * The shape id
  26859. * @hidden
  26860. */
  26861. shapeID: number;
  26862. /**
  26863. * flat array of model positions (internal use)
  26864. * @hidden
  26865. */
  26866. _shape: Vector3[];
  26867. /**
  26868. * flat array of model UVs (internal use)
  26869. * @hidden
  26870. */
  26871. _shapeUV: number[];
  26872. /**
  26873. * color array of the model
  26874. * @hidden
  26875. */
  26876. _shapeColors: number[];
  26877. /**
  26878. * indices array of the model
  26879. * @hidden
  26880. */
  26881. _indices: number[];
  26882. /**
  26883. * normals array of the model
  26884. * @hidden
  26885. */
  26886. _normals: number[];
  26887. /**
  26888. * length of the shape in the model indices array (internal use)
  26889. * @hidden
  26890. */
  26891. _indicesLength: number;
  26892. /**
  26893. * Custom position function (internal use)
  26894. * @hidden
  26895. */
  26896. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26897. /**
  26898. * Custom vertex function (internal use)
  26899. * @hidden
  26900. */
  26901. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26902. /**
  26903. * 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.
  26904. * SPS internal tool, don't use it manually.
  26905. * @hidden
  26906. */
  26907. 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>);
  26908. }
  26909. /**
  26910. * Represents a Depth Sorted Particle in the solid particle system.
  26911. */
  26912. export class DepthSortedParticle {
  26913. /**
  26914. * Index of the particle in the "indices" array
  26915. */
  26916. ind: number;
  26917. /**
  26918. * Length of the particle shape in the "indices" array
  26919. */
  26920. indicesLength: number;
  26921. /**
  26922. * Squared distance from the particle to the camera
  26923. */
  26924. sqDistance: number;
  26925. }
  26926. }
  26927. declare module "babylonjs/Collisions/meshCollisionData" {
  26928. import { Collider } from "babylonjs/Collisions/collider";
  26929. import { Vector3 } from "babylonjs/Maths/math.vector";
  26930. import { Nullable } from "babylonjs/types";
  26931. import { Observer } from "babylonjs/Misc/observable";
  26932. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26933. /**
  26934. * @hidden
  26935. */
  26936. export class _MeshCollisionData {
  26937. _checkCollisions: boolean;
  26938. _collisionMask: number;
  26939. _collisionGroup: number;
  26940. _collider: Nullable<Collider>;
  26941. _oldPositionForCollisions: Vector3;
  26942. _diffPositionForCollisions: Vector3;
  26943. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26944. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26945. }
  26946. }
  26947. declare module "babylonjs/Meshes/abstractMesh" {
  26948. import { Observable } from "babylonjs/Misc/observable";
  26949. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26950. import { Camera } from "babylonjs/Cameras/camera";
  26951. import { Scene, IDisposable } from "babylonjs/scene";
  26952. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26953. import { Node } from "babylonjs/node";
  26954. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26955. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26956. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26957. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26958. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26959. import { Material } from "babylonjs/Materials/material";
  26960. import { Light } from "babylonjs/Lights/light";
  26961. import { Skeleton } from "babylonjs/Bones/skeleton";
  26962. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26963. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26964. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26965. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26966. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26967. import { Plane } from "babylonjs/Maths/math.plane";
  26968. import { Ray } from "babylonjs/Culling/ray";
  26969. import { Collider } from "babylonjs/Collisions/collider";
  26970. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26971. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26972. /** @hidden */
  26973. class _FacetDataStorage {
  26974. facetPositions: Vector3[];
  26975. facetNormals: Vector3[];
  26976. facetPartitioning: number[][];
  26977. facetNb: number;
  26978. partitioningSubdivisions: number;
  26979. partitioningBBoxRatio: number;
  26980. facetDataEnabled: boolean;
  26981. facetParameters: any;
  26982. bbSize: Vector3;
  26983. subDiv: {
  26984. max: number;
  26985. X: number;
  26986. Y: number;
  26987. Z: number;
  26988. };
  26989. facetDepthSort: boolean;
  26990. facetDepthSortEnabled: boolean;
  26991. depthSortedIndices: IndicesArray;
  26992. depthSortedFacets: {
  26993. ind: number;
  26994. sqDistance: number;
  26995. }[];
  26996. facetDepthSortFunction: (f1: {
  26997. ind: number;
  26998. sqDistance: number;
  26999. }, f2: {
  27000. ind: number;
  27001. sqDistance: number;
  27002. }) => number;
  27003. facetDepthSortFrom: Vector3;
  27004. facetDepthSortOrigin: Vector3;
  27005. invertedMatrix: Matrix;
  27006. }
  27007. /**
  27008. * @hidden
  27009. **/
  27010. class _InternalAbstractMeshDataInfo {
  27011. _hasVertexAlpha: boolean;
  27012. _useVertexColors: boolean;
  27013. _numBoneInfluencers: number;
  27014. _applyFog: boolean;
  27015. _receiveShadows: boolean;
  27016. _facetData: _FacetDataStorage;
  27017. _visibility: number;
  27018. _skeleton: Nullable<Skeleton>;
  27019. _layerMask: number;
  27020. _computeBonesUsingShaders: boolean;
  27021. _isActive: boolean;
  27022. _onlyForInstances: boolean;
  27023. _isActiveIntermediate: boolean;
  27024. _onlyForInstancesIntermediate: boolean;
  27025. _actAsRegularMesh: boolean;
  27026. }
  27027. /**
  27028. * Class used to store all common mesh properties
  27029. */
  27030. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  27031. /** No occlusion */
  27032. static OCCLUSION_TYPE_NONE: number;
  27033. /** Occlusion set to optimisitic */
  27034. static OCCLUSION_TYPE_OPTIMISTIC: number;
  27035. /** Occlusion set to strict */
  27036. static OCCLUSION_TYPE_STRICT: number;
  27037. /** Use an accurante occlusion algorithm */
  27038. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  27039. /** Use a conservative occlusion algorithm */
  27040. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  27041. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  27042. * Test order :
  27043. * Is the bounding sphere outside the frustum ?
  27044. * If not, are the bounding box vertices outside the frustum ?
  27045. * It not, then the cullable object is in the frustum.
  27046. */
  27047. static readonly CULLINGSTRATEGY_STANDARD: number;
  27048. /** Culling strategy : Bounding Sphere Only.
  27049. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  27050. * It's also less accurate than the standard because some not visible objects can still be selected.
  27051. * Test : is the bounding sphere outside the frustum ?
  27052. * If not, then the cullable object is in the frustum.
  27053. */
  27054. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  27055. /** Culling strategy : Optimistic Inclusion.
  27056. * This in an inclusion test first, then the standard exclusion test.
  27057. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  27058. * 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.
  27059. * Anyway, it's as accurate as the standard strategy.
  27060. * Test :
  27061. * Is the cullable object bounding sphere center in the frustum ?
  27062. * If not, apply the default culling strategy.
  27063. */
  27064. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  27065. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  27066. * This in an inclusion test first, then the bounding sphere only exclusion test.
  27067. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  27068. * 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.
  27069. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  27070. * Test :
  27071. * Is the cullable object bounding sphere center in the frustum ?
  27072. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  27073. */
  27074. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  27075. /**
  27076. * No billboard
  27077. */
  27078. static readonly BILLBOARDMODE_NONE: number;
  27079. /** Billboard on X axis */
  27080. static readonly BILLBOARDMODE_X: number;
  27081. /** Billboard on Y axis */
  27082. static readonly BILLBOARDMODE_Y: number;
  27083. /** Billboard on Z axis */
  27084. static readonly BILLBOARDMODE_Z: number;
  27085. /** Billboard on all axes */
  27086. static readonly BILLBOARDMODE_ALL: number;
  27087. /** Billboard on using position instead of orientation */
  27088. static readonly BILLBOARDMODE_USE_POSITION: number;
  27089. /** @hidden */
  27090. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  27091. /**
  27092. * The culling strategy to use to check whether the mesh must be rendered or not.
  27093. * This value can be changed at any time and will be used on the next render mesh selection.
  27094. * The possible values are :
  27095. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  27096. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  27097. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  27098. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  27099. * Please read each static variable documentation to get details about the culling process.
  27100. * */
  27101. cullingStrategy: number;
  27102. /**
  27103. * Gets the number of facets in the mesh
  27104. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27105. */
  27106. readonly facetNb: number;
  27107. /**
  27108. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  27109. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27110. */
  27111. partitioningSubdivisions: number;
  27112. /**
  27113. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  27114. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  27115. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27116. */
  27117. partitioningBBoxRatio: number;
  27118. /**
  27119. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  27120. * Works only for updatable meshes.
  27121. * Doesn't work with multi-materials
  27122. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27123. */
  27124. mustDepthSortFacets: boolean;
  27125. /**
  27126. * The location (Vector3) where the facet depth sort must be computed from.
  27127. * By default, the active camera position.
  27128. * Used only when facet depth sort is enabled
  27129. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27130. */
  27131. facetDepthSortFrom: Vector3;
  27132. /**
  27133. * gets a boolean indicating if facetData is enabled
  27134. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27135. */
  27136. readonly isFacetDataEnabled: boolean;
  27137. /** @hidden */
  27138. _updateNonUniformScalingState(value: boolean): boolean;
  27139. /**
  27140. * An event triggered when this mesh collides with another one
  27141. */
  27142. onCollideObservable: Observable<AbstractMesh>;
  27143. /** Set a function to call when this mesh collides with another one */
  27144. onCollide: () => void;
  27145. /**
  27146. * An event triggered when the collision's position changes
  27147. */
  27148. onCollisionPositionChangeObservable: Observable<Vector3>;
  27149. /** Set a function to call when the collision's position changes */
  27150. onCollisionPositionChange: () => void;
  27151. /**
  27152. * An event triggered when material is changed
  27153. */
  27154. onMaterialChangedObservable: Observable<AbstractMesh>;
  27155. /**
  27156. * Gets or sets the orientation for POV movement & rotation
  27157. */
  27158. definedFacingForward: boolean;
  27159. /** @hidden */
  27160. _occlusionQuery: Nullable<WebGLQuery>;
  27161. /** @hidden */
  27162. _renderingGroup: Nullable<RenderingGroup>;
  27163. /**
  27164. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27165. */
  27166. /**
  27167. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27168. */
  27169. visibility: number;
  27170. /** Gets or sets the alpha index used to sort transparent meshes
  27171. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  27172. */
  27173. alphaIndex: number;
  27174. /**
  27175. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  27176. */
  27177. isVisible: boolean;
  27178. /**
  27179. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  27180. */
  27181. isPickable: boolean;
  27182. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  27183. showSubMeshesBoundingBox: boolean;
  27184. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  27185. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  27186. */
  27187. isBlocker: boolean;
  27188. /**
  27189. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  27190. */
  27191. enablePointerMoveEvents: boolean;
  27192. /**
  27193. * Specifies the rendering group id for this mesh (0 by default)
  27194. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  27195. */
  27196. renderingGroupId: number;
  27197. private _material;
  27198. /** Gets or sets current material */
  27199. material: Nullable<Material>;
  27200. /**
  27201. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  27202. * @see http://doc.babylonjs.com/babylon101/shadows
  27203. */
  27204. receiveShadows: boolean;
  27205. /** Defines color to use when rendering outline */
  27206. outlineColor: Color3;
  27207. /** Define width to use when rendering outline */
  27208. outlineWidth: number;
  27209. /** Defines color to use when rendering overlay */
  27210. overlayColor: Color3;
  27211. /** Defines alpha to use when rendering overlay */
  27212. overlayAlpha: number;
  27213. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  27214. hasVertexAlpha: boolean;
  27215. /** 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) */
  27216. useVertexColors: boolean;
  27217. /**
  27218. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  27219. */
  27220. computeBonesUsingShaders: boolean;
  27221. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  27222. numBoneInfluencers: number;
  27223. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  27224. applyFog: boolean;
  27225. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  27226. useOctreeForRenderingSelection: boolean;
  27227. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  27228. useOctreeForPicking: boolean;
  27229. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  27230. useOctreeForCollisions: boolean;
  27231. /**
  27232. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  27233. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  27234. */
  27235. layerMask: number;
  27236. /**
  27237. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  27238. */
  27239. alwaysSelectAsActiveMesh: boolean;
  27240. /**
  27241. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  27242. */
  27243. doNotSyncBoundingInfo: boolean;
  27244. /**
  27245. * Gets or sets the current action manager
  27246. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27247. */
  27248. actionManager: Nullable<AbstractActionManager>;
  27249. private _meshCollisionData;
  27250. /**
  27251. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  27252. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27253. */
  27254. ellipsoid: Vector3;
  27255. /**
  27256. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  27257. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27258. */
  27259. ellipsoidOffset: Vector3;
  27260. /**
  27261. * Gets or sets a collision mask used to mask collisions (default is -1).
  27262. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27263. */
  27264. collisionMask: number;
  27265. /**
  27266. * Gets or sets the current collision group mask (-1 by default).
  27267. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27268. */
  27269. collisionGroup: number;
  27270. /**
  27271. * Defines edge width used when edgesRenderer is enabled
  27272. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27273. */
  27274. edgesWidth: number;
  27275. /**
  27276. * Defines edge color used when edgesRenderer is enabled
  27277. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27278. */
  27279. edgesColor: Color4;
  27280. /** @hidden */
  27281. _edgesRenderer: Nullable<IEdgesRenderer>;
  27282. /** @hidden */
  27283. _masterMesh: Nullable<AbstractMesh>;
  27284. /** @hidden */
  27285. _boundingInfo: Nullable<BoundingInfo>;
  27286. /** @hidden */
  27287. _renderId: number;
  27288. /**
  27289. * Gets or sets the list of subMeshes
  27290. * @see http://doc.babylonjs.com/how_to/multi_materials
  27291. */
  27292. subMeshes: SubMesh[];
  27293. /** @hidden */
  27294. _intersectionsInProgress: AbstractMesh[];
  27295. /** @hidden */
  27296. _unIndexed: boolean;
  27297. /** @hidden */
  27298. _lightSources: Light[];
  27299. /** Gets the list of lights affecting that mesh */
  27300. readonly lightSources: Light[];
  27301. /** @hidden */
  27302. readonly _positions: Nullable<Vector3[]>;
  27303. /** @hidden */
  27304. _waitingData: {
  27305. lods: Nullable<any>;
  27306. actions: Nullable<any>;
  27307. freezeWorldMatrix: Nullable<boolean>;
  27308. };
  27309. /** @hidden */
  27310. _bonesTransformMatrices: Nullable<Float32Array>;
  27311. /** @hidden */
  27312. _transformMatrixTexture: Nullable<RawTexture>;
  27313. /**
  27314. * Gets or sets a skeleton to apply skining transformations
  27315. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27316. */
  27317. skeleton: Nullable<Skeleton>;
  27318. /**
  27319. * An event triggered when the mesh is rebuilt.
  27320. */
  27321. onRebuildObservable: Observable<AbstractMesh>;
  27322. /**
  27323. * Creates a new AbstractMesh
  27324. * @param name defines the name of the mesh
  27325. * @param scene defines the hosting scene
  27326. */
  27327. constructor(name: string, scene?: Nullable<Scene>);
  27328. /**
  27329. * Returns the string "AbstractMesh"
  27330. * @returns "AbstractMesh"
  27331. */
  27332. getClassName(): string;
  27333. /**
  27334. * Gets a string representation of the current mesh
  27335. * @param fullDetails defines a boolean indicating if full details must be included
  27336. * @returns a string representation of the current mesh
  27337. */
  27338. toString(fullDetails?: boolean): string;
  27339. /**
  27340. * @hidden
  27341. */
  27342. protected _getEffectiveParent(): Nullable<Node>;
  27343. /** @hidden */
  27344. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27345. /** @hidden */
  27346. _rebuild(): void;
  27347. /** @hidden */
  27348. _resyncLightSources(): void;
  27349. /** @hidden */
  27350. _resyncLighSource(light: Light): void;
  27351. /** @hidden */
  27352. _unBindEffect(): void;
  27353. /** @hidden */
  27354. _removeLightSource(light: Light, dispose: boolean): void;
  27355. private _markSubMeshesAsDirty;
  27356. /** @hidden */
  27357. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27358. /** @hidden */
  27359. _markSubMeshesAsAttributesDirty(): void;
  27360. /** @hidden */
  27361. _markSubMeshesAsMiscDirty(): void;
  27362. /**
  27363. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27364. */
  27365. scaling: Vector3;
  27366. /**
  27367. * Returns true if the mesh is blocked. Implemented by child classes
  27368. */
  27369. readonly isBlocked: boolean;
  27370. /**
  27371. * Returns the mesh itself by default. Implemented by child classes
  27372. * @param camera defines the camera to use to pick the right LOD level
  27373. * @returns the currentAbstractMesh
  27374. */
  27375. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27376. /**
  27377. * Returns 0 by default. Implemented by child classes
  27378. * @returns an integer
  27379. */
  27380. getTotalVertices(): number;
  27381. /**
  27382. * Returns a positive integer : the total number of indices in this mesh geometry.
  27383. * @returns the numner of indices or zero if the mesh has no geometry.
  27384. */
  27385. getTotalIndices(): number;
  27386. /**
  27387. * Returns null by default. Implemented by child classes
  27388. * @returns null
  27389. */
  27390. getIndices(): Nullable<IndicesArray>;
  27391. /**
  27392. * Returns the array of the requested vertex data kind. Implemented by child classes
  27393. * @param kind defines the vertex data kind to use
  27394. * @returns null
  27395. */
  27396. getVerticesData(kind: string): Nullable<FloatArray>;
  27397. /**
  27398. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27399. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27400. * Note that a new underlying VertexBuffer object is created each call.
  27401. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27402. * @param kind defines vertex data kind:
  27403. * * VertexBuffer.PositionKind
  27404. * * VertexBuffer.UVKind
  27405. * * VertexBuffer.UV2Kind
  27406. * * VertexBuffer.UV3Kind
  27407. * * VertexBuffer.UV4Kind
  27408. * * VertexBuffer.UV5Kind
  27409. * * VertexBuffer.UV6Kind
  27410. * * VertexBuffer.ColorKind
  27411. * * VertexBuffer.MatricesIndicesKind
  27412. * * VertexBuffer.MatricesIndicesExtraKind
  27413. * * VertexBuffer.MatricesWeightsKind
  27414. * * VertexBuffer.MatricesWeightsExtraKind
  27415. * @param data defines the data source
  27416. * @param updatable defines if the data must be flagged as updatable (or static)
  27417. * @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
  27418. * @returns the current mesh
  27419. */
  27420. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27421. /**
  27422. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27423. * If the mesh has no geometry, it is simply returned as it is.
  27424. * @param kind defines vertex data kind:
  27425. * * VertexBuffer.PositionKind
  27426. * * VertexBuffer.UVKind
  27427. * * VertexBuffer.UV2Kind
  27428. * * VertexBuffer.UV3Kind
  27429. * * VertexBuffer.UV4Kind
  27430. * * VertexBuffer.UV5Kind
  27431. * * VertexBuffer.UV6Kind
  27432. * * VertexBuffer.ColorKind
  27433. * * VertexBuffer.MatricesIndicesKind
  27434. * * VertexBuffer.MatricesIndicesExtraKind
  27435. * * VertexBuffer.MatricesWeightsKind
  27436. * * VertexBuffer.MatricesWeightsExtraKind
  27437. * @param data defines the data source
  27438. * @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
  27439. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27440. * @returns the current mesh
  27441. */
  27442. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27443. /**
  27444. * Sets the mesh indices,
  27445. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27446. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27447. * @param totalVertices Defines the total number of vertices
  27448. * @returns the current mesh
  27449. */
  27450. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27451. /**
  27452. * Gets a boolean indicating if specific vertex data is present
  27453. * @param kind defines the vertex data kind to use
  27454. * @returns true is data kind is present
  27455. */
  27456. isVerticesDataPresent(kind: string): boolean;
  27457. /**
  27458. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27459. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27460. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27461. * @returns a BoundingInfo
  27462. */
  27463. getBoundingInfo(): BoundingInfo;
  27464. /**
  27465. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27466. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27467. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27468. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27469. * @returns the current mesh
  27470. */
  27471. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27472. /**
  27473. * Overwrite the current bounding info
  27474. * @param boundingInfo defines the new bounding info
  27475. * @returns the current mesh
  27476. */
  27477. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27478. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27479. readonly useBones: boolean;
  27480. /** @hidden */
  27481. _preActivate(): void;
  27482. /** @hidden */
  27483. _preActivateForIntermediateRendering(renderId: number): void;
  27484. /** @hidden */
  27485. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27486. /** @hidden */
  27487. _postActivate(): void;
  27488. /** @hidden */
  27489. _freeze(): void;
  27490. /** @hidden */
  27491. _unFreeze(): void;
  27492. /**
  27493. * Gets the current world matrix
  27494. * @returns a Matrix
  27495. */
  27496. getWorldMatrix(): Matrix;
  27497. /** @hidden */
  27498. _getWorldMatrixDeterminant(): number;
  27499. /**
  27500. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27501. */
  27502. readonly isAnInstance: boolean;
  27503. /**
  27504. * Gets a boolean indicating if this mesh has instances
  27505. */
  27506. readonly hasInstances: boolean;
  27507. /**
  27508. * Perform relative position change from the point of view of behind the front of the mesh.
  27509. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27510. * Supports definition of mesh facing forward or backward
  27511. * @param amountRight defines the distance on the right axis
  27512. * @param amountUp defines the distance on the up axis
  27513. * @param amountForward defines the distance on the forward axis
  27514. * @returns the current mesh
  27515. */
  27516. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27517. /**
  27518. * Calculate relative position change from the point of view of behind the front of the mesh.
  27519. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27520. * Supports definition of mesh facing forward or backward
  27521. * @param amountRight defines the distance on the right axis
  27522. * @param amountUp defines the distance on the up axis
  27523. * @param amountForward defines the distance on the forward axis
  27524. * @returns the new displacement vector
  27525. */
  27526. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27527. /**
  27528. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27529. * Supports definition of mesh facing forward or backward
  27530. * @param flipBack defines the flip
  27531. * @param twirlClockwise defines the twirl
  27532. * @param tiltRight defines the tilt
  27533. * @returns the current mesh
  27534. */
  27535. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27536. /**
  27537. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27538. * Supports definition of mesh facing forward or backward.
  27539. * @param flipBack defines the flip
  27540. * @param twirlClockwise defines the twirl
  27541. * @param tiltRight defines the tilt
  27542. * @returns the new rotation vector
  27543. */
  27544. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27545. /**
  27546. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27547. * This means the mesh underlying bounding box and sphere are recomputed.
  27548. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27549. * @returns the current mesh
  27550. */
  27551. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27552. /** @hidden */
  27553. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27554. /** @hidden */
  27555. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27556. /** @hidden */
  27557. _updateBoundingInfo(): AbstractMesh;
  27558. /** @hidden */
  27559. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27560. /** @hidden */
  27561. protected _afterComputeWorldMatrix(): void;
  27562. /** @hidden */
  27563. readonly _effectiveMesh: AbstractMesh;
  27564. /**
  27565. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27566. * A mesh is in the frustum if its bounding box intersects the frustum
  27567. * @param frustumPlanes defines the frustum to test
  27568. * @returns true if the mesh is in the frustum planes
  27569. */
  27570. isInFrustum(frustumPlanes: Plane[]): boolean;
  27571. /**
  27572. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27573. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27574. * @param frustumPlanes defines the frustum to test
  27575. * @returns true if the mesh is completely in the frustum planes
  27576. */
  27577. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27578. /**
  27579. * True if the mesh intersects another mesh or a SolidParticle object
  27580. * @param mesh defines a target mesh or SolidParticle to test
  27581. * @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)
  27582. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27583. * @returns true if there is an intersection
  27584. */
  27585. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27586. /**
  27587. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27588. * @param point defines the point to test
  27589. * @returns true if there is an intersection
  27590. */
  27591. intersectsPoint(point: Vector3): boolean;
  27592. /**
  27593. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27594. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27595. */
  27596. checkCollisions: boolean;
  27597. /**
  27598. * Gets Collider object used to compute collisions (not physics)
  27599. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27600. */
  27601. readonly collider: Nullable<Collider>;
  27602. /**
  27603. * Move the mesh using collision engine
  27604. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27605. * @param displacement defines the requested displacement vector
  27606. * @returns the current mesh
  27607. */
  27608. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27609. private _onCollisionPositionChange;
  27610. /** @hidden */
  27611. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27612. /** @hidden */
  27613. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27614. /** @hidden */
  27615. _checkCollision(collider: Collider): AbstractMesh;
  27616. /** @hidden */
  27617. _generatePointsArray(): boolean;
  27618. /**
  27619. * Checks if the passed Ray intersects with the mesh
  27620. * @param ray defines the ray to use
  27621. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27622. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27623. * @returns the picking info
  27624. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27625. */
  27626. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27627. /**
  27628. * Clones the current mesh
  27629. * @param name defines the mesh name
  27630. * @param newParent defines the new mesh parent
  27631. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27632. * @returns the new mesh
  27633. */
  27634. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27635. /**
  27636. * Disposes all the submeshes of the current meshnp
  27637. * @returns the current mesh
  27638. */
  27639. releaseSubMeshes(): AbstractMesh;
  27640. /**
  27641. * Releases resources associated with this abstract mesh.
  27642. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27643. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27644. */
  27645. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27646. /**
  27647. * Adds the passed mesh as a child to the current mesh
  27648. * @param mesh defines the child mesh
  27649. * @returns the current mesh
  27650. */
  27651. addChild(mesh: AbstractMesh): AbstractMesh;
  27652. /**
  27653. * Removes the passed mesh from the current mesh children list
  27654. * @param mesh defines the child mesh
  27655. * @returns the current mesh
  27656. */
  27657. removeChild(mesh: AbstractMesh): AbstractMesh;
  27658. /** @hidden */
  27659. private _initFacetData;
  27660. /**
  27661. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27662. * This method can be called within the render loop.
  27663. * 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
  27664. * @returns the current mesh
  27665. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27666. */
  27667. updateFacetData(): AbstractMesh;
  27668. /**
  27669. * Returns the facetLocalNormals array.
  27670. * The normals are expressed in the mesh local spac
  27671. * @returns an array of Vector3
  27672. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27673. */
  27674. getFacetLocalNormals(): Vector3[];
  27675. /**
  27676. * Returns the facetLocalPositions array.
  27677. * The facet positions are expressed in the mesh local space
  27678. * @returns an array of Vector3
  27679. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27680. */
  27681. getFacetLocalPositions(): Vector3[];
  27682. /**
  27683. * Returns the facetLocalPartioning array
  27684. * @returns an array of array of numbers
  27685. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27686. */
  27687. getFacetLocalPartitioning(): number[][];
  27688. /**
  27689. * Returns the i-th facet position in the world system.
  27690. * This method allocates a new Vector3 per call
  27691. * @param i defines the facet index
  27692. * @returns a new Vector3
  27693. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27694. */
  27695. getFacetPosition(i: number): Vector3;
  27696. /**
  27697. * Sets the reference Vector3 with the i-th facet position in the world system
  27698. * @param i defines the facet index
  27699. * @param ref defines the target vector
  27700. * @returns the current mesh
  27701. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27702. */
  27703. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27704. /**
  27705. * Returns the i-th facet normal in the world system.
  27706. * This method allocates a new Vector3 per call
  27707. * @param i defines the facet index
  27708. * @returns a new Vector3
  27709. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27710. */
  27711. getFacetNormal(i: number): Vector3;
  27712. /**
  27713. * Sets the reference Vector3 with the i-th facet normal in the world system
  27714. * @param i defines the facet index
  27715. * @param ref defines the target vector
  27716. * @returns the current mesh
  27717. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27718. */
  27719. getFacetNormalToRef(i: number, ref: Vector3): this;
  27720. /**
  27721. * 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)
  27722. * @param x defines x coordinate
  27723. * @param y defines y coordinate
  27724. * @param z defines z coordinate
  27725. * @returns the array of facet indexes
  27726. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27727. */
  27728. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27729. /**
  27730. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27731. * @param projected sets as the (x,y,z) world projection on the facet
  27732. * @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
  27733. * @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
  27734. * @param x defines x coordinate
  27735. * @param y defines y coordinate
  27736. * @param z defines z coordinate
  27737. * @returns the face index if found (or null instead)
  27738. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27739. */
  27740. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27741. /**
  27742. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27743. * @param projected sets as the (x,y,z) local projection on the facet
  27744. * @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
  27745. * @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
  27746. * @param x defines x coordinate
  27747. * @param y defines y coordinate
  27748. * @param z defines z coordinate
  27749. * @returns the face index if found (or null instead)
  27750. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27751. */
  27752. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27753. /**
  27754. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27755. * @returns the parameters
  27756. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27757. */
  27758. getFacetDataParameters(): any;
  27759. /**
  27760. * Disables the feature FacetData and frees the related memory
  27761. * @returns the current mesh
  27762. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27763. */
  27764. disableFacetData(): AbstractMesh;
  27765. /**
  27766. * Updates the AbstractMesh indices array
  27767. * @param indices defines the data source
  27768. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27769. * @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)
  27770. * @returns the current mesh
  27771. */
  27772. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27773. /**
  27774. * Creates new normals data for the mesh
  27775. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27776. * @returns the current mesh
  27777. */
  27778. createNormals(updatable: boolean): AbstractMesh;
  27779. /**
  27780. * Align the mesh with a normal
  27781. * @param normal defines the normal to use
  27782. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27783. * @returns the current mesh
  27784. */
  27785. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27786. /** @hidden */
  27787. _checkOcclusionQuery(): boolean;
  27788. /**
  27789. * Disables the mesh edge rendering mode
  27790. * @returns the currentAbstractMesh
  27791. */
  27792. disableEdgesRendering(): AbstractMesh;
  27793. /**
  27794. * Enables the edge rendering mode on the mesh.
  27795. * This mode makes the mesh edges visible
  27796. * @param epsilon defines the maximal distance between two angles to detect a face
  27797. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27798. * @returns the currentAbstractMesh
  27799. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27800. */
  27801. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27802. }
  27803. }
  27804. declare module "babylonjs/Actions/actionEvent" {
  27805. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27806. import { Nullable } from "babylonjs/types";
  27807. import { Sprite } from "babylonjs/Sprites/sprite";
  27808. import { Scene } from "babylonjs/scene";
  27809. import { Vector2 } from "babylonjs/Maths/math.vector";
  27810. /**
  27811. * Interface used to define ActionEvent
  27812. */
  27813. export interface IActionEvent {
  27814. /** The mesh or sprite that triggered the action */
  27815. source: any;
  27816. /** The X mouse cursor position at the time of the event */
  27817. pointerX: number;
  27818. /** The Y mouse cursor position at the time of the event */
  27819. pointerY: number;
  27820. /** The mesh that is currently pointed at (can be null) */
  27821. meshUnderPointer: Nullable<AbstractMesh>;
  27822. /** the original (browser) event that triggered the ActionEvent */
  27823. sourceEvent?: any;
  27824. /** additional data for the event */
  27825. additionalData?: any;
  27826. }
  27827. /**
  27828. * ActionEvent is the event being sent when an action is triggered.
  27829. */
  27830. export class ActionEvent implements IActionEvent {
  27831. /** The mesh or sprite that triggered the action */
  27832. source: any;
  27833. /** The X mouse cursor position at the time of the event */
  27834. pointerX: number;
  27835. /** The Y mouse cursor position at the time of the event */
  27836. pointerY: number;
  27837. /** The mesh that is currently pointed at (can be null) */
  27838. meshUnderPointer: Nullable<AbstractMesh>;
  27839. /** the original (browser) event that triggered the ActionEvent */
  27840. sourceEvent?: any;
  27841. /** additional data for the event */
  27842. additionalData?: any;
  27843. /**
  27844. * Creates a new ActionEvent
  27845. * @param source The mesh or sprite that triggered the action
  27846. * @param pointerX The X mouse cursor position at the time of the event
  27847. * @param pointerY The Y mouse cursor position at the time of the event
  27848. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27849. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27850. * @param additionalData additional data for the event
  27851. */
  27852. constructor(
  27853. /** The mesh or sprite that triggered the action */
  27854. source: any,
  27855. /** The X mouse cursor position at the time of the event */
  27856. pointerX: number,
  27857. /** The Y mouse cursor position at the time of the event */
  27858. pointerY: number,
  27859. /** The mesh that is currently pointed at (can be null) */
  27860. meshUnderPointer: Nullable<AbstractMesh>,
  27861. /** the original (browser) event that triggered the ActionEvent */
  27862. sourceEvent?: any,
  27863. /** additional data for the event */
  27864. additionalData?: any);
  27865. /**
  27866. * Helper function to auto-create an ActionEvent from a source mesh.
  27867. * @param source The source mesh that triggered the event
  27868. * @param evt The original (browser) event
  27869. * @param additionalData additional data for the event
  27870. * @returns the new ActionEvent
  27871. */
  27872. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27873. /**
  27874. * Helper function to auto-create an ActionEvent from a source sprite
  27875. * @param source The source sprite that triggered the event
  27876. * @param scene Scene associated with the sprite
  27877. * @param evt The original (browser) event
  27878. * @param additionalData additional data for the event
  27879. * @returns the new ActionEvent
  27880. */
  27881. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27882. /**
  27883. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27884. * @param scene the scene where the event occurred
  27885. * @param evt The original (browser) event
  27886. * @returns the new ActionEvent
  27887. */
  27888. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27889. /**
  27890. * Helper function to auto-create an ActionEvent from a primitive
  27891. * @param prim defines the target primitive
  27892. * @param pointerPos defines the pointer position
  27893. * @param evt The original (browser) event
  27894. * @param additionalData additional data for the event
  27895. * @returns the new ActionEvent
  27896. */
  27897. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27898. }
  27899. }
  27900. declare module "babylonjs/Actions/abstractActionManager" {
  27901. import { IDisposable } from "babylonjs/scene";
  27902. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27903. import { IAction } from "babylonjs/Actions/action";
  27904. import { Nullable } from "babylonjs/types";
  27905. /**
  27906. * Abstract class used to decouple action Manager from scene and meshes.
  27907. * Do not instantiate.
  27908. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27909. */
  27910. export abstract class AbstractActionManager implements IDisposable {
  27911. /** Gets the list of active triggers */
  27912. static Triggers: {
  27913. [key: string]: number;
  27914. };
  27915. /** Gets the cursor to use when hovering items */
  27916. hoverCursor: string;
  27917. /** Gets the list of actions */
  27918. actions: IAction[];
  27919. /**
  27920. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27921. */
  27922. isRecursive: boolean;
  27923. /**
  27924. * Releases all associated resources
  27925. */
  27926. abstract dispose(): void;
  27927. /**
  27928. * Does this action manager has pointer triggers
  27929. */
  27930. abstract readonly hasPointerTriggers: boolean;
  27931. /**
  27932. * Does this action manager has pick triggers
  27933. */
  27934. abstract readonly hasPickTriggers: boolean;
  27935. /**
  27936. * Process a specific trigger
  27937. * @param trigger defines the trigger to process
  27938. * @param evt defines the event details to be processed
  27939. */
  27940. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27941. /**
  27942. * Does this action manager handles actions of any of the given triggers
  27943. * @param triggers defines the triggers to be tested
  27944. * @return a boolean indicating whether one (or more) of the triggers is handled
  27945. */
  27946. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27947. /**
  27948. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27949. * speed.
  27950. * @param triggerA defines the trigger to be tested
  27951. * @param triggerB defines the trigger to be tested
  27952. * @return a boolean indicating whether one (or more) of the triggers is handled
  27953. */
  27954. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27955. /**
  27956. * Does this action manager handles actions of a given trigger
  27957. * @param trigger defines the trigger to be tested
  27958. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27959. * @return whether the trigger is handled
  27960. */
  27961. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27962. /**
  27963. * Serialize this manager to a JSON object
  27964. * @param name defines the property name to store this manager
  27965. * @returns a JSON representation of this manager
  27966. */
  27967. abstract serialize(name: string): any;
  27968. /**
  27969. * Registers an action to this action manager
  27970. * @param action defines the action to be registered
  27971. * @return the action amended (prepared) after registration
  27972. */
  27973. abstract registerAction(action: IAction): Nullable<IAction>;
  27974. /**
  27975. * Unregisters an action to this action manager
  27976. * @param action defines the action to be unregistered
  27977. * @return a boolean indicating whether the action has been unregistered
  27978. */
  27979. abstract unregisterAction(action: IAction): Boolean;
  27980. /**
  27981. * Does exist one action manager with at least one trigger
  27982. **/
  27983. static readonly HasTriggers: boolean;
  27984. /**
  27985. * Does exist one action manager with at least one pick trigger
  27986. **/
  27987. static readonly HasPickTriggers: boolean;
  27988. /**
  27989. * Does exist one action manager that handles actions of a given trigger
  27990. * @param trigger defines the trigger to be tested
  27991. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27992. **/
  27993. static HasSpecificTrigger(trigger: number): boolean;
  27994. }
  27995. }
  27996. declare module "babylonjs/node" {
  27997. import { Scene } from "babylonjs/scene";
  27998. import { Nullable } from "babylonjs/types";
  27999. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  28000. import { Engine } from "babylonjs/Engines/engine";
  28001. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  28002. import { Observable } from "babylonjs/Misc/observable";
  28003. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  28004. import { IInspectable } from "babylonjs/Misc/iInspectable";
  28005. import { Animatable } from "babylonjs/Animations/animatable";
  28006. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  28007. import { Animation } from "babylonjs/Animations/animation";
  28008. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28010. /**
  28011. * Defines how a node can be built from a string name.
  28012. */
  28013. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  28014. /**
  28015. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  28016. */
  28017. export class Node implements IBehaviorAware<Node> {
  28018. /** @hidden */
  28019. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  28020. private static _NodeConstructors;
  28021. /**
  28022. * Add a new node constructor
  28023. * @param type defines the type name of the node to construct
  28024. * @param constructorFunc defines the constructor function
  28025. */
  28026. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  28027. /**
  28028. * Returns a node constructor based on type name
  28029. * @param type defines the type name
  28030. * @param name defines the new node name
  28031. * @param scene defines the hosting scene
  28032. * @param options defines optional options to transmit to constructors
  28033. * @returns the new constructor or null
  28034. */
  28035. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  28036. /**
  28037. * Gets or sets the name of the node
  28038. */
  28039. name: string;
  28040. /**
  28041. * Gets or sets the id of the node
  28042. */
  28043. id: string;
  28044. /**
  28045. * Gets or sets the unique id of the node
  28046. */
  28047. uniqueId: number;
  28048. /**
  28049. * Gets or sets a string used to store user defined state for the node
  28050. */
  28051. state: string;
  28052. /**
  28053. * Gets or sets an object used to store user defined information for the node
  28054. */
  28055. metadata: any;
  28056. /**
  28057. * For internal use only. Please do not use.
  28058. */
  28059. reservedDataStore: any;
  28060. /**
  28061. * List of inspectable custom properties (used by the Inspector)
  28062. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  28063. */
  28064. inspectableCustomProperties: IInspectable[];
  28065. private _doNotSerialize;
  28066. /**
  28067. * Gets or sets a boolean used to define if the node must be serialized
  28068. */
  28069. doNotSerialize: boolean;
  28070. /** @hidden */
  28071. _isDisposed: boolean;
  28072. /**
  28073. * Gets a list of Animations associated with the node
  28074. */
  28075. animations: import("babylonjs/Animations/animation").Animation[];
  28076. protected _ranges: {
  28077. [name: string]: Nullable<AnimationRange>;
  28078. };
  28079. /**
  28080. * Callback raised when the node is ready to be used
  28081. */
  28082. onReady: Nullable<(node: Node) => void>;
  28083. private _isEnabled;
  28084. private _isParentEnabled;
  28085. private _isReady;
  28086. /** @hidden */
  28087. _currentRenderId: number;
  28088. private _parentUpdateId;
  28089. /** @hidden */
  28090. _childUpdateId: number;
  28091. /** @hidden */
  28092. _waitingParentId: Nullable<string>;
  28093. /** @hidden */
  28094. _scene: Scene;
  28095. /** @hidden */
  28096. _cache: any;
  28097. private _parentNode;
  28098. private _children;
  28099. /** @hidden */
  28100. _worldMatrix: Matrix;
  28101. /** @hidden */
  28102. _worldMatrixDeterminant: number;
  28103. /** @hidden */
  28104. _worldMatrixDeterminantIsDirty: boolean;
  28105. /** @hidden */
  28106. private _sceneRootNodesIndex;
  28107. /**
  28108. * Gets a boolean indicating if the node has been disposed
  28109. * @returns true if the node was disposed
  28110. */
  28111. isDisposed(): boolean;
  28112. /**
  28113. * Gets or sets the parent of the node (without keeping the current position in the scene)
  28114. * @see https://doc.babylonjs.com/how_to/parenting
  28115. */
  28116. parent: Nullable<Node>;
  28117. /** @hidden */
  28118. _addToSceneRootNodes(): void;
  28119. /** @hidden */
  28120. _removeFromSceneRootNodes(): void;
  28121. private _animationPropertiesOverride;
  28122. /**
  28123. * Gets or sets the animation properties override
  28124. */
  28125. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  28126. /**
  28127. * Gets a string idenfifying the name of the class
  28128. * @returns "Node" string
  28129. */
  28130. getClassName(): string;
  28131. /** @hidden */
  28132. readonly _isNode: boolean;
  28133. /**
  28134. * An event triggered when the mesh is disposed
  28135. */
  28136. onDisposeObservable: Observable<Node>;
  28137. private _onDisposeObserver;
  28138. /**
  28139. * Sets a callback that will be raised when the node will be disposed
  28140. */
  28141. onDispose: () => void;
  28142. /**
  28143. * Creates a new Node
  28144. * @param name the name and id to be given to this node
  28145. * @param scene the scene this node will be added to
  28146. */
  28147. constructor(name: string, scene?: Nullable<Scene>);
  28148. /**
  28149. * Gets the scene of the node
  28150. * @returns a scene
  28151. */
  28152. getScene(): Scene;
  28153. /**
  28154. * Gets the engine of the node
  28155. * @returns a Engine
  28156. */
  28157. getEngine(): Engine;
  28158. private _behaviors;
  28159. /**
  28160. * Attach a behavior to the node
  28161. * @see http://doc.babylonjs.com/features/behaviour
  28162. * @param behavior defines the behavior to attach
  28163. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  28164. * @returns the current Node
  28165. */
  28166. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  28167. /**
  28168. * Remove an attached behavior
  28169. * @see http://doc.babylonjs.com/features/behaviour
  28170. * @param behavior defines the behavior to attach
  28171. * @returns the current Node
  28172. */
  28173. removeBehavior(behavior: Behavior<Node>): Node;
  28174. /**
  28175. * Gets the list of attached behaviors
  28176. * @see http://doc.babylonjs.com/features/behaviour
  28177. */
  28178. readonly behaviors: Behavior<Node>[];
  28179. /**
  28180. * Gets an attached behavior by name
  28181. * @param name defines the name of the behavior to look for
  28182. * @see http://doc.babylonjs.com/features/behaviour
  28183. * @returns null if behavior was not found else the requested behavior
  28184. */
  28185. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  28186. /**
  28187. * Returns the latest update of the World matrix
  28188. * @returns a Matrix
  28189. */
  28190. getWorldMatrix(): Matrix;
  28191. /** @hidden */
  28192. _getWorldMatrixDeterminant(): number;
  28193. /**
  28194. * Returns directly the latest state of the mesh World matrix.
  28195. * A Matrix is returned.
  28196. */
  28197. readonly worldMatrixFromCache: Matrix;
  28198. /** @hidden */
  28199. _initCache(): void;
  28200. /** @hidden */
  28201. updateCache(force?: boolean): void;
  28202. /** @hidden */
  28203. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28204. /** @hidden */
  28205. _updateCache(ignoreParentClass?: boolean): void;
  28206. /** @hidden */
  28207. _isSynchronized(): boolean;
  28208. /** @hidden */
  28209. _markSyncedWithParent(): void;
  28210. /** @hidden */
  28211. isSynchronizedWithParent(): boolean;
  28212. /** @hidden */
  28213. isSynchronized(): boolean;
  28214. /**
  28215. * Is this node ready to be used/rendered
  28216. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  28217. * @return true if the node is ready
  28218. */
  28219. isReady(completeCheck?: boolean): boolean;
  28220. /**
  28221. * Is this node enabled?
  28222. * 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
  28223. * @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
  28224. * @return whether this node (and its parent) is enabled
  28225. */
  28226. isEnabled(checkAncestors?: boolean): boolean;
  28227. /** @hidden */
  28228. protected _syncParentEnabledState(): void;
  28229. /**
  28230. * Set the enabled state of this node
  28231. * @param value defines the new enabled state
  28232. */
  28233. setEnabled(value: boolean): void;
  28234. /**
  28235. * Is this node a descendant of the given node?
  28236. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  28237. * @param ancestor defines the parent node to inspect
  28238. * @returns a boolean indicating if this node is a descendant of the given node
  28239. */
  28240. isDescendantOf(ancestor: Node): boolean;
  28241. /** @hidden */
  28242. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  28243. /**
  28244. * Will return all nodes that have this node as ascendant
  28245. * @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
  28246. * @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
  28247. * @return all children nodes of all types
  28248. */
  28249. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  28250. /**
  28251. * Get all child-meshes of this node
  28252. * @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)
  28253. * @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
  28254. * @returns an array of AbstractMesh
  28255. */
  28256. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  28257. /**
  28258. * Get all direct children of this node
  28259. * @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
  28260. * @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)
  28261. * @returns an array of Node
  28262. */
  28263. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  28264. /** @hidden */
  28265. _setReady(state: boolean): void;
  28266. /**
  28267. * Get an animation by name
  28268. * @param name defines the name of the animation to look for
  28269. * @returns null if not found else the requested animation
  28270. */
  28271. getAnimationByName(name: string): Nullable<Animation>;
  28272. /**
  28273. * Creates an animation range for this node
  28274. * @param name defines the name of the range
  28275. * @param from defines the starting key
  28276. * @param to defines the end key
  28277. */
  28278. createAnimationRange(name: string, from: number, to: number): void;
  28279. /**
  28280. * Delete a specific animation range
  28281. * @param name defines the name of the range to delete
  28282. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28283. */
  28284. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28285. /**
  28286. * Get an animation range by name
  28287. * @param name defines the name of the animation range to look for
  28288. * @returns null if not found else the requested animation range
  28289. */
  28290. getAnimationRange(name: string): Nullable<AnimationRange>;
  28291. /**
  28292. * Gets the list of all animation ranges defined on this node
  28293. * @returns an array
  28294. */
  28295. getAnimationRanges(): Nullable<AnimationRange>[];
  28296. /**
  28297. * Will start the animation sequence
  28298. * @param name defines the range frames for animation sequence
  28299. * @param loop defines if the animation should loop (false by default)
  28300. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28301. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28302. * @returns the object created for this animation. If range does not exist, it will return null
  28303. */
  28304. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28305. /**
  28306. * Serialize animation ranges into a JSON compatible object
  28307. * @returns serialization object
  28308. */
  28309. serializeAnimationRanges(): any;
  28310. /**
  28311. * Computes the world matrix of the node
  28312. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28313. * @returns the world matrix
  28314. */
  28315. computeWorldMatrix(force?: boolean): Matrix;
  28316. /**
  28317. * Releases resources associated with this node.
  28318. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28319. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28320. */
  28321. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28322. /**
  28323. * Parse animation range data from a serialization object and store them into a given node
  28324. * @param node defines where to store the animation ranges
  28325. * @param parsedNode defines the serialization object to read data from
  28326. * @param scene defines the hosting scene
  28327. */
  28328. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28329. /**
  28330. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28331. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28332. * @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
  28333. * @returns the new bounding vectors
  28334. */
  28335. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28336. min: Vector3;
  28337. max: Vector3;
  28338. };
  28339. }
  28340. }
  28341. declare module "babylonjs/Animations/animation" {
  28342. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28343. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28344. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28345. import { Nullable } from "babylonjs/types";
  28346. import { Scene } from "babylonjs/scene";
  28347. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28348. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28349. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28350. import { Node } from "babylonjs/node";
  28351. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28352. import { Size } from "babylonjs/Maths/math.size";
  28353. import { Animatable } from "babylonjs/Animations/animatable";
  28354. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28355. /**
  28356. * @hidden
  28357. */
  28358. export class _IAnimationState {
  28359. key: number;
  28360. repeatCount: number;
  28361. workValue?: any;
  28362. loopMode?: number;
  28363. offsetValue?: any;
  28364. highLimitValue?: any;
  28365. }
  28366. /**
  28367. * Class used to store any kind of animation
  28368. */
  28369. export class Animation {
  28370. /**Name of the animation */
  28371. name: string;
  28372. /**Property to animate */
  28373. targetProperty: string;
  28374. /**The frames per second of the animation */
  28375. framePerSecond: number;
  28376. /**The data type of the animation */
  28377. dataType: number;
  28378. /**The loop mode of the animation */
  28379. loopMode?: number | undefined;
  28380. /**Specifies if blending should be enabled */
  28381. enableBlending?: boolean | undefined;
  28382. /**
  28383. * Use matrix interpolation instead of using direct key value when animating matrices
  28384. */
  28385. static AllowMatricesInterpolation: boolean;
  28386. /**
  28387. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28388. */
  28389. static AllowMatrixDecomposeForInterpolation: boolean;
  28390. /**
  28391. * Stores the key frames of the animation
  28392. */
  28393. private _keys;
  28394. /**
  28395. * Stores the easing function of the animation
  28396. */
  28397. private _easingFunction;
  28398. /**
  28399. * @hidden Internal use only
  28400. */
  28401. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28402. /**
  28403. * The set of event that will be linked to this animation
  28404. */
  28405. private _events;
  28406. /**
  28407. * Stores an array of target property paths
  28408. */
  28409. targetPropertyPath: string[];
  28410. /**
  28411. * Stores the blending speed of the animation
  28412. */
  28413. blendingSpeed: number;
  28414. /**
  28415. * Stores the animation ranges for the animation
  28416. */
  28417. private _ranges;
  28418. /**
  28419. * @hidden Internal use
  28420. */
  28421. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28422. /**
  28423. * Sets up an animation
  28424. * @param property The property to animate
  28425. * @param animationType The animation type to apply
  28426. * @param framePerSecond The frames per second of the animation
  28427. * @param easingFunction The easing function used in the animation
  28428. * @returns The created animation
  28429. */
  28430. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28431. /**
  28432. * Create and start an animation on a node
  28433. * @param name defines the name of the global animation that will be run on all nodes
  28434. * @param node defines the root node where the animation will take place
  28435. * @param targetProperty defines property to animate
  28436. * @param framePerSecond defines the number of frame per second yo use
  28437. * @param totalFrame defines the number of frames in total
  28438. * @param from defines the initial value
  28439. * @param to defines the final value
  28440. * @param loopMode defines which loop mode you want to use (off by default)
  28441. * @param easingFunction defines the easing function to use (linear by default)
  28442. * @param onAnimationEnd defines the callback to call when animation end
  28443. * @returns the animatable created for this animation
  28444. */
  28445. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28446. /**
  28447. * Create and start an animation on a node and its descendants
  28448. * @param name defines the name of the global animation that will be run on all nodes
  28449. * @param node defines the root node where the animation will take place
  28450. * @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
  28451. * @param targetProperty defines property to animate
  28452. * @param framePerSecond defines the number of frame per second to use
  28453. * @param totalFrame defines the number of frames in total
  28454. * @param from defines the initial value
  28455. * @param to defines the final value
  28456. * @param loopMode defines which loop mode you want to use (off by default)
  28457. * @param easingFunction defines the easing function to use (linear by default)
  28458. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28459. * @returns the list of animatables created for all nodes
  28460. * @example https://www.babylonjs-playground.com/#MH0VLI
  28461. */
  28462. 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[]>;
  28463. /**
  28464. * Creates a new animation, merges it with the existing animations and starts it
  28465. * @param name Name of the animation
  28466. * @param node Node which contains the scene that begins the animations
  28467. * @param targetProperty Specifies which property to animate
  28468. * @param framePerSecond The frames per second of the animation
  28469. * @param totalFrame The total number of frames
  28470. * @param from The frame at the beginning of the animation
  28471. * @param to The frame at the end of the animation
  28472. * @param loopMode Specifies the loop mode of the animation
  28473. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28474. * @param onAnimationEnd Callback to run once the animation is complete
  28475. * @returns Nullable animation
  28476. */
  28477. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28478. /**
  28479. * Transition property of an host to the target Value
  28480. * @param property The property to transition
  28481. * @param targetValue The target Value of the property
  28482. * @param host The object where the property to animate belongs
  28483. * @param scene Scene used to run the animation
  28484. * @param frameRate Framerate (in frame/s) to use
  28485. * @param transition The transition type we want to use
  28486. * @param duration The duration of the animation, in milliseconds
  28487. * @param onAnimationEnd Callback trigger at the end of the animation
  28488. * @returns Nullable animation
  28489. */
  28490. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28491. /**
  28492. * Return the array of runtime animations currently using this animation
  28493. */
  28494. readonly runtimeAnimations: RuntimeAnimation[];
  28495. /**
  28496. * Specifies if any of the runtime animations are currently running
  28497. */
  28498. readonly hasRunningRuntimeAnimations: boolean;
  28499. /**
  28500. * Initializes the animation
  28501. * @param name Name of the animation
  28502. * @param targetProperty Property to animate
  28503. * @param framePerSecond The frames per second of the animation
  28504. * @param dataType The data type of the animation
  28505. * @param loopMode The loop mode of the animation
  28506. * @param enableBlending Specifies if blending should be enabled
  28507. */
  28508. constructor(
  28509. /**Name of the animation */
  28510. name: string,
  28511. /**Property to animate */
  28512. targetProperty: string,
  28513. /**The frames per second of the animation */
  28514. framePerSecond: number,
  28515. /**The data type of the animation */
  28516. dataType: number,
  28517. /**The loop mode of the animation */
  28518. loopMode?: number | undefined,
  28519. /**Specifies if blending should be enabled */
  28520. enableBlending?: boolean | undefined);
  28521. /**
  28522. * Converts the animation to a string
  28523. * @param fullDetails support for multiple levels of logging within scene loading
  28524. * @returns String form of the animation
  28525. */
  28526. toString(fullDetails?: boolean): string;
  28527. /**
  28528. * Add an event to this animation
  28529. * @param event Event to add
  28530. */
  28531. addEvent(event: AnimationEvent): void;
  28532. /**
  28533. * Remove all events found at the given frame
  28534. * @param frame The frame to remove events from
  28535. */
  28536. removeEvents(frame: number): void;
  28537. /**
  28538. * Retrieves all the events from the animation
  28539. * @returns Events from the animation
  28540. */
  28541. getEvents(): AnimationEvent[];
  28542. /**
  28543. * Creates an animation range
  28544. * @param name Name of the animation range
  28545. * @param from Starting frame of the animation range
  28546. * @param to Ending frame of the animation
  28547. */
  28548. createRange(name: string, from: number, to: number): void;
  28549. /**
  28550. * Deletes an animation range by name
  28551. * @param name Name of the animation range to delete
  28552. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28553. */
  28554. deleteRange(name: string, deleteFrames?: boolean): void;
  28555. /**
  28556. * Gets the animation range by name, or null if not defined
  28557. * @param name Name of the animation range
  28558. * @returns Nullable animation range
  28559. */
  28560. getRange(name: string): Nullable<AnimationRange>;
  28561. /**
  28562. * Gets the key frames from the animation
  28563. * @returns The key frames of the animation
  28564. */
  28565. getKeys(): Array<IAnimationKey>;
  28566. /**
  28567. * Gets the highest frame rate of the animation
  28568. * @returns Highest frame rate of the animation
  28569. */
  28570. getHighestFrame(): number;
  28571. /**
  28572. * Gets the easing function of the animation
  28573. * @returns Easing function of the animation
  28574. */
  28575. getEasingFunction(): IEasingFunction;
  28576. /**
  28577. * Sets the easing function of the animation
  28578. * @param easingFunction A custom mathematical formula for animation
  28579. */
  28580. setEasingFunction(easingFunction: EasingFunction): void;
  28581. /**
  28582. * Interpolates a scalar linearly
  28583. * @param startValue Start value of the animation curve
  28584. * @param endValue End value of the animation curve
  28585. * @param gradient Scalar amount to interpolate
  28586. * @returns Interpolated scalar value
  28587. */
  28588. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28589. /**
  28590. * Interpolates a scalar cubically
  28591. * @param startValue Start value of the animation curve
  28592. * @param outTangent End tangent of the animation
  28593. * @param endValue End value of the animation curve
  28594. * @param inTangent Start tangent of the animation curve
  28595. * @param gradient Scalar amount to interpolate
  28596. * @returns Interpolated scalar value
  28597. */
  28598. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28599. /**
  28600. * Interpolates a quaternion using a spherical linear interpolation
  28601. * @param startValue Start value of the animation curve
  28602. * @param endValue End value of the animation curve
  28603. * @param gradient Scalar amount to interpolate
  28604. * @returns Interpolated quaternion value
  28605. */
  28606. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28607. /**
  28608. * Interpolates a quaternion cubically
  28609. * @param startValue Start value of the animation curve
  28610. * @param outTangent End tangent of the animation curve
  28611. * @param endValue End value of the animation curve
  28612. * @param inTangent Start tangent of the animation curve
  28613. * @param gradient Scalar amount to interpolate
  28614. * @returns Interpolated quaternion value
  28615. */
  28616. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28617. /**
  28618. * Interpolates a Vector3 linearl
  28619. * @param startValue Start value of the animation curve
  28620. * @param endValue End value of the animation curve
  28621. * @param gradient Scalar amount to interpolate
  28622. * @returns Interpolated scalar value
  28623. */
  28624. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28625. /**
  28626. * Interpolates a Vector3 cubically
  28627. * @param startValue Start value of the animation curve
  28628. * @param outTangent End tangent of the animation
  28629. * @param endValue End value of the animation curve
  28630. * @param inTangent Start tangent of the animation curve
  28631. * @param gradient Scalar amount to interpolate
  28632. * @returns InterpolatedVector3 value
  28633. */
  28634. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28635. /**
  28636. * Interpolates a Vector2 linearly
  28637. * @param startValue Start value of the animation curve
  28638. * @param endValue End value of the animation curve
  28639. * @param gradient Scalar amount to interpolate
  28640. * @returns Interpolated Vector2 value
  28641. */
  28642. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28643. /**
  28644. * Interpolates a Vector2 cubically
  28645. * @param startValue Start value of the animation curve
  28646. * @param outTangent End tangent of the animation
  28647. * @param endValue End value of the animation curve
  28648. * @param inTangent Start tangent of the animation curve
  28649. * @param gradient Scalar amount to interpolate
  28650. * @returns Interpolated Vector2 value
  28651. */
  28652. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28653. /**
  28654. * Interpolates a size linearly
  28655. * @param startValue Start value of the animation curve
  28656. * @param endValue End value of the animation curve
  28657. * @param gradient Scalar amount to interpolate
  28658. * @returns Interpolated Size value
  28659. */
  28660. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28661. /**
  28662. * Interpolates a Color3 linearly
  28663. * @param startValue Start value of the animation curve
  28664. * @param endValue End value of the animation curve
  28665. * @param gradient Scalar amount to interpolate
  28666. * @returns Interpolated Color3 value
  28667. */
  28668. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28669. /**
  28670. * Interpolates a Color4 linearly
  28671. * @param startValue Start value of the animation curve
  28672. * @param endValue End value of the animation curve
  28673. * @param gradient Scalar amount to interpolate
  28674. * @returns Interpolated Color3 value
  28675. */
  28676. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28677. /**
  28678. * @hidden Internal use only
  28679. */
  28680. _getKeyValue(value: any): any;
  28681. /**
  28682. * @hidden Internal use only
  28683. */
  28684. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28685. /**
  28686. * Defines the function to use to interpolate matrices
  28687. * @param startValue defines the start matrix
  28688. * @param endValue defines the end matrix
  28689. * @param gradient defines the gradient between both matrices
  28690. * @param result defines an optional target matrix where to store the interpolation
  28691. * @returns the interpolated matrix
  28692. */
  28693. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28694. /**
  28695. * Makes a copy of the animation
  28696. * @returns Cloned animation
  28697. */
  28698. clone(): Animation;
  28699. /**
  28700. * Sets the key frames of the animation
  28701. * @param values The animation key frames to set
  28702. */
  28703. setKeys(values: Array<IAnimationKey>): void;
  28704. /**
  28705. * Serializes the animation to an object
  28706. * @returns Serialized object
  28707. */
  28708. serialize(): any;
  28709. /**
  28710. * Float animation type
  28711. */
  28712. static readonly ANIMATIONTYPE_FLOAT: number;
  28713. /**
  28714. * Vector3 animation type
  28715. */
  28716. static readonly ANIMATIONTYPE_VECTOR3: number;
  28717. /**
  28718. * Quaternion animation type
  28719. */
  28720. static readonly ANIMATIONTYPE_QUATERNION: number;
  28721. /**
  28722. * Matrix animation type
  28723. */
  28724. static readonly ANIMATIONTYPE_MATRIX: number;
  28725. /**
  28726. * Color3 animation type
  28727. */
  28728. static readonly ANIMATIONTYPE_COLOR3: number;
  28729. /**
  28730. * Color3 animation type
  28731. */
  28732. static readonly ANIMATIONTYPE_COLOR4: number;
  28733. /**
  28734. * Vector2 animation type
  28735. */
  28736. static readonly ANIMATIONTYPE_VECTOR2: number;
  28737. /**
  28738. * Size animation type
  28739. */
  28740. static readonly ANIMATIONTYPE_SIZE: number;
  28741. /**
  28742. * Relative Loop Mode
  28743. */
  28744. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28745. /**
  28746. * Cycle Loop Mode
  28747. */
  28748. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28749. /**
  28750. * Constant Loop Mode
  28751. */
  28752. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28753. /** @hidden */
  28754. static _UniversalLerp(left: any, right: any, amount: number): any;
  28755. /**
  28756. * Parses an animation object and creates an animation
  28757. * @param parsedAnimation Parsed animation object
  28758. * @returns Animation object
  28759. */
  28760. static Parse(parsedAnimation: any): Animation;
  28761. /**
  28762. * Appends the serialized animations from the source animations
  28763. * @param source Source containing the animations
  28764. * @param destination Target to store the animations
  28765. */
  28766. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28767. }
  28768. }
  28769. declare module "babylonjs/Animations/animatable.interface" {
  28770. import { Nullable } from "babylonjs/types";
  28771. import { Animation } from "babylonjs/Animations/animation";
  28772. /**
  28773. * Interface containing an array of animations
  28774. */
  28775. export interface IAnimatable {
  28776. /**
  28777. * Array of animations
  28778. */
  28779. animations: Nullable<Array<Animation>>;
  28780. }
  28781. }
  28782. declare module "babylonjs/Materials/fresnelParameters" {
  28783. import { Color3 } from "babylonjs/Maths/math.color";
  28784. /**
  28785. * This represents all the required information to add a fresnel effect on a material:
  28786. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28787. */
  28788. export class FresnelParameters {
  28789. private _isEnabled;
  28790. /**
  28791. * Define if the fresnel effect is enable or not.
  28792. */
  28793. isEnabled: boolean;
  28794. /**
  28795. * Define the color used on edges (grazing angle)
  28796. */
  28797. leftColor: Color3;
  28798. /**
  28799. * Define the color used on center
  28800. */
  28801. rightColor: Color3;
  28802. /**
  28803. * Define bias applied to computed fresnel term
  28804. */
  28805. bias: number;
  28806. /**
  28807. * Defined the power exponent applied to fresnel term
  28808. */
  28809. power: number;
  28810. /**
  28811. * Clones the current fresnel and its valuues
  28812. * @returns a clone fresnel configuration
  28813. */
  28814. clone(): FresnelParameters;
  28815. /**
  28816. * Serializes the current fresnel parameters to a JSON representation.
  28817. * @return the JSON serialization
  28818. */
  28819. serialize(): any;
  28820. /**
  28821. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28822. * @param parsedFresnelParameters Define the JSON representation
  28823. * @returns the parsed parameters
  28824. */
  28825. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28826. }
  28827. }
  28828. declare module "babylonjs/Misc/decorators" {
  28829. import { Nullable } from "babylonjs/types";
  28830. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28831. import { Scene } from "babylonjs/scene";
  28832. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28833. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28834. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28835. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28836. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28837. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28838. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28839. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28840. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28841. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28842. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28843. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28844. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28845. /**
  28846. * Decorator used to define property that can be serialized as reference to a camera
  28847. * @param sourceName defines the name of the property to decorate
  28848. */
  28849. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28850. /**
  28851. * Class used to help serialization objects
  28852. */
  28853. export class SerializationHelper {
  28854. /** @hidden */
  28855. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28856. /** @hidden */
  28857. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28858. /** @hidden */
  28859. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28860. /** @hidden */
  28861. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28862. /**
  28863. * Appends the serialized animations from the source animations
  28864. * @param source Source containing the animations
  28865. * @param destination Target to store the animations
  28866. */
  28867. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28868. /**
  28869. * Static function used to serialized a specific entity
  28870. * @param entity defines the entity to serialize
  28871. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28872. * @returns a JSON compatible object representing the serialization of the entity
  28873. */
  28874. static Serialize<T>(entity: T, serializationObject?: any): any;
  28875. /**
  28876. * Creates a new entity from a serialization data object
  28877. * @param creationFunction defines a function used to instanciated the new entity
  28878. * @param source defines the source serialization data
  28879. * @param scene defines the hosting scene
  28880. * @param rootUrl defines the root url for resources
  28881. * @returns a new entity
  28882. */
  28883. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28884. /**
  28885. * Clones an object
  28886. * @param creationFunction defines the function used to instanciate the new object
  28887. * @param source defines the source object
  28888. * @returns the cloned object
  28889. */
  28890. static Clone<T>(creationFunction: () => T, source: T): T;
  28891. /**
  28892. * Instanciates a new object based on a source one (some data will be shared between both object)
  28893. * @param creationFunction defines the function used to instanciate the new object
  28894. * @param source defines the source object
  28895. * @returns the new object
  28896. */
  28897. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28898. }
  28899. }
  28900. declare module "babylonjs/Misc/guid" {
  28901. /**
  28902. * Class used to manipulate GUIDs
  28903. */
  28904. export class GUID {
  28905. /**
  28906. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28907. * Be aware Math.random() could cause collisions, but:
  28908. * "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"
  28909. * @returns a pseudo random id
  28910. */
  28911. static RandomId(): string;
  28912. }
  28913. }
  28914. declare module "babylonjs/Materials/Textures/baseTexture" {
  28915. import { Observable } from "babylonjs/Misc/observable";
  28916. import { Nullable } from "babylonjs/types";
  28917. import { Scene } from "babylonjs/scene";
  28918. import { Matrix } from "babylonjs/Maths/math.vector";
  28919. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28920. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28921. import { ISize } from "babylonjs/Maths/math.size";
  28922. /**
  28923. * Base class of all the textures in babylon.
  28924. * It groups all the common properties the materials, post process, lights... might need
  28925. * in order to make a correct use of the texture.
  28926. */
  28927. export class BaseTexture implements IAnimatable {
  28928. /**
  28929. * Default anisotropic filtering level for the application.
  28930. * It is set to 4 as a good tradeoff between perf and quality.
  28931. */
  28932. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28933. /**
  28934. * Gets or sets the unique id of the texture
  28935. */
  28936. uniqueId: number;
  28937. /**
  28938. * Define the name of the texture.
  28939. */
  28940. name: string;
  28941. /**
  28942. * Gets or sets an object used to store user defined information.
  28943. */
  28944. metadata: any;
  28945. /**
  28946. * For internal use only. Please do not use.
  28947. */
  28948. reservedDataStore: any;
  28949. private _hasAlpha;
  28950. /**
  28951. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28952. */
  28953. hasAlpha: boolean;
  28954. /**
  28955. * Defines if the alpha value should be determined via the rgb values.
  28956. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28957. */
  28958. getAlphaFromRGB: boolean;
  28959. /**
  28960. * Intensity or strength of the texture.
  28961. * It is commonly used by materials to fine tune the intensity of the texture
  28962. */
  28963. level: number;
  28964. /**
  28965. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28966. * This is part of the texture as textures usually maps to one uv set.
  28967. */
  28968. coordinatesIndex: number;
  28969. private _coordinatesMode;
  28970. /**
  28971. * How a texture is mapped.
  28972. *
  28973. * | Value | Type | Description |
  28974. * | ----- | ----------------------------------- | ----------- |
  28975. * | 0 | EXPLICIT_MODE | |
  28976. * | 1 | SPHERICAL_MODE | |
  28977. * | 2 | PLANAR_MODE | |
  28978. * | 3 | CUBIC_MODE | |
  28979. * | 4 | PROJECTION_MODE | |
  28980. * | 5 | SKYBOX_MODE | |
  28981. * | 6 | INVCUBIC_MODE | |
  28982. * | 7 | EQUIRECTANGULAR_MODE | |
  28983. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28984. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28985. */
  28986. coordinatesMode: number;
  28987. /**
  28988. * | Value | Type | Description |
  28989. * | ----- | ------------------ | ----------- |
  28990. * | 0 | CLAMP_ADDRESSMODE | |
  28991. * | 1 | WRAP_ADDRESSMODE | |
  28992. * | 2 | MIRROR_ADDRESSMODE | |
  28993. */
  28994. wrapU: number;
  28995. /**
  28996. * | Value | Type | Description |
  28997. * | ----- | ------------------ | ----------- |
  28998. * | 0 | CLAMP_ADDRESSMODE | |
  28999. * | 1 | WRAP_ADDRESSMODE | |
  29000. * | 2 | MIRROR_ADDRESSMODE | |
  29001. */
  29002. wrapV: number;
  29003. /**
  29004. * | Value | Type | Description |
  29005. * | ----- | ------------------ | ----------- |
  29006. * | 0 | CLAMP_ADDRESSMODE | |
  29007. * | 1 | WRAP_ADDRESSMODE | |
  29008. * | 2 | MIRROR_ADDRESSMODE | |
  29009. */
  29010. wrapR: number;
  29011. /**
  29012. * With compliant hardware and browser (supporting anisotropic filtering)
  29013. * this defines the level of anisotropic filtering in the texture.
  29014. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  29015. */
  29016. anisotropicFilteringLevel: number;
  29017. /**
  29018. * Define if the texture is a cube texture or if false a 2d texture.
  29019. */
  29020. isCube: boolean;
  29021. /**
  29022. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  29023. */
  29024. is3D: boolean;
  29025. /**
  29026. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  29027. */
  29028. is2DArray: boolean;
  29029. /**
  29030. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  29031. * HDR texture are usually stored in linear space.
  29032. * This only impacts the PBR and Background materials
  29033. */
  29034. gammaSpace: boolean;
  29035. /**
  29036. * Gets or sets whether or not the texture contains RGBD data.
  29037. */
  29038. isRGBD: boolean;
  29039. /**
  29040. * Is Z inverted in the texture (useful in a cube texture).
  29041. */
  29042. invertZ: boolean;
  29043. /**
  29044. * Are mip maps generated for this texture or not.
  29045. */
  29046. readonly noMipmap: boolean;
  29047. /**
  29048. * @hidden
  29049. */
  29050. lodLevelInAlpha: boolean;
  29051. /**
  29052. * With prefiltered texture, defined the offset used during the prefiltering steps.
  29053. */
  29054. lodGenerationOffset: number;
  29055. /**
  29056. * With prefiltered texture, defined the scale used during the prefiltering steps.
  29057. */
  29058. lodGenerationScale: number;
  29059. /**
  29060. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  29061. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  29062. * average roughness values.
  29063. */
  29064. linearSpecularLOD: boolean;
  29065. /**
  29066. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  29067. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  29068. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  29069. */
  29070. irradianceTexture: Nullable<BaseTexture>;
  29071. /**
  29072. * Define if the texture is a render target.
  29073. */
  29074. isRenderTarget: boolean;
  29075. /**
  29076. * Define the unique id of the texture in the scene.
  29077. */
  29078. readonly uid: string;
  29079. /**
  29080. * Return a string representation of the texture.
  29081. * @returns the texture as a string
  29082. */
  29083. toString(): string;
  29084. /**
  29085. * Get the class name of the texture.
  29086. * @returns "BaseTexture"
  29087. */
  29088. getClassName(): string;
  29089. /**
  29090. * Define the list of animation attached to the texture.
  29091. */
  29092. animations: import("babylonjs/Animations/animation").Animation[];
  29093. /**
  29094. * An event triggered when the texture is disposed.
  29095. */
  29096. onDisposeObservable: Observable<BaseTexture>;
  29097. private _onDisposeObserver;
  29098. /**
  29099. * Callback triggered when the texture has been disposed.
  29100. * Kept for back compatibility, you can use the onDisposeObservable instead.
  29101. */
  29102. onDispose: () => void;
  29103. /**
  29104. * Define the current state of the loading sequence when in delayed load mode.
  29105. */
  29106. delayLoadState: number;
  29107. private _scene;
  29108. /** @hidden */
  29109. _texture: Nullable<InternalTexture>;
  29110. private _uid;
  29111. /**
  29112. * Define if the texture is preventinga material to render or not.
  29113. * If not and the texture is not ready, the engine will use a default black texture instead.
  29114. */
  29115. readonly isBlocking: boolean;
  29116. /**
  29117. * Instantiates a new BaseTexture.
  29118. * Base class of all the textures in babylon.
  29119. * It groups all the common properties the materials, post process, lights... might need
  29120. * in order to make a correct use of the texture.
  29121. * @param scene Define the scene the texture blongs to
  29122. */
  29123. constructor(scene: Nullable<Scene>);
  29124. /**
  29125. * Get the scene the texture belongs to.
  29126. * @returns the scene or null if undefined
  29127. */
  29128. getScene(): Nullable<Scene>;
  29129. /**
  29130. * Get the texture transform matrix used to offset tile the texture for istance.
  29131. * @returns the transformation matrix
  29132. */
  29133. getTextureMatrix(): Matrix;
  29134. /**
  29135. * Get the texture reflection matrix used to rotate/transform the reflection.
  29136. * @returns the reflection matrix
  29137. */
  29138. getReflectionTextureMatrix(): Matrix;
  29139. /**
  29140. * Get the underlying lower level texture from Babylon.
  29141. * @returns the insternal texture
  29142. */
  29143. getInternalTexture(): Nullable<InternalTexture>;
  29144. /**
  29145. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  29146. * @returns true if ready or not blocking
  29147. */
  29148. isReadyOrNotBlocking(): boolean;
  29149. /**
  29150. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  29151. * @returns true if fully ready
  29152. */
  29153. isReady(): boolean;
  29154. private _cachedSize;
  29155. /**
  29156. * Get the size of the texture.
  29157. * @returns the texture size.
  29158. */
  29159. getSize(): ISize;
  29160. /**
  29161. * Get the base size of the texture.
  29162. * It can be different from the size if the texture has been resized for POT for instance
  29163. * @returns the base size
  29164. */
  29165. getBaseSize(): ISize;
  29166. /**
  29167. * Update the sampling mode of the texture.
  29168. * Default is Trilinear mode.
  29169. *
  29170. * | Value | Type | Description |
  29171. * | ----- | ------------------ | ----------- |
  29172. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  29173. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  29174. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  29175. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  29176. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  29177. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  29178. * | 7 | NEAREST_LINEAR | |
  29179. * | 8 | NEAREST_NEAREST | |
  29180. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  29181. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  29182. * | 11 | LINEAR_LINEAR | |
  29183. * | 12 | LINEAR_NEAREST | |
  29184. *
  29185. * > _mag_: magnification filter (close to the viewer)
  29186. * > _min_: minification filter (far from the viewer)
  29187. * > _mip_: filter used between mip map levels
  29188. *@param samplingMode Define the new sampling mode of the texture
  29189. */
  29190. updateSamplingMode(samplingMode: number): void;
  29191. /**
  29192. * Scales the texture if is `canRescale()`
  29193. * @param ratio the resize factor we want to use to rescale
  29194. */
  29195. scale(ratio: number): void;
  29196. /**
  29197. * Get if the texture can rescale.
  29198. */
  29199. readonly canRescale: boolean;
  29200. /** @hidden */
  29201. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  29202. /** @hidden */
  29203. _rebuild(): void;
  29204. /**
  29205. * Triggers the load sequence in delayed load mode.
  29206. */
  29207. delayLoad(): void;
  29208. /**
  29209. * Clones the texture.
  29210. * @returns the cloned texture
  29211. */
  29212. clone(): Nullable<BaseTexture>;
  29213. /**
  29214. * Get the texture underlying type (INT, FLOAT...)
  29215. */
  29216. readonly textureType: number;
  29217. /**
  29218. * Get the texture underlying format (RGB, RGBA...)
  29219. */
  29220. readonly textureFormat: number;
  29221. /**
  29222. * Indicates that textures need to be re-calculated for all materials
  29223. */
  29224. protected _markAllSubMeshesAsTexturesDirty(): void;
  29225. /**
  29226. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  29227. * This will returns an RGBA array buffer containing either in values (0-255) or
  29228. * float values (0-1) depending of the underlying buffer type.
  29229. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  29230. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  29231. * @param buffer defines a user defined buffer to fill with data (can be null)
  29232. * @returns The Array buffer containing the pixels data.
  29233. */
  29234. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  29235. /**
  29236. * Release and destroy the underlying lower level texture aka internalTexture.
  29237. */
  29238. releaseInternalTexture(): void;
  29239. /** @hidden */
  29240. readonly _lodTextureHigh: Nullable<BaseTexture>;
  29241. /** @hidden */
  29242. readonly _lodTextureMid: Nullable<BaseTexture>;
  29243. /** @hidden */
  29244. readonly _lodTextureLow: Nullable<BaseTexture>;
  29245. /**
  29246. * Dispose the texture and release its associated resources.
  29247. */
  29248. dispose(): void;
  29249. /**
  29250. * Serialize the texture into a JSON representation that can be parsed later on.
  29251. * @returns the JSON representation of the texture
  29252. */
  29253. serialize(): any;
  29254. /**
  29255. * Helper function to be called back once a list of texture contains only ready textures.
  29256. * @param textures Define the list of textures to wait for
  29257. * @param callback Define the callback triggered once the entire list will be ready
  29258. */
  29259. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  29260. }
  29261. }
  29262. declare module "babylonjs/Materials/effect" {
  29263. import { Observable } from "babylonjs/Misc/observable";
  29264. import { Nullable } from "babylonjs/types";
  29265. import { IDisposable } from "babylonjs/scene";
  29266. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29267. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29268. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  29269. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  29270. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29271. import { Engine } from "babylonjs/Engines/engine";
  29272. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29273. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29274. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  29275. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29276. /**
  29277. * Options to be used when creating an effect.
  29278. */
  29279. export interface IEffectCreationOptions {
  29280. /**
  29281. * Atrributes that will be used in the shader.
  29282. */
  29283. attributes: string[];
  29284. /**
  29285. * Uniform varible names that will be set in the shader.
  29286. */
  29287. uniformsNames: string[];
  29288. /**
  29289. * Uniform buffer variable names that will be set in the shader.
  29290. */
  29291. uniformBuffersNames: string[];
  29292. /**
  29293. * Sampler texture variable names that will be set in the shader.
  29294. */
  29295. samplers: string[];
  29296. /**
  29297. * Define statements that will be set in the shader.
  29298. */
  29299. defines: any;
  29300. /**
  29301. * Possible fallbacks for this effect to improve performance when needed.
  29302. */
  29303. fallbacks: Nullable<IEffectFallbacks>;
  29304. /**
  29305. * Callback that will be called when the shader is compiled.
  29306. */
  29307. onCompiled: Nullable<(effect: Effect) => void>;
  29308. /**
  29309. * Callback that will be called if an error occurs during shader compilation.
  29310. */
  29311. onError: Nullable<(effect: Effect, errors: string) => void>;
  29312. /**
  29313. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29314. */
  29315. indexParameters?: any;
  29316. /**
  29317. * Max number of lights that can be used in the shader.
  29318. */
  29319. maxSimultaneousLights?: number;
  29320. /**
  29321. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29322. */
  29323. transformFeedbackVaryings?: Nullable<string[]>;
  29324. }
  29325. /**
  29326. * Effect containing vertex and fragment shader that can be executed on an object.
  29327. */
  29328. export class Effect implements IDisposable {
  29329. /**
  29330. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29331. */
  29332. static ShadersRepository: string;
  29333. /**
  29334. * Name of the effect.
  29335. */
  29336. name: any;
  29337. /**
  29338. * String container all the define statements that should be set on the shader.
  29339. */
  29340. defines: string;
  29341. /**
  29342. * Callback that will be called when the shader is compiled.
  29343. */
  29344. onCompiled: Nullable<(effect: Effect) => void>;
  29345. /**
  29346. * Callback that will be called if an error occurs during shader compilation.
  29347. */
  29348. onError: Nullable<(effect: Effect, errors: string) => void>;
  29349. /**
  29350. * Callback that will be called when effect is bound.
  29351. */
  29352. onBind: Nullable<(effect: Effect) => void>;
  29353. /**
  29354. * Unique ID of the effect.
  29355. */
  29356. uniqueId: number;
  29357. /**
  29358. * Observable that will be called when the shader is compiled.
  29359. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29360. */
  29361. onCompileObservable: Observable<Effect>;
  29362. /**
  29363. * Observable that will be called if an error occurs during shader compilation.
  29364. */
  29365. onErrorObservable: Observable<Effect>;
  29366. /** @hidden */
  29367. _onBindObservable: Nullable<Observable<Effect>>;
  29368. /**
  29369. * Observable that will be called when effect is bound.
  29370. */
  29371. readonly onBindObservable: Observable<Effect>;
  29372. /** @hidden */
  29373. _bonesComputationForcedToCPU: boolean;
  29374. private static _uniqueIdSeed;
  29375. private _engine;
  29376. private _uniformBuffersNames;
  29377. private _uniformsNames;
  29378. private _samplerList;
  29379. private _samplers;
  29380. private _isReady;
  29381. private _compilationError;
  29382. private _allFallbacksProcessed;
  29383. private _attributesNames;
  29384. private _attributes;
  29385. private _uniforms;
  29386. /**
  29387. * Key for the effect.
  29388. * @hidden
  29389. */
  29390. _key: string;
  29391. private _indexParameters;
  29392. private _fallbacks;
  29393. private _vertexSourceCode;
  29394. private _fragmentSourceCode;
  29395. private _vertexSourceCodeOverride;
  29396. private _fragmentSourceCodeOverride;
  29397. private _transformFeedbackVaryings;
  29398. /**
  29399. * Compiled shader to webGL program.
  29400. * @hidden
  29401. */
  29402. _pipelineContext: Nullable<IPipelineContext>;
  29403. private _valueCache;
  29404. private static _baseCache;
  29405. /**
  29406. * Instantiates an effect.
  29407. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29408. * @param baseName Name of the effect.
  29409. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29410. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29411. * @param samplers List of sampler variables that will be passed to the shader.
  29412. * @param engine Engine to be used to render the effect
  29413. * @param defines Define statements to be added to the shader.
  29414. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29415. * @param onCompiled Callback that will be called when the shader is compiled.
  29416. * @param onError Callback that will be called if an error occurs during shader compilation.
  29417. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29418. */
  29419. 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);
  29420. private _useFinalCode;
  29421. /**
  29422. * Unique key for this effect
  29423. */
  29424. readonly key: string;
  29425. /**
  29426. * If the effect has been compiled and prepared.
  29427. * @returns if the effect is compiled and prepared.
  29428. */
  29429. isReady(): boolean;
  29430. private _isReadyInternal;
  29431. /**
  29432. * The engine the effect was initialized with.
  29433. * @returns the engine.
  29434. */
  29435. getEngine(): Engine;
  29436. /**
  29437. * The pipeline context for this effect
  29438. * @returns the associated pipeline context
  29439. */
  29440. getPipelineContext(): Nullable<IPipelineContext>;
  29441. /**
  29442. * The set of names of attribute variables for the shader.
  29443. * @returns An array of attribute names.
  29444. */
  29445. getAttributesNames(): string[];
  29446. /**
  29447. * Returns the attribute at the given index.
  29448. * @param index The index of the attribute.
  29449. * @returns The location of the attribute.
  29450. */
  29451. getAttributeLocation(index: number): number;
  29452. /**
  29453. * Returns the attribute based on the name of the variable.
  29454. * @param name of the attribute to look up.
  29455. * @returns the attribute location.
  29456. */
  29457. getAttributeLocationByName(name: string): number;
  29458. /**
  29459. * The number of attributes.
  29460. * @returns the numnber of attributes.
  29461. */
  29462. getAttributesCount(): number;
  29463. /**
  29464. * Gets the index of a uniform variable.
  29465. * @param uniformName of the uniform to look up.
  29466. * @returns the index.
  29467. */
  29468. getUniformIndex(uniformName: string): number;
  29469. /**
  29470. * Returns the attribute based on the name of the variable.
  29471. * @param uniformName of the uniform to look up.
  29472. * @returns the location of the uniform.
  29473. */
  29474. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29475. /**
  29476. * Returns an array of sampler variable names
  29477. * @returns The array of sampler variable neames.
  29478. */
  29479. getSamplers(): string[];
  29480. /**
  29481. * The error from the last compilation.
  29482. * @returns the error string.
  29483. */
  29484. getCompilationError(): string;
  29485. /**
  29486. * Gets a boolean indicating that all fallbacks were used during compilation
  29487. * @returns true if all fallbacks were used
  29488. */
  29489. allFallbacksProcessed(): boolean;
  29490. /**
  29491. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29492. * @param func The callback to be used.
  29493. */
  29494. executeWhenCompiled(func: (effect: Effect) => void): void;
  29495. private _checkIsReady;
  29496. private _loadShader;
  29497. /**
  29498. * Recompiles the webGL program
  29499. * @param vertexSourceCode The source code for the vertex shader.
  29500. * @param fragmentSourceCode The source code for the fragment shader.
  29501. * @param onCompiled Callback called when completed.
  29502. * @param onError Callback called on error.
  29503. * @hidden
  29504. */
  29505. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29506. /**
  29507. * Prepares the effect
  29508. * @hidden
  29509. */
  29510. _prepareEffect(): void;
  29511. private _processCompilationErrors;
  29512. /**
  29513. * Checks if the effect is supported. (Must be called after compilation)
  29514. */
  29515. readonly isSupported: boolean;
  29516. /**
  29517. * Binds a texture to the engine to be used as output of the shader.
  29518. * @param channel Name of the output variable.
  29519. * @param texture Texture to bind.
  29520. * @hidden
  29521. */
  29522. _bindTexture(channel: string, texture: InternalTexture): void;
  29523. /**
  29524. * Sets a texture on the engine to be used in the shader.
  29525. * @param channel Name of the sampler variable.
  29526. * @param texture Texture to set.
  29527. */
  29528. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29529. /**
  29530. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29531. * @param channel Name of the sampler variable.
  29532. * @param texture Texture to set.
  29533. */
  29534. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29535. /**
  29536. * Sets an array of textures on the engine to be used in the shader.
  29537. * @param channel Name of the variable.
  29538. * @param textures Textures to set.
  29539. */
  29540. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29541. /**
  29542. * 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)
  29543. * @param channel Name of the sampler variable.
  29544. * @param postProcess Post process to get the input texture from.
  29545. */
  29546. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29547. /**
  29548. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29549. * 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)
  29550. * @param channel Name of the sampler variable.
  29551. * @param postProcess Post process to get the output texture from.
  29552. */
  29553. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29554. /** @hidden */
  29555. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29556. /** @hidden */
  29557. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29558. /** @hidden */
  29559. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29560. /** @hidden */
  29561. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29562. /**
  29563. * Binds a buffer to a uniform.
  29564. * @param buffer Buffer to bind.
  29565. * @param name Name of the uniform variable to bind to.
  29566. */
  29567. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29568. /**
  29569. * Binds block to a uniform.
  29570. * @param blockName Name of the block to bind.
  29571. * @param index Index to bind.
  29572. */
  29573. bindUniformBlock(blockName: string, index: number): void;
  29574. /**
  29575. * Sets an interger value on a uniform variable.
  29576. * @param uniformName Name of the variable.
  29577. * @param value Value to be set.
  29578. * @returns this effect.
  29579. */
  29580. setInt(uniformName: string, value: number): Effect;
  29581. /**
  29582. * Sets an int array on a uniform variable.
  29583. * @param uniformName Name of the variable.
  29584. * @param array array to be set.
  29585. * @returns this effect.
  29586. */
  29587. setIntArray(uniformName: string, array: Int32Array): Effect;
  29588. /**
  29589. * 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)
  29590. * @param uniformName Name of the variable.
  29591. * @param array array to be set.
  29592. * @returns this effect.
  29593. */
  29594. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29595. /**
  29596. * 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)
  29597. * @param uniformName Name of the variable.
  29598. * @param array array to be set.
  29599. * @returns this effect.
  29600. */
  29601. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29602. /**
  29603. * 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)
  29604. * @param uniformName Name of the variable.
  29605. * @param array array to be set.
  29606. * @returns this effect.
  29607. */
  29608. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29609. /**
  29610. * Sets an float array on a uniform variable.
  29611. * @param uniformName Name of the variable.
  29612. * @param array array to be set.
  29613. * @returns this effect.
  29614. */
  29615. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29616. /**
  29617. * 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)
  29618. * @param uniformName Name of the variable.
  29619. * @param array array to be set.
  29620. * @returns this effect.
  29621. */
  29622. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29623. /**
  29624. * 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)
  29625. * @param uniformName Name of the variable.
  29626. * @param array array to be set.
  29627. * @returns this effect.
  29628. */
  29629. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29630. /**
  29631. * 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)
  29632. * @param uniformName Name of the variable.
  29633. * @param array array to be set.
  29634. * @returns this effect.
  29635. */
  29636. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29637. /**
  29638. * Sets an array on a uniform variable.
  29639. * @param uniformName Name of the variable.
  29640. * @param array array to be set.
  29641. * @returns this effect.
  29642. */
  29643. setArray(uniformName: string, array: number[]): Effect;
  29644. /**
  29645. * 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)
  29646. * @param uniformName Name of the variable.
  29647. * @param array array to be set.
  29648. * @returns this effect.
  29649. */
  29650. setArray2(uniformName: string, array: number[]): Effect;
  29651. /**
  29652. * 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)
  29653. * @param uniformName Name of the variable.
  29654. * @param array array to be set.
  29655. * @returns this effect.
  29656. */
  29657. setArray3(uniformName: string, array: number[]): Effect;
  29658. /**
  29659. * 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)
  29660. * @param uniformName Name of the variable.
  29661. * @param array array to be set.
  29662. * @returns this effect.
  29663. */
  29664. setArray4(uniformName: string, array: number[]): Effect;
  29665. /**
  29666. * Sets matrices on a uniform variable.
  29667. * @param uniformName Name of the variable.
  29668. * @param matrices matrices to be set.
  29669. * @returns this effect.
  29670. */
  29671. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29672. /**
  29673. * Sets matrix on a uniform variable.
  29674. * @param uniformName Name of the variable.
  29675. * @param matrix matrix to be set.
  29676. * @returns this effect.
  29677. */
  29678. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29679. /**
  29680. * 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)
  29681. * @param uniformName Name of the variable.
  29682. * @param matrix matrix to be set.
  29683. * @returns this effect.
  29684. */
  29685. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29686. /**
  29687. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29688. * @param uniformName Name of the variable.
  29689. * @param matrix matrix to be set.
  29690. * @returns this effect.
  29691. */
  29692. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29693. /**
  29694. * Sets a float on a uniform variable.
  29695. * @param uniformName Name of the variable.
  29696. * @param value value to be set.
  29697. * @returns this effect.
  29698. */
  29699. setFloat(uniformName: string, value: number): Effect;
  29700. /**
  29701. * Sets a boolean on a uniform variable.
  29702. * @param uniformName Name of the variable.
  29703. * @param bool value to be set.
  29704. * @returns this effect.
  29705. */
  29706. setBool(uniformName: string, bool: boolean): Effect;
  29707. /**
  29708. * Sets a Vector2 on a uniform variable.
  29709. * @param uniformName Name of the variable.
  29710. * @param vector2 vector2 to be set.
  29711. * @returns this effect.
  29712. */
  29713. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29714. /**
  29715. * Sets a float2 on a uniform variable.
  29716. * @param uniformName Name of the variable.
  29717. * @param x First float in float2.
  29718. * @param y Second float in float2.
  29719. * @returns this effect.
  29720. */
  29721. setFloat2(uniformName: string, x: number, y: number): Effect;
  29722. /**
  29723. * Sets a Vector3 on a uniform variable.
  29724. * @param uniformName Name of the variable.
  29725. * @param vector3 Value to be set.
  29726. * @returns this effect.
  29727. */
  29728. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29729. /**
  29730. * Sets a float3 on a uniform variable.
  29731. * @param uniformName Name of the variable.
  29732. * @param x First float in float3.
  29733. * @param y Second float in float3.
  29734. * @param z Third float in float3.
  29735. * @returns this effect.
  29736. */
  29737. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29738. /**
  29739. * Sets a Vector4 on a uniform variable.
  29740. * @param uniformName Name of the variable.
  29741. * @param vector4 Value to be set.
  29742. * @returns this effect.
  29743. */
  29744. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29745. /**
  29746. * Sets a float4 on a uniform variable.
  29747. * @param uniformName Name of the variable.
  29748. * @param x First float in float4.
  29749. * @param y Second float in float4.
  29750. * @param z Third float in float4.
  29751. * @param w Fourth float in float4.
  29752. * @returns this effect.
  29753. */
  29754. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29755. /**
  29756. * Sets a Color3 on a uniform variable.
  29757. * @param uniformName Name of the variable.
  29758. * @param color3 Value to be set.
  29759. * @returns this effect.
  29760. */
  29761. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29762. /**
  29763. * Sets a Color4 on a uniform variable.
  29764. * @param uniformName Name of the variable.
  29765. * @param color3 Value to be set.
  29766. * @param alpha Alpha value to be set.
  29767. * @returns this effect.
  29768. */
  29769. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29770. /**
  29771. * Sets a Color4 on a uniform variable
  29772. * @param uniformName defines the name of the variable
  29773. * @param color4 defines the value to be set
  29774. * @returns this effect.
  29775. */
  29776. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29777. /** Release all associated resources */
  29778. dispose(): void;
  29779. /**
  29780. * This function will add a new shader to the shader store
  29781. * @param name the name of the shader
  29782. * @param pixelShader optional pixel shader content
  29783. * @param vertexShader optional vertex shader content
  29784. */
  29785. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29786. /**
  29787. * Store of each shader (The can be looked up using effect.key)
  29788. */
  29789. static ShadersStore: {
  29790. [key: string]: string;
  29791. };
  29792. /**
  29793. * Store of each included file for a shader (The can be looked up using effect.key)
  29794. */
  29795. static IncludesShadersStore: {
  29796. [key: string]: string;
  29797. };
  29798. /**
  29799. * Resets the cache of effects.
  29800. */
  29801. static ResetCache(): void;
  29802. }
  29803. }
  29804. declare module "babylonjs/Engines/engineCapabilities" {
  29805. /**
  29806. * Interface used to describe the capabilities of the engine relatively to the current browser
  29807. */
  29808. export interface EngineCapabilities {
  29809. /** Maximum textures units per fragment shader */
  29810. maxTexturesImageUnits: number;
  29811. /** Maximum texture units per vertex shader */
  29812. maxVertexTextureImageUnits: number;
  29813. /** Maximum textures units in the entire pipeline */
  29814. maxCombinedTexturesImageUnits: number;
  29815. /** Maximum texture size */
  29816. maxTextureSize: number;
  29817. /** Maximum texture samples */
  29818. maxSamples?: number;
  29819. /** Maximum cube texture size */
  29820. maxCubemapTextureSize: number;
  29821. /** Maximum render texture size */
  29822. maxRenderTextureSize: number;
  29823. /** Maximum number of vertex attributes */
  29824. maxVertexAttribs: number;
  29825. /** Maximum number of varyings */
  29826. maxVaryingVectors: number;
  29827. /** Maximum number of uniforms per vertex shader */
  29828. maxVertexUniformVectors: number;
  29829. /** Maximum number of uniforms per fragment shader */
  29830. maxFragmentUniformVectors: number;
  29831. /** Defines if standard derivates (dx/dy) are supported */
  29832. standardDerivatives: boolean;
  29833. /** Defines if s3tc texture compression is supported */
  29834. s3tc?: WEBGL_compressed_texture_s3tc;
  29835. /** Defines if pvrtc texture compression is supported */
  29836. pvrtc: any;
  29837. /** Defines if etc1 texture compression is supported */
  29838. etc1: any;
  29839. /** Defines if etc2 texture compression is supported */
  29840. etc2: any;
  29841. /** Defines if astc texture compression is supported */
  29842. astc: any;
  29843. /** Defines if float textures are supported */
  29844. textureFloat: boolean;
  29845. /** Defines if vertex array objects are supported */
  29846. vertexArrayObject: boolean;
  29847. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29848. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29849. /** Gets the maximum level of anisotropy supported */
  29850. maxAnisotropy: number;
  29851. /** Defines if instancing is supported */
  29852. instancedArrays: boolean;
  29853. /** Defines if 32 bits indices are supported */
  29854. uintIndices: boolean;
  29855. /** Defines if high precision shaders are supported */
  29856. highPrecisionShaderSupported: boolean;
  29857. /** Defines if depth reading in the fragment shader is supported */
  29858. fragmentDepthSupported: boolean;
  29859. /** Defines if float texture linear filtering is supported*/
  29860. textureFloatLinearFiltering: boolean;
  29861. /** Defines if rendering to float textures is supported */
  29862. textureFloatRender: boolean;
  29863. /** Defines if half float textures are supported*/
  29864. textureHalfFloat: boolean;
  29865. /** Defines if half float texture linear filtering is supported*/
  29866. textureHalfFloatLinearFiltering: boolean;
  29867. /** Defines if rendering to half float textures is supported */
  29868. textureHalfFloatRender: boolean;
  29869. /** Defines if textureLOD shader command is supported */
  29870. textureLOD: boolean;
  29871. /** Defines if draw buffers extension is supported */
  29872. drawBuffersExtension: boolean;
  29873. /** Defines if depth textures are supported */
  29874. depthTextureExtension: boolean;
  29875. /** Defines if float color buffer are supported */
  29876. colorBufferFloat: boolean;
  29877. /** Gets disjoint timer query extension (null if not supported) */
  29878. timerQuery?: EXT_disjoint_timer_query;
  29879. /** Defines if timestamp can be used with timer query */
  29880. canUseTimestampForTimerQuery: boolean;
  29881. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29882. multiview?: any;
  29883. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  29884. oculusMultiview?: any;
  29885. /** Function used to let the system compiles shaders in background */
  29886. parallelShaderCompile?: {
  29887. COMPLETION_STATUS_KHR: number;
  29888. };
  29889. /** Max number of texture samples for MSAA */
  29890. maxMSAASamples: number;
  29891. /** Defines if the blend min max extension is supported */
  29892. blendMinMax: boolean;
  29893. }
  29894. }
  29895. declare module "babylonjs/States/depthCullingState" {
  29896. import { Nullable } from "babylonjs/types";
  29897. /**
  29898. * @hidden
  29899. **/
  29900. export class DepthCullingState {
  29901. private _isDepthTestDirty;
  29902. private _isDepthMaskDirty;
  29903. private _isDepthFuncDirty;
  29904. private _isCullFaceDirty;
  29905. private _isCullDirty;
  29906. private _isZOffsetDirty;
  29907. private _isFrontFaceDirty;
  29908. private _depthTest;
  29909. private _depthMask;
  29910. private _depthFunc;
  29911. private _cull;
  29912. private _cullFace;
  29913. private _zOffset;
  29914. private _frontFace;
  29915. /**
  29916. * Initializes the state.
  29917. */
  29918. constructor();
  29919. readonly isDirty: boolean;
  29920. zOffset: number;
  29921. cullFace: Nullable<number>;
  29922. cull: Nullable<boolean>;
  29923. depthFunc: Nullable<number>;
  29924. depthMask: boolean;
  29925. depthTest: boolean;
  29926. frontFace: Nullable<number>;
  29927. reset(): void;
  29928. apply(gl: WebGLRenderingContext): void;
  29929. }
  29930. }
  29931. declare module "babylonjs/States/stencilState" {
  29932. /**
  29933. * @hidden
  29934. **/
  29935. export class StencilState {
  29936. /** 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 */
  29937. static readonly ALWAYS: number;
  29938. /** Passed to stencilOperation to specify that stencil value must be kept */
  29939. static readonly KEEP: number;
  29940. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29941. static readonly REPLACE: number;
  29942. private _isStencilTestDirty;
  29943. private _isStencilMaskDirty;
  29944. private _isStencilFuncDirty;
  29945. private _isStencilOpDirty;
  29946. private _stencilTest;
  29947. private _stencilMask;
  29948. private _stencilFunc;
  29949. private _stencilFuncRef;
  29950. private _stencilFuncMask;
  29951. private _stencilOpStencilFail;
  29952. private _stencilOpDepthFail;
  29953. private _stencilOpStencilDepthPass;
  29954. readonly isDirty: boolean;
  29955. stencilFunc: number;
  29956. stencilFuncRef: number;
  29957. stencilFuncMask: number;
  29958. stencilOpStencilFail: number;
  29959. stencilOpDepthFail: number;
  29960. stencilOpStencilDepthPass: number;
  29961. stencilMask: number;
  29962. stencilTest: boolean;
  29963. constructor();
  29964. reset(): void;
  29965. apply(gl: WebGLRenderingContext): void;
  29966. }
  29967. }
  29968. declare module "babylonjs/States/alphaCullingState" {
  29969. /**
  29970. * @hidden
  29971. **/
  29972. export class AlphaState {
  29973. private _isAlphaBlendDirty;
  29974. private _isBlendFunctionParametersDirty;
  29975. private _isBlendEquationParametersDirty;
  29976. private _isBlendConstantsDirty;
  29977. private _alphaBlend;
  29978. private _blendFunctionParameters;
  29979. private _blendEquationParameters;
  29980. private _blendConstants;
  29981. /**
  29982. * Initializes the state.
  29983. */
  29984. constructor();
  29985. readonly isDirty: boolean;
  29986. alphaBlend: boolean;
  29987. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29988. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29989. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29990. reset(): void;
  29991. apply(gl: WebGLRenderingContext): void;
  29992. }
  29993. }
  29994. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29995. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29996. /** @hidden */
  29997. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29998. attributeProcessor(attribute: string): string;
  29999. varyingProcessor(varying: string, isFragment: boolean): string;
  30000. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30001. }
  30002. }
  30003. declare module "babylonjs/Engines/instancingAttributeInfo" {
  30004. /**
  30005. * Interface for attribute information associated with buffer instanciation
  30006. */
  30007. export interface InstancingAttributeInfo {
  30008. /**
  30009. * Index/offset of the attribute in the vertex shader
  30010. */
  30011. index: number;
  30012. /**
  30013. * size of the attribute, 1, 2, 3 or 4
  30014. */
  30015. attributeSize: number;
  30016. /**
  30017. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30018. * default is FLOAT
  30019. */
  30020. attributeType: number;
  30021. /**
  30022. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30023. */
  30024. normalized: boolean;
  30025. /**
  30026. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30027. */
  30028. offset: number;
  30029. /**
  30030. * Name of the GLSL attribute, for debugging purpose only
  30031. */
  30032. attributeName: string;
  30033. }
  30034. }
  30035. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  30036. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30037. import { Nullable } from "babylonjs/types";
  30038. module "babylonjs/Engines/thinEngine" {
  30039. interface ThinEngine {
  30040. /**
  30041. * Update a video texture
  30042. * @param texture defines the texture to update
  30043. * @param video defines the video element to use
  30044. * @param invertY defines if data must be stored with Y axis inverted
  30045. */
  30046. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  30047. }
  30048. }
  30049. }
  30050. declare module "babylonjs/Materials/Textures/videoTexture" {
  30051. import { Observable } from "babylonjs/Misc/observable";
  30052. import { Nullable } from "babylonjs/types";
  30053. import { Scene } from "babylonjs/scene";
  30054. import { Texture } from "babylonjs/Materials/Textures/texture";
  30055. import "babylonjs/Engines/Extensions/engine.videoTexture";
  30056. /**
  30057. * Settings for finer control over video usage
  30058. */
  30059. export interface VideoTextureSettings {
  30060. /**
  30061. * Applies `autoplay` to video, if specified
  30062. */
  30063. autoPlay?: boolean;
  30064. /**
  30065. * Applies `loop` to video, if specified
  30066. */
  30067. loop?: boolean;
  30068. /**
  30069. * Automatically updates internal texture from video at every frame in the render loop
  30070. */
  30071. autoUpdateTexture: boolean;
  30072. /**
  30073. * Image src displayed during the video loading or until the user interacts with the video.
  30074. */
  30075. poster?: string;
  30076. }
  30077. /**
  30078. * If you want to display a video in your scene, this is the special texture for that.
  30079. * This special texture works similar to other textures, with the exception of a few parameters.
  30080. * @see https://doc.babylonjs.com/how_to/video_texture
  30081. */
  30082. export class VideoTexture extends Texture {
  30083. /**
  30084. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30085. */
  30086. readonly autoUpdateTexture: boolean;
  30087. /**
  30088. * The video instance used by the texture internally
  30089. */
  30090. readonly video: HTMLVideoElement;
  30091. private _onUserActionRequestedObservable;
  30092. /**
  30093. * Event triggerd when a dom action is required by the user to play the video.
  30094. * This happens due to recent changes in browser policies preventing video to auto start.
  30095. */
  30096. readonly onUserActionRequestedObservable: Observable<Texture>;
  30097. private _generateMipMaps;
  30098. private _engine;
  30099. private _stillImageCaptured;
  30100. private _displayingPosterTexture;
  30101. private _settings;
  30102. private _createInternalTextureOnEvent;
  30103. private _frameId;
  30104. /**
  30105. * Creates a video texture.
  30106. * If you want to display a video in your scene, this is the special texture for that.
  30107. * This special texture works similar to other textures, with the exception of a few parameters.
  30108. * @see https://doc.babylonjs.com/how_to/video_texture
  30109. * @param name optional name, will detect from video source, if not defined
  30110. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30111. * @param scene is obviously the current scene.
  30112. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30113. * @param invertY is false by default but can be used to invert video on Y axis
  30114. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30115. * @param settings allows finer control over video usage
  30116. */
  30117. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30118. private _getName;
  30119. private _getVideo;
  30120. private _createInternalTexture;
  30121. private reset;
  30122. /**
  30123. * @hidden Internal method to initiate `update`.
  30124. */
  30125. _rebuild(): void;
  30126. /**
  30127. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30128. */
  30129. update(): void;
  30130. /**
  30131. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30132. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30133. */
  30134. updateTexture(isVisible: boolean): void;
  30135. protected _updateInternalTexture: () => void;
  30136. /**
  30137. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30138. * @param url New url.
  30139. */
  30140. updateURL(url: string): void;
  30141. /**
  30142. * Dispose the texture and release its associated resources.
  30143. */
  30144. dispose(): void;
  30145. /**
  30146. * Creates a video texture straight from a stream.
  30147. * @param scene Define the scene the texture should be created in
  30148. * @param stream Define the stream the texture should be created from
  30149. * @returns The created video texture as a promise
  30150. */
  30151. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30152. /**
  30153. * Creates a video texture straight from your WebCam video feed.
  30154. * @param scene Define the scene the texture should be created in
  30155. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30156. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30157. * @returns The created video texture as a promise
  30158. */
  30159. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30160. minWidth: number;
  30161. maxWidth: number;
  30162. minHeight: number;
  30163. maxHeight: number;
  30164. deviceId: string;
  30165. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30166. /**
  30167. * Creates a video texture straight from your WebCam video feed.
  30168. * @param scene Define the scene the texture should be created in
  30169. * @param onReady Define a callback to triggered once the texture will be ready
  30170. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30171. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30172. */
  30173. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30174. minWidth: number;
  30175. maxWidth: number;
  30176. minHeight: number;
  30177. maxHeight: number;
  30178. deviceId: string;
  30179. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30180. }
  30181. }
  30182. declare module "babylonjs/Engines/thinEngine" {
  30183. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30184. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  30185. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30186. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30187. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  30188. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  30189. import { Observable } from "babylonjs/Misc/observable";
  30190. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  30191. import { StencilState } from "babylonjs/States/stencilState";
  30192. import { AlphaState } from "babylonjs/States/alphaCullingState";
  30193. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30194. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30195. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30196. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30197. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30198. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30199. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30200. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  30201. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30202. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30203. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30204. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  30205. /**
  30206. * Defines the interface used by objects working like Scene
  30207. * @hidden
  30208. */
  30209. interface ISceneLike {
  30210. _addPendingData(data: any): void;
  30211. _removePendingData(data: any): void;
  30212. offlineProvider: IOfflineProvider;
  30213. }
  30214. /** Interface defining initialization parameters for Engine class */
  30215. export interface EngineOptions extends WebGLContextAttributes {
  30216. /**
  30217. * Defines if the engine should no exceed a specified device ratio
  30218. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30219. */
  30220. limitDeviceRatio?: number;
  30221. /**
  30222. * Defines if webvr should be enabled automatically
  30223. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30224. */
  30225. autoEnableWebVR?: boolean;
  30226. /**
  30227. * Defines if webgl2 should be turned off even if supported
  30228. * @see http://doc.babylonjs.com/features/webgl2
  30229. */
  30230. disableWebGL2Support?: boolean;
  30231. /**
  30232. * Defines if webaudio should be initialized as well
  30233. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30234. */
  30235. audioEngine?: boolean;
  30236. /**
  30237. * Defines if animations should run using a deterministic lock step
  30238. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30239. */
  30240. deterministicLockstep?: boolean;
  30241. /** Defines the maximum steps to use with deterministic lock step mode */
  30242. lockstepMaxSteps?: number;
  30243. /**
  30244. * Defines that engine should ignore context lost events
  30245. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30246. */
  30247. doNotHandleContextLost?: boolean;
  30248. /**
  30249. * Defines that engine should ignore modifying touch action attribute and style
  30250. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30251. */
  30252. doNotHandleTouchAction?: boolean;
  30253. /**
  30254. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30255. */
  30256. useHighPrecisionFloats?: boolean;
  30257. }
  30258. /**
  30259. * The base engine class (root of all engines)
  30260. */
  30261. export class ThinEngine {
  30262. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30263. static ExceptionList: ({
  30264. key: string;
  30265. capture: string;
  30266. captureConstraint: number;
  30267. targets: string[];
  30268. } | {
  30269. key: string;
  30270. capture: null;
  30271. captureConstraint: null;
  30272. targets: string[];
  30273. })[];
  30274. /** @hidden */
  30275. static _TextureLoaders: IInternalTextureLoader[];
  30276. /**
  30277. * Returns the current npm package of the sdk
  30278. */
  30279. static readonly NpmPackage: string;
  30280. /**
  30281. * Returns the current version of the framework
  30282. */
  30283. static readonly Version: string;
  30284. /**
  30285. * Returns a string describing the current engine
  30286. */
  30287. readonly description: string;
  30288. /**
  30289. * Gets or sets the epsilon value used by collision engine
  30290. */
  30291. static CollisionsEpsilon: number;
  30292. /**
  30293. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30294. */
  30295. static ShadersRepository: string;
  30296. /** @hidden */
  30297. _shaderProcessor: IShaderProcessor;
  30298. /**
  30299. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30300. */
  30301. forcePOTTextures: boolean;
  30302. /**
  30303. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30304. */
  30305. isFullscreen: boolean;
  30306. /**
  30307. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30308. */
  30309. cullBackFaces: boolean;
  30310. /**
  30311. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30312. */
  30313. renderEvenInBackground: boolean;
  30314. /**
  30315. * Gets or sets a boolean indicating that cache can be kept between frames
  30316. */
  30317. preventCacheWipeBetweenFrames: boolean;
  30318. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30319. validateShaderPrograms: boolean;
  30320. /**
  30321. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30322. */
  30323. disableUniformBuffers: boolean;
  30324. /** @hidden */
  30325. _uniformBuffers: UniformBuffer[];
  30326. /**
  30327. * Gets a boolean indicating that the engine supports uniform buffers
  30328. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30329. */
  30330. readonly supportsUniformBuffers: boolean;
  30331. /** @hidden */
  30332. _gl: WebGLRenderingContext;
  30333. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30334. protected _windowIsBackground: boolean;
  30335. protected _webGLVersion: number;
  30336. protected _creationOptions: EngineOptions;
  30337. protected _highPrecisionShadersAllowed: boolean;
  30338. /** @hidden */
  30339. readonly _shouldUseHighPrecisionShader: boolean;
  30340. /**
  30341. * Gets a boolean indicating that only power of 2 textures are supported
  30342. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30343. */
  30344. readonly needPOTTextures: boolean;
  30345. /** @hidden */
  30346. _badOS: boolean;
  30347. /** @hidden */
  30348. _badDesktopOS: boolean;
  30349. private _hardwareScalingLevel;
  30350. /** @hidden */
  30351. _caps: EngineCapabilities;
  30352. private _isStencilEnable;
  30353. protected _colorWrite: boolean;
  30354. private _glVersion;
  30355. private _glRenderer;
  30356. private _glVendor;
  30357. /** @hidden */
  30358. _videoTextureSupported: boolean;
  30359. protected _renderingQueueLaunched: boolean;
  30360. protected _activeRenderLoops: (() => void)[];
  30361. /**
  30362. * Observable signaled when a context lost event is raised
  30363. */
  30364. onContextLostObservable: Observable<ThinEngine>;
  30365. /**
  30366. * Observable signaled when a context restored event is raised
  30367. */
  30368. onContextRestoredObservable: Observable<ThinEngine>;
  30369. private _onContextLost;
  30370. private _onContextRestored;
  30371. protected _contextWasLost: boolean;
  30372. /** @hidden */
  30373. _doNotHandleContextLost: boolean;
  30374. /**
  30375. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30376. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30377. */
  30378. doNotHandleContextLost: boolean;
  30379. /**
  30380. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30381. */
  30382. disableVertexArrayObjects: boolean;
  30383. /** @hidden */
  30384. protected _depthCullingState: DepthCullingState;
  30385. /** @hidden */
  30386. protected _stencilState: StencilState;
  30387. /** @hidden */
  30388. protected _alphaState: AlphaState;
  30389. /** @hidden */
  30390. _internalTexturesCache: InternalTexture[];
  30391. /** @hidden */
  30392. protected _activeChannel: number;
  30393. private _currentTextureChannel;
  30394. /** @hidden */
  30395. protected _boundTexturesCache: {
  30396. [key: string]: Nullable<InternalTexture>;
  30397. };
  30398. /** @hidden */
  30399. protected _currentEffect: Nullable<Effect>;
  30400. /** @hidden */
  30401. protected _currentProgram: Nullable<WebGLProgram>;
  30402. private _compiledEffects;
  30403. private _vertexAttribArraysEnabled;
  30404. /** @hidden */
  30405. protected _cachedViewport: Nullable<IViewportLike>;
  30406. private _cachedVertexArrayObject;
  30407. /** @hidden */
  30408. protected _cachedVertexBuffers: any;
  30409. /** @hidden */
  30410. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30411. /** @hidden */
  30412. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30413. /** @hidden */
  30414. _currentRenderTarget: Nullable<InternalTexture>;
  30415. private _uintIndicesCurrentlySet;
  30416. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30417. /** @hidden */
  30418. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30419. private _currentBufferPointers;
  30420. private _currentInstanceLocations;
  30421. private _currentInstanceBuffers;
  30422. private _textureUnits;
  30423. /** @hidden */
  30424. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30425. /** @hidden */
  30426. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30427. /** @hidden */
  30428. _boundRenderFunction: any;
  30429. private _vaoRecordInProgress;
  30430. private _mustWipeVertexAttributes;
  30431. private _emptyTexture;
  30432. private _emptyCubeTexture;
  30433. private _emptyTexture3D;
  30434. private _emptyTexture2DArray;
  30435. /** @hidden */
  30436. _frameHandler: number;
  30437. private _nextFreeTextureSlots;
  30438. private _maxSimultaneousTextures;
  30439. private _activeRequests;
  30440. protected _texturesSupported: string[];
  30441. /** @hidden */
  30442. _textureFormatInUse: Nullable<string>;
  30443. protected readonly _supportsHardwareTextureRescaling: boolean;
  30444. /**
  30445. * Gets the list of texture formats supported
  30446. */
  30447. readonly texturesSupported: Array<string>;
  30448. /**
  30449. * Gets the list of texture formats in use
  30450. */
  30451. readonly textureFormatInUse: Nullable<string>;
  30452. /**
  30453. * Gets the current viewport
  30454. */
  30455. readonly currentViewport: Nullable<IViewportLike>;
  30456. /**
  30457. * Gets the default empty texture
  30458. */
  30459. readonly emptyTexture: InternalTexture;
  30460. /**
  30461. * Gets the default empty 3D texture
  30462. */
  30463. readonly emptyTexture3D: InternalTexture;
  30464. /**
  30465. * Gets the default empty 2D array texture
  30466. */
  30467. readonly emptyTexture2DArray: InternalTexture;
  30468. /**
  30469. * Gets the default empty cube texture
  30470. */
  30471. readonly emptyCubeTexture: InternalTexture;
  30472. /**
  30473. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30474. */
  30475. readonly premultipliedAlpha: boolean;
  30476. /**
  30477. * Observable event triggered before each texture is initialized
  30478. */
  30479. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30480. /**
  30481. * Creates a new engine
  30482. * @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
  30483. * @param antialias defines enable antialiasing (default: false)
  30484. * @param options defines further options to be sent to the getContext() function
  30485. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30486. */
  30487. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30488. private _rebuildInternalTextures;
  30489. private _rebuildEffects;
  30490. /**
  30491. * Gets a boolean indicating if all created effects are ready
  30492. * @returns true if all effects are ready
  30493. */
  30494. areAllEffectsReady(): boolean;
  30495. protected _rebuildBuffers(): void;
  30496. private _initGLContext;
  30497. /**
  30498. * Gets version of the current webGL context
  30499. */
  30500. readonly webGLVersion: number;
  30501. /**
  30502. * Gets a string idenfifying the name of the class
  30503. * @returns "Engine" string
  30504. */
  30505. getClassName(): string;
  30506. /**
  30507. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30508. */
  30509. readonly isStencilEnable: boolean;
  30510. /** @hidden */
  30511. _prepareWorkingCanvas(): void;
  30512. /**
  30513. * Reset the texture cache to empty state
  30514. */
  30515. resetTextureCache(): void;
  30516. /**
  30517. * Gets an object containing information about the current webGL context
  30518. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30519. */
  30520. getGlInfo(): {
  30521. vendor: string;
  30522. renderer: string;
  30523. version: string;
  30524. };
  30525. /**
  30526. * Defines the hardware scaling level.
  30527. * By default the hardware scaling level is computed from the window device ratio.
  30528. * 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.
  30529. * @param level defines the level to use
  30530. */
  30531. setHardwareScalingLevel(level: number): void;
  30532. /**
  30533. * Gets the current hardware scaling level.
  30534. * By default the hardware scaling level is computed from the window device ratio.
  30535. * 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.
  30536. * @returns a number indicating the current hardware scaling level
  30537. */
  30538. getHardwareScalingLevel(): number;
  30539. /**
  30540. * Gets the list of loaded textures
  30541. * @returns an array containing all loaded textures
  30542. */
  30543. getLoadedTexturesCache(): InternalTexture[];
  30544. /**
  30545. * Gets the object containing all engine capabilities
  30546. * @returns the EngineCapabilities object
  30547. */
  30548. getCaps(): EngineCapabilities;
  30549. /**
  30550. * stop executing a render loop function and remove it from the execution array
  30551. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30552. */
  30553. stopRenderLoop(renderFunction?: () => void): void;
  30554. /** @hidden */
  30555. _renderLoop(): void;
  30556. /**
  30557. * Gets the HTML canvas attached with the current webGL context
  30558. * @returns a HTML canvas
  30559. */
  30560. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30561. /**
  30562. * Gets host window
  30563. * @returns the host window object
  30564. */
  30565. getHostWindow(): Nullable<Window>;
  30566. /**
  30567. * Gets the current render width
  30568. * @param useScreen defines if screen size must be used (or the current render target if any)
  30569. * @returns a number defining the current render width
  30570. */
  30571. getRenderWidth(useScreen?: boolean): number;
  30572. /**
  30573. * Gets the current render height
  30574. * @param useScreen defines if screen size must be used (or the current render target if any)
  30575. * @returns a number defining the current render height
  30576. */
  30577. getRenderHeight(useScreen?: boolean): number;
  30578. /**
  30579. * Can be used to override the current requestAnimationFrame requester.
  30580. * @hidden
  30581. */
  30582. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30583. /**
  30584. * Register and execute a render loop. The engine can have more than one render function
  30585. * @param renderFunction defines the function to continuously execute
  30586. */
  30587. runRenderLoop(renderFunction: () => void): void;
  30588. /**
  30589. * Clear the current render buffer or the current render target (if any is set up)
  30590. * @param color defines the color to use
  30591. * @param backBuffer defines if the back buffer must be cleared
  30592. * @param depth defines if the depth buffer must be cleared
  30593. * @param stencil defines if the stencil buffer must be cleared
  30594. */
  30595. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30596. private _viewportCached;
  30597. /** @hidden */
  30598. _viewport(x: number, y: number, width: number, height: number): void;
  30599. /**
  30600. * Set the WebGL's viewport
  30601. * @param viewport defines the viewport element to be used
  30602. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30603. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30604. */
  30605. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30606. /**
  30607. * Begin a new frame
  30608. */
  30609. beginFrame(): void;
  30610. /**
  30611. * Enf the current frame
  30612. */
  30613. endFrame(): void;
  30614. /**
  30615. * Resize the view according to the canvas' size
  30616. */
  30617. resize(): void;
  30618. /**
  30619. * Force a specific size of the canvas
  30620. * @param width defines the new canvas' width
  30621. * @param height defines the new canvas' height
  30622. */
  30623. setSize(width: number, height: number): void;
  30624. /**
  30625. * Binds the frame buffer to the specified texture.
  30626. * @param texture The texture to render to or null for the default canvas
  30627. * @param faceIndex The face of the texture to render to in case of cube texture
  30628. * @param requiredWidth The width of the target to render to
  30629. * @param requiredHeight The height of the target to render to
  30630. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30631. * @param depthStencilTexture The depth stencil texture to use to render
  30632. * @param lodLevel defines le lod level to bind to the frame buffer
  30633. */
  30634. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30635. /** @hidden */
  30636. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30637. /**
  30638. * Unbind the current render target texture from the webGL context
  30639. * @param texture defines the render target texture to unbind
  30640. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30641. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30642. */
  30643. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30644. /**
  30645. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30646. */
  30647. flushFramebuffer(): void;
  30648. /**
  30649. * Unbind the current render target and bind the default framebuffer
  30650. */
  30651. restoreDefaultFramebuffer(): void;
  30652. /** @hidden */
  30653. protected _resetVertexBufferBinding(): void;
  30654. /**
  30655. * Creates a vertex buffer
  30656. * @param data the data for the vertex buffer
  30657. * @returns the new WebGL static buffer
  30658. */
  30659. createVertexBuffer(data: DataArray): DataBuffer;
  30660. private _createVertexBuffer;
  30661. /**
  30662. * Creates a dynamic vertex buffer
  30663. * @param data the data for the dynamic vertex buffer
  30664. * @returns the new WebGL dynamic buffer
  30665. */
  30666. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30667. protected _resetIndexBufferBinding(): void;
  30668. /**
  30669. * Creates a new index buffer
  30670. * @param indices defines the content of the index buffer
  30671. * @param updatable defines if the index buffer must be updatable
  30672. * @returns a new webGL buffer
  30673. */
  30674. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30675. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30676. /**
  30677. * Bind a webGL buffer to the webGL context
  30678. * @param buffer defines the buffer to bind
  30679. */
  30680. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30681. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30682. private bindBuffer;
  30683. /**
  30684. * update the bound buffer with the given data
  30685. * @param data defines the data to update
  30686. */
  30687. updateArrayBuffer(data: Float32Array): void;
  30688. private _vertexAttribPointer;
  30689. private _bindIndexBufferWithCache;
  30690. private _bindVertexBuffersAttributes;
  30691. /**
  30692. * Records a vertex array object
  30693. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30694. * @param vertexBuffers defines the list of vertex buffers to store
  30695. * @param indexBuffer defines the index buffer to store
  30696. * @param effect defines the effect to store
  30697. * @returns the new vertex array object
  30698. */
  30699. recordVertexArrayObject(vertexBuffers: {
  30700. [key: string]: VertexBuffer;
  30701. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30702. /**
  30703. * Bind a specific vertex array object
  30704. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30705. * @param vertexArrayObject defines the vertex array object to bind
  30706. * @param indexBuffer defines the index buffer to bind
  30707. */
  30708. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30709. /**
  30710. * Bind webGl buffers directly to the webGL context
  30711. * @param vertexBuffer defines the vertex buffer to bind
  30712. * @param indexBuffer defines the index buffer to bind
  30713. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30714. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30715. * @param effect defines the effect associated with the vertex buffer
  30716. */
  30717. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30718. private _unbindVertexArrayObject;
  30719. /**
  30720. * Bind a list of vertex buffers to the webGL context
  30721. * @param vertexBuffers defines the list of vertex buffers to bind
  30722. * @param indexBuffer defines the index buffer to bind
  30723. * @param effect defines the effect associated with the vertex buffers
  30724. */
  30725. bindBuffers(vertexBuffers: {
  30726. [key: string]: Nullable<VertexBuffer>;
  30727. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30728. /**
  30729. * Unbind all instance attributes
  30730. */
  30731. unbindInstanceAttributes(): void;
  30732. /**
  30733. * Release and free the memory of a vertex array object
  30734. * @param vao defines the vertex array object to delete
  30735. */
  30736. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30737. /** @hidden */
  30738. _releaseBuffer(buffer: DataBuffer): boolean;
  30739. protected _deleteBuffer(buffer: DataBuffer): void;
  30740. /**
  30741. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30742. * @param instancesBuffer defines the webGL buffer to update and bind
  30743. * @param data defines the data to store in the buffer
  30744. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30745. */
  30746. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30747. /**
  30748. * Apply all cached states (depth, culling, stencil and alpha)
  30749. */
  30750. applyStates(): void;
  30751. /**
  30752. * Send a draw order
  30753. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30754. * @param indexStart defines the starting index
  30755. * @param indexCount defines the number of index to draw
  30756. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30757. */
  30758. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30759. /**
  30760. * Draw a list of points
  30761. * @param verticesStart defines the index of first vertex to draw
  30762. * @param verticesCount defines the count of vertices to draw
  30763. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30764. */
  30765. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30766. /**
  30767. * Draw a list of unindexed primitives
  30768. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30769. * @param verticesStart defines the index of first vertex to draw
  30770. * @param verticesCount defines the count of vertices to draw
  30771. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30772. */
  30773. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30774. /**
  30775. * Draw a list of indexed primitives
  30776. * @param fillMode defines the primitive to use
  30777. * @param indexStart defines the starting index
  30778. * @param indexCount defines the number of index to draw
  30779. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30780. */
  30781. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30782. /**
  30783. * Draw a list of unindexed primitives
  30784. * @param fillMode defines the primitive to use
  30785. * @param verticesStart defines the index of first vertex to draw
  30786. * @param verticesCount defines the count of vertices to draw
  30787. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30788. */
  30789. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30790. private _drawMode;
  30791. /** @hidden */
  30792. protected _reportDrawCall(): void;
  30793. /** @hidden */
  30794. _releaseEffect(effect: Effect): void;
  30795. /** @hidden */
  30796. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30797. /**
  30798. * Create a new effect (used to store vertex/fragment shaders)
  30799. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30800. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30801. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30802. * @param samplers defines an array of string used to represent textures
  30803. * @param defines defines the string containing the defines to use to compile the shaders
  30804. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30805. * @param onCompiled defines a function to call when the effect creation is successful
  30806. * @param onError defines a function to call when the effect creation has failed
  30807. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30808. * @returns the new Effect
  30809. */
  30810. 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;
  30811. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30812. private _compileShader;
  30813. private _compileRawShader;
  30814. /**
  30815. * Directly creates a webGL program
  30816. * @param pipelineContext defines the pipeline context to attach to
  30817. * @param vertexCode defines the vertex shader code to use
  30818. * @param fragmentCode defines the fragment shader code to use
  30819. * @param context defines the webGL context to use (if not set, the current one will be used)
  30820. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30821. * @returns the new webGL program
  30822. */
  30823. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30824. /**
  30825. * Creates a webGL program
  30826. * @param pipelineContext defines the pipeline context to attach to
  30827. * @param vertexCode defines the vertex shader code to use
  30828. * @param fragmentCode defines the fragment shader code to use
  30829. * @param defines defines the string containing the defines to use to compile the shaders
  30830. * @param context defines the webGL context to use (if not set, the current one will be used)
  30831. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30832. * @returns the new webGL program
  30833. */
  30834. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30835. /**
  30836. * Creates a new pipeline context
  30837. * @returns the new pipeline
  30838. */
  30839. createPipelineContext(): IPipelineContext;
  30840. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30841. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30842. /** @hidden */
  30843. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30844. /** @hidden */
  30845. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30846. /** @hidden */
  30847. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30848. /**
  30849. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30850. * @param pipelineContext defines the pipeline context to use
  30851. * @param uniformsNames defines the list of uniform names
  30852. * @returns an array of webGL uniform locations
  30853. */
  30854. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30855. /**
  30856. * Gets the lsit of active attributes for a given webGL program
  30857. * @param pipelineContext defines the pipeline context to use
  30858. * @param attributesNames defines the list of attribute names to get
  30859. * @returns an array of indices indicating the offset of each attribute
  30860. */
  30861. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30862. /**
  30863. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30864. * @param effect defines the effect to activate
  30865. */
  30866. enableEffect(effect: Nullable<Effect>): void;
  30867. /**
  30868. * Set the value of an uniform to a number (int)
  30869. * @param uniform defines the webGL uniform location where to store the value
  30870. * @param value defines the int number to store
  30871. */
  30872. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30873. /**
  30874. * Set the value of an uniform to an array of int32
  30875. * @param uniform defines the webGL uniform location where to store the value
  30876. * @param array defines the array of int32 to store
  30877. */
  30878. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30879. /**
  30880. * Set the value of an uniform to an array of int32 (stored as vec2)
  30881. * @param uniform defines the webGL uniform location where to store the value
  30882. * @param array defines the array of int32 to store
  30883. */
  30884. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30885. /**
  30886. * Set the value of an uniform to an array of int32 (stored as vec3)
  30887. * @param uniform defines the webGL uniform location where to store the value
  30888. * @param array defines the array of int32 to store
  30889. */
  30890. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30891. /**
  30892. * Set the value of an uniform to an array of int32 (stored as vec4)
  30893. * @param uniform defines the webGL uniform location where to store the value
  30894. * @param array defines the array of int32 to store
  30895. */
  30896. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30897. /**
  30898. * Set the value of an uniform to an array of number
  30899. * @param uniform defines the webGL uniform location where to store the value
  30900. * @param array defines the array of number to store
  30901. */
  30902. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30903. /**
  30904. * Set the value of an uniform to an array of number (stored as vec2)
  30905. * @param uniform defines the webGL uniform location where to store the value
  30906. * @param array defines the array of number to store
  30907. */
  30908. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30909. /**
  30910. * Set the value of an uniform to an array of number (stored as vec3)
  30911. * @param uniform defines the webGL uniform location where to store the value
  30912. * @param array defines the array of number to store
  30913. */
  30914. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30915. /**
  30916. * Set the value of an uniform to an array of number (stored as vec4)
  30917. * @param uniform defines the webGL uniform location where to store the value
  30918. * @param array defines the array of number to store
  30919. */
  30920. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30921. /**
  30922. * Set the value of an uniform to an array of float32 (stored as matrices)
  30923. * @param uniform defines the webGL uniform location where to store the value
  30924. * @param matrices defines the array of float32 to store
  30925. */
  30926. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30927. /**
  30928. * Set the value of an uniform to a matrix (3x3)
  30929. * @param uniform defines the webGL uniform location where to store the value
  30930. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30931. */
  30932. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30933. /**
  30934. * Set the value of an uniform to a matrix (2x2)
  30935. * @param uniform defines the webGL uniform location where to store the value
  30936. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30937. */
  30938. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30939. /**
  30940. * Set the value of an uniform to a number (float)
  30941. * @param uniform defines the webGL uniform location where to store the value
  30942. * @param value defines the float number to store
  30943. */
  30944. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30945. /**
  30946. * Set the value of an uniform to a vec2
  30947. * @param uniform defines the webGL uniform location where to store the value
  30948. * @param x defines the 1st component of the value
  30949. * @param y defines the 2nd component of the value
  30950. */
  30951. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30952. /**
  30953. * Set the value of an uniform to a vec3
  30954. * @param uniform defines the webGL uniform location where to store the value
  30955. * @param x defines the 1st component of the value
  30956. * @param y defines the 2nd component of the value
  30957. * @param z defines the 3rd component of the value
  30958. */
  30959. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30960. /**
  30961. * Set the value of an uniform to a vec4
  30962. * @param uniform defines the webGL uniform location where to store the value
  30963. * @param x defines the 1st component of the value
  30964. * @param y defines the 2nd component of the value
  30965. * @param z defines the 3rd component of the value
  30966. * @param w defines the 4th component of the value
  30967. */
  30968. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30969. /**
  30970. * Gets the depth culling state manager
  30971. */
  30972. readonly depthCullingState: DepthCullingState;
  30973. /**
  30974. * Gets the alpha state manager
  30975. */
  30976. readonly alphaState: AlphaState;
  30977. /**
  30978. * Gets the stencil state manager
  30979. */
  30980. readonly stencilState: StencilState;
  30981. /**
  30982. * Clears the list of texture accessible through engine.
  30983. * This can help preventing texture load conflict due to name collision.
  30984. */
  30985. clearInternalTexturesCache(): void;
  30986. /**
  30987. * Force the entire cache to be cleared
  30988. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30989. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30990. */
  30991. wipeCaches(bruteForce?: boolean): void;
  30992. /** @hidden */
  30993. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30994. min: number;
  30995. mag: number;
  30996. };
  30997. /** @hidden */
  30998. _createTexture(): WebGLTexture;
  30999. /**
  31000. * Usually called from Texture.ts.
  31001. * Passed information to create a WebGLTexture
  31002. * @param urlArg defines a value which contains one of the following:
  31003. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31004. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31005. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31006. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31007. * @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)
  31008. * @param scene needed for loading to the correct scene
  31009. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31010. * @param onLoad optional callback to be called upon successful completion
  31011. * @param onError optional callback to be called upon failure
  31012. * @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
  31013. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31014. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31015. * @param forcedExtension defines the extension to use to pick the right loader
  31016. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31017. * @param mimeType defines an optional mime type
  31018. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31019. */
  31020. 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;
  31021. /**
  31022. * @hidden
  31023. */
  31024. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  31025. /**
  31026. * Creates a raw texture
  31027. * @param data defines the data to store in the texture
  31028. * @param width defines the width of the texture
  31029. * @param height defines the height of the texture
  31030. * @param format defines the format of the data
  31031. * @param generateMipMaps defines if the engine should generate the mip levels
  31032. * @param invertY defines if data must be stored with Y axis inverted
  31033. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  31034. * @param compression defines the compression used (null by default)
  31035. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  31036. * @returns the raw texture inside an InternalTexture
  31037. */
  31038. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  31039. /**
  31040. * Creates a new raw cube texture
  31041. * @param data defines the array of data to use to create each face
  31042. * @param size defines the size of the textures
  31043. * @param format defines the format of the data
  31044. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  31045. * @param generateMipMaps defines if the engine should generate the mip levels
  31046. * @param invertY defines if data must be stored with Y axis inverted
  31047. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31048. * @param compression defines the compression used (null by default)
  31049. * @returns the cube texture as an InternalTexture
  31050. */
  31051. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  31052. /**
  31053. * Creates a new raw 3D texture
  31054. * @param data defines the data used to create the texture
  31055. * @param width defines the width of the texture
  31056. * @param height defines the height of the texture
  31057. * @param depth defines the depth of the texture
  31058. * @param format defines the format of the texture
  31059. * @param generateMipMaps defines if the engine must generate mip levels
  31060. * @param invertY defines if data must be stored with Y axis inverted
  31061. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31062. * @param compression defines the compressed used (can be null)
  31063. * @param textureType defines the compressed used (can be null)
  31064. * @returns a new raw 3D texture (stored in an InternalTexture)
  31065. */
  31066. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31067. /**
  31068. * Creates a new raw 2D array texture
  31069. * @param data defines the data used to create the texture
  31070. * @param width defines the width of the texture
  31071. * @param height defines the height of the texture
  31072. * @param depth defines the number of layers of the texture
  31073. * @param format defines the format of the texture
  31074. * @param generateMipMaps defines if the engine must generate mip levels
  31075. * @param invertY defines if data must be stored with Y axis inverted
  31076. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31077. * @param compression defines the compressed used (can be null)
  31078. * @param textureType defines the compressed used (can be null)
  31079. * @returns a new raw 2D array texture (stored in an InternalTexture)
  31080. */
  31081. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31082. private _unpackFlipYCached;
  31083. /**
  31084. * In case you are sharing the context with other applications, it might
  31085. * be interested to not cache the unpack flip y state to ensure a consistent
  31086. * value would be set.
  31087. */
  31088. enableUnpackFlipYCached: boolean;
  31089. /** @hidden */
  31090. _unpackFlipY(value: boolean): void;
  31091. /** @hidden */
  31092. _getUnpackAlignement(): number;
  31093. /**
  31094. * Update the sampling mode of a given texture
  31095. * @param samplingMode defines the required sampling mode
  31096. * @param texture defines the texture to update
  31097. */
  31098. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  31099. /** @hidden */
  31100. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  31101. width: number;
  31102. height: number;
  31103. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  31104. /** @hidden */
  31105. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31106. /** @hidden */
  31107. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  31108. /** @hidden */
  31109. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31110. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  31111. private _prepareWebGLTexture;
  31112. /** @hidden */
  31113. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  31114. /** @hidden */
  31115. _releaseFramebufferObjects(texture: InternalTexture): void;
  31116. /** @hidden */
  31117. _releaseTexture(texture: InternalTexture): void;
  31118. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  31119. protected _setProgram(program: WebGLProgram): void;
  31120. protected _boundUniforms: {
  31121. [key: number]: WebGLUniformLocation;
  31122. };
  31123. /**
  31124. * Binds an effect to the webGL context
  31125. * @param effect defines the effect to bind
  31126. */
  31127. bindSamplers(effect: Effect): void;
  31128. private _activateCurrentTexture;
  31129. /** @hidden */
  31130. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  31131. /** @hidden */
  31132. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  31133. /**
  31134. * Unbind all textures from the webGL context
  31135. */
  31136. unbindAllTextures(): void;
  31137. /**
  31138. * Sets a texture to the according uniform.
  31139. * @param channel The texture channel
  31140. * @param uniform The uniform to set
  31141. * @param texture The texture to apply
  31142. */
  31143. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  31144. private _bindSamplerUniformToChannel;
  31145. private _getTextureWrapMode;
  31146. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  31147. /**
  31148. * Sets an array of texture to the webGL context
  31149. * @param channel defines the channel where the texture array must be set
  31150. * @param uniform defines the associated uniform location
  31151. * @param textures defines the array of textures to bind
  31152. */
  31153. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  31154. /** @hidden */
  31155. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  31156. private _setTextureParameterFloat;
  31157. private _setTextureParameterInteger;
  31158. /**
  31159. * Unbind all vertex attributes from the webGL context
  31160. */
  31161. unbindAllAttributes(): void;
  31162. /**
  31163. * 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
  31164. */
  31165. releaseEffects(): void;
  31166. /**
  31167. * Dispose and release all associated resources
  31168. */
  31169. dispose(): void;
  31170. /**
  31171. * Attach a new callback raised when context lost event is fired
  31172. * @param callback defines the callback to call
  31173. */
  31174. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31175. /**
  31176. * Attach a new callback raised when context restored event is fired
  31177. * @param callback defines the callback to call
  31178. */
  31179. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31180. /**
  31181. * Get the current error code of the webGL context
  31182. * @returns the error code
  31183. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  31184. */
  31185. getError(): number;
  31186. private _canRenderToFloatFramebuffer;
  31187. private _canRenderToHalfFloatFramebuffer;
  31188. private _canRenderToFramebuffer;
  31189. /** @hidden */
  31190. _getWebGLTextureType(type: number): number;
  31191. /** @hidden */
  31192. _getInternalFormat(format: number): number;
  31193. /** @hidden */
  31194. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  31195. /** @hidden */
  31196. _getRGBAMultiSampleBufferFormat(type: number): number;
  31197. /** @hidden */
  31198. _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;
  31199. /**
  31200. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  31201. * @returns true if the engine can be created
  31202. * @ignorenaming
  31203. */
  31204. static isSupported(): boolean;
  31205. /**
  31206. * Find the next highest power of two.
  31207. * @param x Number to start search from.
  31208. * @return Next highest power of two.
  31209. */
  31210. static CeilingPOT(x: number): number;
  31211. /**
  31212. * Find the next lowest power of two.
  31213. * @param x Number to start search from.
  31214. * @return Next lowest power of two.
  31215. */
  31216. static FloorPOT(x: number): number;
  31217. /**
  31218. * Find the nearest power of two.
  31219. * @param x Number to start search from.
  31220. * @return Next nearest power of two.
  31221. */
  31222. static NearestPOT(x: number): number;
  31223. /**
  31224. * Get the closest exponent of two
  31225. * @param value defines the value to approximate
  31226. * @param max defines the maximum value to return
  31227. * @param mode defines how to define the closest value
  31228. * @returns closest exponent of two of the given value
  31229. */
  31230. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  31231. /**
  31232. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  31233. * @param func - the function to be called
  31234. * @param requester - the object that will request the next frame. Falls back to window.
  31235. * @returns frame number
  31236. */
  31237. static QueueNewFrame(func: () => void, requester?: any): number;
  31238. }
  31239. }
  31240. declare module "babylonjs/Maths/sphericalPolynomial" {
  31241. import { Vector3 } from "babylonjs/Maths/math.vector";
  31242. import { Color3 } from "babylonjs/Maths/math.color";
  31243. /**
  31244. * Class representing spherical harmonics coefficients to the 3rd degree
  31245. */
  31246. export class SphericalHarmonics {
  31247. /**
  31248. * Defines whether or not the harmonics have been prescaled for rendering.
  31249. */
  31250. preScaled: boolean;
  31251. /**
  31252. * The l0,0 coefficients of the spherical harmonics
  31253. */
  31254. l00: Vector3;
  31255. /**
  31256. * The l1,-1 coefficients of the spherical harmonics
  31257. */
  31258. l1_1: Vector3;
  31259. /**
  31260. * The l1,0 coefficients of the spherical harmonics
  31261. */
  31262. l10: Vector3;
  31263. /**
  31264. * The l1,1 coefficients of the spherical harmonics
  31265. */
  31266. l11: Vector3;
  31267. /**
  31268. * The l2,-2 coefficients of the spherical harmonics
  31269. */
  31270. l2_2: Vector3;
  31271. /**
  31272. * The l2,-1 coefficients of the spherical harmonics
  31273. */
  31274. l2_1: Vector3;
  31275. /**
  31276. * The l2,0 coefficients of the spherical harmonics
  31277. */
  31278. l20: Vector3;
  31279. /**
  31280. * The l2,1 coefficients of the spherical harmonics
  31281. */
  31282. l21: Vector3;
  31283. /**
  31284. * The l2,2 coefficients of the spherical harmonics
  31285. */
  31286. l22: Vector3;
  31287. /**
  31288. * Adds a light to the spherical harmonics
  31289. * @param direction the direction of the light
  31290. * @param color the color of the light
  31291. * @param deltaSolidAngle the delta solid angle of the light
  31292. */
  31293. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  31294. /**
  31295. * Scales the spherical harmonics by the given amount
  31296. * @param scale the amount to scale
  31297. */
  31298. scaleInPlace(scale: number): void;
  31299. /**
  31300. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31301. *
  31302. * ```
  31303. * E_lm = A_l * L_lm
  31304. * ```
  31305. *
  31306. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31307. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31308. * the scaling factors are given in equation 9.
  31309. */
  31310. convertIncidentRadianceToIrradiance(): void;
  31311. /**
  31312. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31313. *
  31314. * ```
  31315. * L = (1/pi) * E * rho
  31316. * ```
  31317. *
  31318. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31319. */
  31320. convertIrradianceToLambertianRadiance(): void;
  31321. /**
  31322. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31323. * required operations at run time.
  31324. *
  31325. * This is simply done by scaling back the SH with Ylm constants parameter.
  31326. * The trigonometric part being applied by the shader at run time.
  31327. */
  31328. preScaleForRendering(): void;
  31329. /**
  31330. * Constructs a spherical harmonics from an array.
  31331. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31332. * @returns the spherical harmonics
  31333. */
  31334. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31335. /**
  31336. * Gets the spherical harmonics from polynomial
  31337. * @param polynomial the spherical polynomial
  31338. * @returns the spherical harmonics
  31339. */
  31340. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31341. }
  31342. /**
  31343. * Class representing spherical polynomial coefficients to the 3rd degree
  31344. */
  31345. export class SphericalPolynomial {
  31346. private _harmonics;
  31347. /**
  31348. * The spherical harmonics used to create the polynomials.
  31349. */
  31350. readonly preScaledHarmonics: SphericalHarmonics;
  31351. /**
  31352. * The x coefficients of the spherical polynomial
  31353. */
  31354. x: Vector3;
  31355. /**
  31356. * The y coefficients of the spherical polynomial
  31357. */
  31358. y: Vector3;
  31359. /**
  31360. * The z coefficients of the spherical polynomial
  31361. */
  31362. z: Vector3;
  31363. /**
  31364. * The xx coefficients of the spherical polynomial
  31365. */
  31366. xx: Vector3;
  31367. /**
  31368. * The yy coefficients of the spherical polynomial
  31369. */
  31370. yy: Vector3;
  31371. /**
  31372. * The zz coefficients of the spherical polynomial
  31373. */
  31374. zz: Vector3;
  31375. /**
  31376. * The xy coefficients of the spherical polynomial
  31377. */
  31378. xy: Vector3;
  31379. /**
  31380. * The yz coefficients of the spherical polynomial
  31381. */
  31382. yz: Vector3;
  31383. /**
  31384. * The zx coefficients of the spherical polynomial
  31385. */
  31386. zx: Vector3;
  31387. /**
  31388. * Adds an ambient color to the spherical polynomial
  31389. * @param color the color to add
  31390. */
  31391. addAmbient(color: Color3): void;
  31392. /**
  31393. * Scales the spherical polynomial by the given amount
  31394. * @param scale the amount to scale
  31395. */
  31396. scaleInPlace(scale: number): void;
  31397. /**
  31398. * Gets the spherical polynomial from harmonics
  31399. * @param harmonics the spherical harmonics
  31400. * @returns the spherical polynomial
  31401. */
  31402. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31403. /**
  31404. * Constructs a spherical polynomial from an array.
  31405. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31406. * @returns the spherical polynomial
  31407. */
  31408. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31409. }
  31410. }
  31411. declare module "babylonjs/Materials/Textures/internalTexture" {
  31412. import { Observable } from "babylonjs/Misc/observable";
  31413. import { Nullable, int } from "babylonjs/types";
  31414. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31415. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31416. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31417. /**
  31418. * Defines the source of the internal texture
  31419. */
  31420. export enum InternalTextureSource {
  31421. /**
  31422. * The source of the texture data is unknown
  31423. */
  31424. Unknown = 0,
  31425. /**
  31426. * Texture data comes from an URL
  31427. */
  31428. Url = 1,
  31429. /**
  31430. * Texture data is only used for temporary storage
  31431. */
  31432. Temp = 2,
  31433. /**
  31434. * Texture data comes from raw data (ArrayBuffer)
  31435. */
  31436. Raw = 3,
  31437. /**
  31438. * Texture content is dynamic (video or dynamic texture)
  31439. */
  31440. Dynamic = 4,
  31441. /**
  31442. * Texture content is generated by rendering to it
  31443. */
  31444. RenderTarget = 5,
  31445. /**
  31446. * Texture content is part of a multi render target process
  31447. */
  31448. MultiRenderTarget = 6,
  31449. /**
  31450. * Texture data comes from a cube data file
  31451. */
  31452. Cube = 7,
  31453. /**
  31454. * Texture data comes from a raw cube data
  31455. */
  31456. CubeRaw = 8,
  31457. /**
  31458. * Texture data come from a prefiltered cube data file
  31459. */
  31460. CubePrefiltered = 9,
  31461. /**
  31462. * Texture content is raw 3D data
  31463. */
  31464. Raw3D = 10,
  31465. /**
  31466. * Texture content is raw 2D array data
  31467. */
  31468. Raw2DArray = 11,
  31469. /**
  31470. * Texture content is a depth texture
  31471. */
  31472. Depth = 12,
  31473. /**
  31474. * Texture data comes from a raw cube data encoded with RGBD
  31475. */
  31476. CubeRawRGBD = 13
  31477. }
  31478. /**
  31479. * Class used to store data associated with WebGL texture data for the engine
  31480. * This class should not be used directly
  31481. */
  31482. export class InternalTexture {
  31483. /** @hidden */
  31484. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31485. /**
  31486. * Defines if the texture is ready
  31487. */
  31488. isReady: boolean;
  31489. /**
  31490. * Defines if the texture is a cube texture
  31491. */
  31492. isCube: boolean;
  31493. /**
  31494. * Defines if the texture contains 3D data
  31495. */
  31496. is3D: boolean;
  31497. /**
  31498. * Defines if the texture contains 2D array data
  31499. */
  31500. is2DArray: boolean;
  31501. /**
  31502. * Defines if the texture contains multiview data
  31503. */
  31504. isMultiview: boolean;
  31505. /**
  31506. * Gets the URL used to load this texture
  31507. */
  31508. url: string;
  31509. /**
  31510. * Gets the sampling mode of the texture
  31511. */
  31512. samplingMode: number;
  31513. /**
  31514. * Gets a boolean indicating if the texture needs mipmaps generation
  31515. */
  31516. generateMipMaps: boolean;
  31517. /**
  31518. * Gets the number of samples used by the texture (WebGL2+ only)
  31519. */
  31520. samples: number;
  31521. /**
  31522. * Gets the type of the texture (int, float...)
  31523. */
  31524. type: number;
  31525. /**
  31526. * Gets the format of the texture (RGB, RGBA...)
  31527. */
  31528. format: number;
  31529. /**
  31530. * Observable called when the texture is loaded
  31531. */
  31532. onLoadedObservable: Observable<InternalTexture>;
  31533. /**
  31534. * Gets the width of the texture
  31535. */
  31536. width: number;
  31537. /**
  31538. * Gets the height of the texture
  31539. */
  31540. height: number;
  31541. /**
  31542. * Gets the depth of the texture
  31543. */
  31544. depth: number;
  31545. /**
  31546. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31547. */
  31548. baseWidth: number;
  31549. /**
  31550. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31551. */
  31552. baseHeight: number;
  31553. /**
  31554. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31555. */
  31556. baseDepth: number;
  31557. /**
  31558. * Gets a boolean indicating if the texture is inverted on Y axis
  31559. */
  31560. invertY: boolean;
  31561. /** @hidden */
  31562. _invertVScale: boolean;
  31563. /** @hidden */
  31564. _associatedChannel: number;
  31565. /** @hidden */
  31566. _source: InternalTextureSource;
  31567. /** @hidden */
  31568. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31569. /** @hidden */
  31570. _bufferView: Nullable<ArrayBufferView>;
  31571. /** @hidden */
  31572. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31573. /** @hidden */
  31574. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31575. /** @hidden */
  31576. _size: number;
  31577. /** @hidden */
  31578. _extension: string;
  31579. /** @hidden */
  31580. _files: Nullable<string[]>;
  31581. /** @hidden */
  31582. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31583. /** @hidden */
  31584. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31585. /** @hidden */
  31586. _framebuffer: Nullable<WebGLFramebuffer>;
  31587. /** @hidden */
  31588. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31589. /** @hidden */
  31590. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31591. /** @hidden */
  31592. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31593. /** @hidden */
  31594. _attachments: Nullable<number[]>;
  31595. /** @hidden */
  31596. _cachedCoordinatesMode: Nullable<number>;
  31597. /** @hidden */
  31598. _cachedWrapU: Nullable<number>;
  31599. /** @hidden */
  31600. _cachedWrapV: Nullable<number>;
  31601. /** @hidden */
  31602. _cachedWrapR: Nullable<number>;
  31603. /** @hidden */
  31604. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31605. /** @hidden */
  31606. _isDisabled: boolean;
  31607. /** @hidden */
  31608. _compression: Nullable<string>;
  31609. /** @hidden */
  31610. _generateStencilBuffer: boolean;
  31611. /** @hidden */
  31612. _generateDepthBuffer: boolean;
  31613. /** @hidden */
  31614. _comparisonFunction: number;
  31615. /** @hidden */
  31616. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31617. /** @hidden */
  31618. _lodGenerationScale: number;
  31619. /** @hidden */
  31620. _lodGenerationOffset: number;
  31621. /** @hidden */
  31622. _colorTextureArray: Nullable<WebGLTexture>;
  31623. /** @hidden */
  31624. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31625. /** @hidden */
  31626. _lodTextureHigh: Nullable<BaseTexture>;
  31627. /** @hidden */
  31628. _lodTextureMid: Nullable<BaseTexture>;
  31629. /** @hidden */
  31630. _lodTextureLow: Nullable<BaseTexture>;
  31631. /** @hidden */
  31632. _isRGBD: boolean;
  31633. /** @hidden */
  31634. _linearSpecularLOD: boolean;
  31635. /** @hidden */
  31636. _irradianceTexture: Nullable<BaseTexture>;
  31637. /** @hidden */
  31638. _webGLTexture: Nullable<WebGLTexture>;
  31639. /** @hidden */
  31640. _references: number;
  31641. private _engine;
  31642. /**
  31643. * Gets the Engine the texture belongs to.
  31644. * @returns The babylon engine
  31645. */
  31646. getEngine(): ThinEngine;
  31647. /**
  31648. * Gets the data source type of the texture
  31649. */
  31650. readonly source: InternalTextureSource;
  31651. /**
  31652. * Creates a new InternalTexture
  31653. * @param engine defines the engine to use
  31654. * @param source defines the type of data that will be used
  31655. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31656. */
  31657. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31658. /**
  31659. * Increments the number of references (ie. the number of Texture that point to it)
  31660. */
  31661. incrementReferences(): void;
  31662. /**
  31663. * Change the size of the texture (not the size of the content)
  31664. * @param width defines the new width
  31665. * @param height defines the new height
  31666. * @param depth defines the new depth (1 by default)
  31667. */
  31668. updateSize(width: int, height: int, depth?: int): void;
  31669. /** @hidden */
  31670. _rebuild(): void;
  31671. /** @hidden */
  31672. _swapAndDie(target: InternalTexture): void;
  31673. /**
  31674. * Dispose the current allocated resources
  31675. */
  31676. dispose(): void;
  31677. }
  31678. }
  31679. declare module "babylonjs/Audio/analyser" {
  31680. import { Scene } from "babylonjs/scene";
  31681. /**
  31682. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31683. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31684. */
  31685. export class Analyser {
  31686. /**
  31687. * Gets or sets the smoothing
  31688. * @ignorenaming
  31689. */
  31690. SMOOTHING: number;
  31691. /**
  31692. * Gets or sets the FFT table size
  31693. * @ignorenaming
  31694. */
  31695. FFT_SIZE: number;
  31696. /**
  31697. * Gets or sets the bar graph amplitude
  31698. * @ignorenaming
  31699. */
  31700. BARGRAPHAMPLITUDE: number;
  31701. /**
  31702. * Gets or sets the position of the debug canvas
  31703. * @ignorenaming
  31704. */
  31705. DEBUGCANVASPOS: {
  31706. x: number;
  31707. y: number;
  31708. };
  31709. /**
  31710. * Gets or sets the debug canvas size
  31711. * @ignorenaming
  31712. */
  31713. DEBUGCANVASSIZE: {
  31714. width: number;
  31715. height: number;
  31716. };
  31717. private _byteFreqs;
  31718. private _byteTime;
  31719. private _floatFreqs;
  31720. private _webAudioAnalyser;
  31721. private _debugCanvas;
  31722. private _debugCanvasContext;
  31723. private _scene;
  31724. private _registerFunc;
  31725. private _audioEngine;
  31726. /**
  31727. * Creates a new analyser
  31728. * @param scene defines hosting scene
  31729. */
  31730. constructor(scene: Scene);
  31731. /**
  31732. * Get the number of data values you will have to play with for the visualization
  31733. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31734. * @returns a number
  31735. */
  31736. getFrequencyBinCount(): number;
  31737. /**
  31738. * Gets the current frequency data as a byte array
  31739. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31740. * @returns a Uint8Array
  31741. */
  31742. getByteFrequencyData(): Uint8Array;
  31743. /**
  31744. * Gets the current waveform as a byte array
  31745. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31746. * @returns a Uint8Array
  31747. */
  31748. getByteTimeDomainData(): Uint8Array;
  31749. /**
  31750. * Gets the current frequency data as a float array
  31751. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31752. * @returns a Float32Array
  31753. */
  31754. getFloatFrequencyData(): Float32Array;
  31755. /**
  31756. * Renders the debug canvas
  31757. */
  31758. drawDebugCanvas(): void;
  31759. /**
  31760. * Stops rendering the debug canvas and removes it
  31761. */
  31762. stopDebugCanvas(): void;
  31763. /**
  31764. * Connects two audio nodes
  31765. * @param inputAudioNode defines first node to connect
  31766. * @param outputAudioNode defines second node to connect
  31767. */
  31768. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31769. /**
  31770. * Releases all associated resources
  31771. */
  31772. dispose(): void;
  31773. }
  31774. }
  31775. declare module "babylonjs/Audio/audioEngine" {
  31776. import { IDisposable } from "babylonjs/scene";
  31777. import { Analyser } from "babylonjs/Audio/analyser";
  31778. import { Nullable } from "babylonjs/types";
  31779. import { Observable } from "babylonjs/Misc/observable";
  31780. /**
  31781. * This represents an audio engine and it is responsible
  31782. * to play, synchronize and analyse sounds throughout the application.
  31783. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31784. */
  31785. export interface IAudioEngine extends IDisposable {
  31786. /**
  31787. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31788. */
  31789. readonly canUseWebAudio: boolean;
  31790. /**
  31791. * Gets the current AudioContext if available.
  31792. */
  31793. readonly audioContext: Nullable<AudioContext>;
  31794. /**
  31795. * The master gain node defines the global audio volume of your audio engine.
  31796. */
  31797. readonly masterGain: GainNode;
  31798. /**
  31799. * Gets whether or not mp3 are supported by your browser.
  31800. */
  31801. readonly isMP3supported: boolean;
  31802. /**
  31803. * Gets whether or not ogg are supported by your browser.
  31804. */
  31805. readonly isOGGsupported: boolean;
  31806. /**
  31807. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31808. * @ignoreNaming
  31809. */
  31810. WarnedWebAudioUnsupported: boolean;
  31811. /**
  31812. * Defines if the audio engine relies on a custom unlocked button.
  31813. * In this case, the embedded button will not be displayed.
  31814. */
  31815. useCustomUnlockedButton: boolean;
  31816. /**
  31817. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31818. */
  31819. readonly unlocked: boolean;
  31820. /**
  31821. * Event raised when audio has been unlocked on the browser.
  31822. */
  31823. onAudioUnlockedObservable: Observable<AudioEngine>;
  31824. /**
  31825. * Event raised when audio has been locked on the browser.
  31826. */
  31827. onAudioLockedObservable: Observable<AudioEngine>;
  31828. /**
  31829. * Flags the audio engine in Locked state.
  31830. * This happens due to new browser policies preventing audio to autoplay.
  31831. */
  31832. lock(): void;
  31833. /**
  31834. * Unlocks the audio engine once a user action has been done on the dom.
  31835. * This is helpful to resume play once browser policies have been satisfied.
  31836. */
  31837. unlock(): void;
  31838. }
  31839. /**
  31840. * This represents the default audio engine used in babylon.
  31841. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31842. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31843. */
  31844. export class AudioEngine implements IAudioEngine {
  31845. private _audioContext;
  31846. private _audioContextInitialized;
  31847. private _muteButton;
  31848. private _hostElement;
  31849. /**
  31850. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31851. */
  31852. canUseWebAudio: boolean;
  31853. /**
  31854. * The master gain node defines the global audio volume of your audio engine.
  31855. */
  31856. masterGain: GainNode;
  31857. /**
  31858. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31859. * @ignoreNaming
  31860. */
  31861. WarnedWebAudioUnsupported: boolean;
  31862. /**
  31863. * Gets whether or not mp3 are supported by your browser.
  31864. */
  31865. isMP3supported: boolean;
  31866. /**
  31867. * Gets whether or not ogg are supported by your browser.
  31868. */
  31869. isOGGsupported: boolean;
  31870. /**
  31871. * Gets whether audio has been unlocked on the device.
  31872. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31873. * a user interaction has happened.
  31874. */
  31875. unlocked: boolean;
  31876. /**
  31877. * Defines if the audio engine relies on a custom unlocked button.
  31878. * In this case, the embedded button will not be displayed.
  31879. */
  31880. useCustomUnlockedButton: boolean;
  31881. /**
  31882. * Event raised when audio has been unlocked on the browser.
  31883. */
  31884. onAudioUnlockedObservable: Observable<AudioEngine>;
  31885. /**
  31886. * Event raised when audio has been locked on the browser.
  31887. */
  31888. onAudioLockedObservable: Observable<AudioEngine>;
  31889. /**
  31890. * Gets the current AudioContext if available.
  31891. */
  31892. readonly audioContext: Nullable<AudioContext>;
  31893. private _connectedAnalyser;
  31894. /**
  31895. * Instantiates a new audio engine.
  31896. *
  31897. * There should be only one per page as some browsers restrict the number
  31898. * of audio contexts you can create.
  31899. * @param hostElement defines the host element where to display the mute icon if necessary
  31900. */
  31901. constructor(hostElement?: Nullable<HTMLElement>);
  31902. /**
  31903. * Flags the audio engine in Locked state.
  31904. * This happens due to new browser policies preventing audio to autoplay.
  31905. */
  31906. lock(): void;
  31907. /**
  31908. * Unlocks the audio engine once a user action has been done on the dom.
  31909. * This is helpful to resume play once browser policies have been satisfied.
  31910. */
  31911. unlock(): void;
  31912. private _resumeAudioContext;
  31913. private _initializeAudioContext;
  31914. private _tryToRun;
  31915. private _triggerRunningState;
  31916. private _triggerSuspendedState;
  31917. private _displayMuteButton;
  31918. private _moveButtonToTopLeft;
  31919. private _onResize;
  31920. private _hideMuteButton;
  31921. /**
  31922. * Destroy and release the resources associated with the audio ccontext.
  31923. */
  31924. dispose(): void;
  31925. /**
  31926. * Gets the global volume sets on the master gain.
  31927. * @returns the global volume if set or -1 otherwise
  31928. */
  31929. getGlobalVolume(): number;
  31930. /**
  31931. * Sets the global volume of your experience (sets on the master gain).
  31932. * @param newVolume Defines the new global volume of the application
  31933. */
  31934. setGlobalVolume(newVolume: number): void;
  31935. /**
  31936. * Connect the audio engine to an audio analyser allowing some amazing
  31937. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31938. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31939. * @param analyser The analyser to connect to the engine
  31940. */
  31941. connectToAnalyser(analyser: Analyser): void;
  31942. }
  31943. }
  31944. declare module "babylonjs/Loading/loadingScreen" {
  31945. /**
  31946. * Interface used to present a loading screen while loading a scene
  31947. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31948. */
  31949. export interface ILoadingScreen {
  31950. /**
  31951. * Function called to display the loading screen
  31952. */
  31953. displayLoadingUI: () => void;
  31954. /**
  31955. * Function called to hide the loading screen
  31956. */
  31957. hideLoadingUI: () => void;
  31958. /**
  31959. * Gets or sets the color to use for the background
  31960. */
  31961. loadingUIBackgroundColor: string;
  31962. /**
  31963. * Gets or sets the text to display while loading
  31964. */
  31965. loadingUIText: string;
  31966. }
  31967. /**
  31968. * Class used for the default loading screen
  31969. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31970. */
  31971. export class DefaultLoadingScreen implements ILoadingScreen {
  31972. private _renderingCanvas;
  31973. private _loadingText;
  31974. private _loadingDivBackgroundColor;
  31975. private _loadingDiv;
  31976. private _loadingTextDiv;
  31977. /** Gets or sets the logo url to use for the default loading screen */
  31978. static DefaultLogoUrl: string;
  31979. /** Gets or sets the spinner url to use for the default loading screen */
  31980. static DefaultSpinnerUrl: string;
  31981. /**
  31982. * Creates a new default loading screen
  31983. * @param _renderingCanvas defines the canvas used to render the scene
  31984. * @param _loadingText defines the default text to display
  31985. * @param _loadingDivBackgroundColor defines the default background color
  31986. */
  31987. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31988. /**
  31989. * Function called to display the loading screen
  31990. */
  31991. displayLoadingUI(): void;
  31992. /**
  31993. * Function called to hide the loading screen
  31994. */
  31995. hideLoadingUI(): void;
  31996. /**
  31997. * Gets or sets the text to display while loading
  31998. */
  31999. loadingUIText: string;
  32000. /**
  32001. * Gets or sets the color to use for the background
  32002. */
  32003. loadingUIBackgroundColor: string;
  32004. private _resizeLoadingUI;
  32005. }
  32006. }
  32007. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  32008. /**
  32009. * Interface for any object that can request an animation frame
  32010. */
  32011. export interface ICustomAnimationFrameRequester {
  32012. /**
  32013. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  32014. */
  32015. renderFunction?: Function;
  32016. /**
  32017. * Called to request the next frame to render to
  32018. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  32019. */
  32020. requestAnimationFrame: Function;
  32021. /**
  32022. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  32023. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  32024. */
  32025. requestID?: number;
  32026. }
  32027. }
  32028. declare module "babylonjs/Misc/performanceMonitor" {
  32029. /**
  32030. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  32031. */
  32032. export class PerformanceMonitor {
  32033. private _enabled;
  32034. private _rollingFrameTime;
  32035. private _lastFrameTimeMs;
  32036. /**
  32037. * constructor
  32038. * @param frameSampleSize The number of samples required to saturate the sliding window
  32039. */
  32040. constructor(frameSampleSize?: number);
  32041. /**
  32042. * Samples current frame
  32043. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  32044. */
  32045. sampleFrame(timeMs?: number): void;
  32046. /**
  32047. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32048. */
  32049. readonly averageFrameTime: number;
  32050. /**
  32051. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32052. */
  32053. readonly averageFrameTimeVariance: number;
  32054. /**
  32055. * Returns the frame time of the most recent frame
  32056. */
  32057. readonly instantaneousFrameTime: number;
  32058. /**
  32059. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  32060. */
  32061. readonly averageFPS: number;
  32062. /**
  32063. * Returns the average framerate in frames per second using the most recent frame time
  32064. */
  32065. readonly instantaneousFPS: number;
  32066. /**
  32067. * Returns true if enough samples have been taken to completely fill the sliding window
  32068. */
  32069. readonly isSaturated: boolean;
  32070. /**
  32071. * Enables contributions to the sliding window sample set
  32072. */
  32073. enable(): void;
  32074. /**
  32075. * Disables contributions to the sliding window sample set
  32076. * Samples will not be interpolated over the disabled period
  32077. */
  32078. disable(): void;
  32079. /**
  32080. * Returns true if sampling is enabled
  32081. */
  32082. readonly isEnabled: boolean;
  32083. /**
  32084. * Resets performance monitor
  32085. */
  32086. reset(): void;
  32087. }
  32088. /**
  32089. * RollingAverage
  32090. *
  32091. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  32092. */
  32093. export class RollingAverage {
  32094. /**
  32095. * Current average
  32096. */
  32097. average: number;
  32098. /**
  32099. * Current variance
  32100. */
  32101. variance: number;
  32102. protected _samples: Array<number>;
  32103. protected _sampleCount: number;
  32104. protected _pos: number;
  32105. protected _m2: number;
  32106. /**
  32107. * constructor
  32108. * @param length The number of samples required to saturate the sliding window
  32109. */
  32110. constructor(length: number);
  32111. /**
  32112. * Adds a sample to the sample set
  32113. * @param v The sample value
  32114. */
  32115. add(v: number): void;
  32116. /**
  32117. * Returns previously added values or null if outside of history or outside the sliding window domain
  32118. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  32119. * @return Value previously recorded with add() or null if outside of range
  32120. */
  32121. history(i: number): number;
  32122. /**
  32123. * Returns true if enough samples have been taken to completely fill the sliding window
  32124. * @return true if sample-set saturated
  32125. */
  32126. isSaturated(): boolean;
  32127. /**
  32128. * Resets the rolling average (equivalent to 0 samples taken so far)
  32129. */
  32130. reset(): void;
  32131. /**
  32132. * Wraps a value around the sample range boundaries
  32133. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  32134. * @return Wrapped position in sample range
  32135. */
  32136. protected _wrapPosition(i: number): number;
  32137. }
  32138. }
  32139. declare module "babylonjs/Misc/perfCounter" {
  32140. /**
  32141. * This class is used to track a performance counter which is number based.
  32142. * The user has access to many properties which give statistics of different nature.
  32143. *
  32144. * The implementer can track two kinds of Performance Counter: time and count.
  32145. * 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.
  32146. * 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.
  32147. */
  32148. export class PerfCounter {
  32149. /**
  32150. * Gets or sets a global boolean to turn on and off all the counters
  32151. */
  32152. static Enabled: boolean;
  32153. /**
  32154. * Returns the smallest value ever
  32155. */
  32156. readonly min: number;
  32157. /**
  32158. * Returns the biggest value ever
  32159. */
  32160. readonly max: number;
  32161. /**
  32162. * Returns the average value since the performance counter is running
  32163. */
  32164. readonly average: number;
  32165. /**
  32166. * Returns the average value of the last second the counter was monitored
  32167. */
  32168. readonly lastSecAverage: number;
  32169. /**
  32170. * Returns the current value
  32171. */
  32172. readonly current: number;
  32173. /**
  32174. * Gets the accumulated total
  32175. */
  32176. readonly total: number;
  32177. /**
  32178. * Gets the total value count
  32179. */
  32180. readonly count: number;
  32181. /**
  32182. * Creates a new counter
  32183. */
  32184. constructor();
  32185. /**
  32186. * Call this method to start monitoring a new frame.
  32187. * 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.
  32188. */
  32189. fetchNewFrame(): void;
  32190. /**
  32191. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  32192. * @param newCount the count value to add to the monitored count
  32193. * @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.
  32194. */
  32195. addCount(newCount: number, fetchResult: boolean): void;
  32196. /**
  32197. * Start monitoring this performance counter
  32198. */
  32199. beginMonitoring(): void;
  32200. /**
  32201. * Compute the time lapsed since the previous beginMonitoring() call.
  32202. * @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
  32203. */
  32204. endMonitoring(newFrame?: boolean): void;
  32205. private _fetchResult;
  32206. private _startMonitoringTime;
  32207. private _min;
  32208. private _max;
  32209. private _average;
  32210. private _current;
  32211. private _totalValueCount;
  32212. private _totalAccumulated;
  32213. private _lastSecAverage;
  32214. private _lastSecAccumulated;
  32215. private _lastSecTime;
  32216. private _lastSecValueCount;
  32217. }
  32218. }
  32219. declare module "babylonjs/Engines/engine" {
  32220. import { Observable } from "babylonjs/Misc/observable";
  32221. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  32222. import { Scene } from "babylonjs/scene";
  32223. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  32224. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  32225. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32226. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  32227. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  32228. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  32229. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  32230. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  32231. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  32232. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  32233. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  32234. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  32235. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  32236. import { Material } from "babylonjs/Materials/material";
  32237. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  32238. /**
  32239. * Defines the interface used by display changed events
  32240. */
  32241. export interface IDisplayChangedEventArgs {
  32242. /** Gets the vrDisplay object (if any) */
  32243. vrDisplay: Nullable<any>;
  32244. /** Gets a boolean indicating if webVR is supported */
  32245. vrSupported: boolean;
  32246. }
  32247. /**
  32248. * Defines the interface used by objects containing a viewport (like a camera)
  32249. */
  32250. interface IViewportOwnerLike {
  32251. /**
  32252. * Gets or sets the viewport
  32253. */
  32254. viewport: IViewportLike;
  32255. }
  32256. /**
  32257. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  32258. */
  32259. export class Engine extends ThinEngine {
  32260. /** Defines that alpha blending is disabled */
  32261. static readonly ALPHA_DISABLE: number;
  32262. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  32263. static readonly ALPHA_ADD: number;
  32264. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  32265. static readonly ALPHA_COMBINE: number;
  32266. /** Defines that alpha blending to DEST - SRC * DEST */
  32267. static readonly ALPHA_SUBTRACT: number;
  32268. /** Defines that alpha blending to SRC * DEST */
  32269. static readonly ALPHA_MULTIPLY: number;
  32270. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  32271. static readonly ALPHA_MAXIMIZED: number;
  32272. /** Defines that alpha blending to SRC + DEST */
  32273. static readonly ALPHA_ONEONE: number;
  32274. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  32275. static readonly ALPHA_PREMULTIPLIED: number;
  32276. /**
  32277. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  32278. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  32279. */
  32280. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  32281. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  32282. static readonly ALPHA_INTERPOLATE: number;
  32283. /**
  32284. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  32285. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  32286. */
  32287. static readonly ALPHA_SCREENMODE: number;
  32288. /** Defines that the ressource is not delayed*/
  32289. static readonly DELAYLOADSTATE_NONE: number;
  32290. /** Defines that the ressource was successfully delay loaded */
  32291. static readonly DELAYLOADSTATE_LOADED: number;
  32292. /** Defines that the ressource is currently delay loading */
  32293. static readonly DELAYLOADSTATE_LOADING: number;
  32294. /** Defines that the ressource is delayed and has not started loading */
  32295. static readonly DELAYLOADSTATE_NOTLOADED: number;
  32296. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  32297. static readonly NEVER: number;
  32298. /** 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 */
  32299. static readonly ALWAYS: number;
  32300. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  32301. static readonly LESS: number;
  32302. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  32303. static readonly EQUAL: number;
  32304. /** 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 */
  32305. static readonly LEQUAL: number;
  32306. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  32307. static readonly GREATER: number;
  32308. /** 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 */
  32309. static readonly GEQUAL: number;
  32310. /** 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 */
  32311. static readonly NOTEQUAL: number;
  32312. /** Passed to stencilOperation to specify that stencil value must be kept */
  32313. static readonly KEEP: number;
  32314. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32315. static readonly REPLACE: number;
  32316. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32317. static readonly INCR: number;
  32318. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32319. static readonly DECR: number;
  32320. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32321. static readonly INVERT: number;
  32322. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32323. static readonly INCR_WRAP: number;
  32324. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32325. static readonly DECR_WRAP: number;
  32326. /** Texture is not repeating outside of 0..1 UVs */
  32327. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32328. /** Texture is repeating outside of 0..1 UVs */
  32329. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32330. /** Texture is repeating and mirrored */
  32331. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32332. /** ALPHA */
  32333. static readonly TEXTUREFORMAT_ALPHA: number;
  32334. /** LUMINANCE */
  32335. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32336. /** LUMINANCE_ALPHA */
  32337. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32338. /** RGB */
  32339. static readonly TEXTUREFORMAT_RGB: number;
  32340. /** RGBA */
  32341. static readonly TEXTUREFORMAT_RGBA: number;
  32342. /** RED */
  32343. static readonly TEXTUREFORMAT_RED: number;
  32344. /** RED (2nd reference) */
  32345. static readonly TEXTUREFORMAT_R: number;
  32346. /** RG */
  32347. static readonly TEXTUREFORMAT_RG: number;
  32348. /** RED_INTEGER */
  32349. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32350. /** RED_INTEGER (2nd reference) */
  32351. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32352. /** RG_INTEGER */
  32353. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32354. /** RGB_INTEGER */
  32355. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32356. /** RGBA_INTEGER */
  32357. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32358. /** UNSIGNED_BYTE */
  32359. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32360. /** UNSIGNED_BYTE (2nd reference) */
  32361. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32362. /** FLOAT */
  32363. static readonly TEXTURETYPE_FLOAT: number;
  32364. /** HALF_FLOAT */
  32365. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32366. /** BYTE */
  32367. static readonly TEXTURETYPE_BYTE: number;
  32368. /** SHORT */
  32369. static readonly TEXTURETYPE_SHORT: number;
  32370. /** UNSIGNED_SHORT */
  32371. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32372. /** INT */
  32373. static readonly TEXTURETYPE_INT: number;
  32374. /** UNSIGNED_INT */
  32375. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32376. /** UNSIGNED_SHORT_4_4_4_4 */
  32377. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32378. /** UNSIGNED_SHORT_5_5_5_1 */
  32379. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32380. /** UNSIGNED_SHORT_5_6_5 */
  32381. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32382. /** UNSIGNED_INT_2_10_10_10_REV */
  32383. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32384. /** UNSIGNED_INT_24_8 */
  32385. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32386. /** UNSIGNED_INT_10F_11F_11F_REV */
  32387. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32388. /** UNSIGNED_INT_5_9_9_9_REV */
  32389. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32390. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32391. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32392. /** nearest is mag = nearest and min = nearest and mip = linear */
  32393. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32394. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32395. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32396. /** Trilinear is mag = linear and min = linear and mip = linear */
  32397. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32398. /** nearest is mag = nearest and min = nearest and mip = linear */
  32399. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32400. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32401. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32402. /** Trilinear is mag = linear and min = linear and mip = linear */
  32403. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32404. /** mag = nearest and min = nearest and mip = nearest */
  32405. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32406. /** mag = nearest and min = linear and mip = nearest */
  32407. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32408. /** mag = nearest and min = linear and mip = linear */
  32409. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32410. /** mag = nearest and min = linear and mip = none */
  32411. static readonly TEXTURE_NEAREST_LINEAR: number;
  32412. /** mag = nearest and min = nearest and mip = none */
  32413. static readonly TEXTURE_NEAREST_NEAREST: number;
  32414. /** mag = linear and min = nearest and mip = nearest */
  32415. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32416. /** mag = linear and min = nearest and mip = linear */
  32417. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32418. /** mag = linear and min = linear and mip = none */
  32419. static readonly TEXTURE_LINEAR_LINEAR: number;
  32420. /** mag = linear and min = nearest and mip = none */
  32421. static readonly TEXTURE_LINEAR_NEAREST: number;
  32422. /** Explicit coordinates mode */
  32423. static readonly TEXTURE_EXPLICIT_MODE: number;
  32424. /** Spherical coordinates mode */
  32425. static readonly TEXTURE_SPHERICAL_MODE: number;
  32426. /** Planar coordinates mode */
  32427. static readonly TEXTURE_PLANAR_MODE: number;
  32428. /** Cubic coordinates mode */
  32429. static readonly TEXTURE_CUBIC_MODE: number;
  32430. /** Projection coordinates mode */
  32431. static readonly TEXTURE_PROJECTION_MODE: number;
  32432. /** Skybox coordinates mode */
  32433. static readonly TEXTURE_SKYBOX_MODE: number;
  32434. /** Inverse Cubic coordinates mode */
  32435. static readonly TEXTURE_INVCUBIC_MODE: number;
  32436. /** Equirectangular coordinates mode */
  32437. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32438. /** Equirectangular Fixed coordinates mode */
  32439. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32440. /** Equirectangular Fixed Mirrored coordinates mode */
  32441. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32442. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32443. static readonly SCALEMODE_FLOOR: number;
  32444. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32445. static readonly SCALEMODE_NEAREST: number;
  32446. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32447. static readonly SCALEMODE_CEILING: number;
  32448. /**
  32449. * Returns the current npm package of the sdk
  32450. */
  32451. static readonly NpmPackage: string;
  32452. /**
  32453. * Returns the current version of the framework
  32454. */
  32455. static readonly Version: string;
  32456. /** Gets the list of created engines */
  32457. static readonly Instances: Engine[];
  32458. /**
  32459. * Gets the latest created engine
  32460. */
  32461. static readonly LastCreatedEngine: Nullable<Engine>;
  32462. /**
  32463. * Gets the latest created scene
  32464. */
  32465. static readonly LastCreatedScene: Nullable<Scene>;
  32466. /**
  32467. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32468. * @param flag defines which part of the materials must be marked as dirty
  32469. * @param predicate defines a predicate used to filter which materials should be affected
  32470. */
  32471. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32472. /**
  32473. * Method called to create the default loading screen.
  32474. * This can be overriden in your own app.
  32475. * @param canvas The rendering canvas element
  32476. * @returns The loading screen
  32477. */
  32478. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32479. /**
  32480. * Method called to create the default rescale post process on each engine.
  32481. */
  32482. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32483. /**
  32484. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32485. **/
  32486. enableOfflineSupport: boolean;
  32487. /**
  32488. * 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)
  32489. **/
  32490. disableManifestCheck: boolean;
  32491. /**
  32492. * Gets the list of created scenes
  32493. */
  32494. scenes: Scene[];
  32495. /**
  32496. * Event raised when a new scene is created
  32497. */
  32498. onNewSceneAddedObservable: Observable<Scene>;
  32499. /**
  32500. * Gets the list of created postprocesses
  32501. */
  32502. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32503. /**
  32504. * Gets a boolean indicating if the pointer is currently locked
  32505. */
  32506. isPointerLock: boolean;
  32507. /**
  32508. * Observable event triggered each time the rendering canvas is resized
  32509. */
  32510. onResizeObservable: Observable<Engine>;
  32511. /**
  32512. * Observable event triggered each time the canvas loses focus
  32513. */
  32514. onCanvasBlurObservable: Observable<Engine>;
  32515. /**
  32516. * Observable event triggered each time the canvas gains focus
  32517. */
  32518. onCanvasFocusObservable: Observable<Engine>;
  32519. /**
  32520. * Observable event triggered each time the canvas receives pointerout event
  32521. */
  32522. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32523. /**
  32524. * Observable raised when the engine begins a new frame
  32525. */
  32526. onBeginFrameObservable: Observable<Engine>;
  32527. /**
  32528. * If set, will be used to request the next animation frame for the render loop
  32529. */
  32530. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32531. /**
  32532. * Observable raised when the engine ends the current frame
  32533. */
  32534. onEndFrameObservable: Observable<Engine>;
  32535. /**
  32536. * Observable raised when the engine is about to compile a shader
  32537. */
  32538. onBeforeShaderCompilationObservable: Observable<Engine>;
  32539. /**
  32540. * Observable raised when the engine has jsut compiled a shader
  32541. */
  32542. onAfterShaderCompilationObservable: Observable<Engine>;
  32543. /**
  32544. * Gets the audio engine
  32545. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32546. * @ignorenaming
  32547. */
  32548. static audioEngine: IAudioEngine;
  32549. /**
  32550. * Default AudioEngine factory responsible of creating the Audio Engine.
  32551. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32552. */
  32553. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32554. /**
  32555. * Default offline support factory responsible of creating a tool used to store data locally.
  32556. * By default, this will create a Database object if the workload has been embedded.
  32557. */
  32558. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32559. private _loadingScreen;
  32560. private _pointerLockRequested;
  32561. private _dummyFramebuffer;
  32562. private _rescalePostProcess;
  32563. /** @hidden */
  32564. protected _alphaMode: number;
  32565. /** @hidden */
  32566. protected _alphaEquation: number;
  32567. private _deterministicLockstep;
  32568. private _lockstepMaxSteps;
  32569. protected readonly _supportsHardwareTextureRescaling: boolean;
  32570. private _fps;
  32571. private _deltaTime;
  32572. /** @hidden */
  32573. _drawCalls: PerfCounter;
  32574. /**
  32575. * Turn this value on if you want to pause FPS computation when in background
  32576. */
  32577. disablePerformanceMonitorInBackground: boolean;
  32578. private _performanceMonitor;
  32579. /**
  32580. * Gets the performance monitor attached to this engine
  32581. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32582. */
  32583. readonly performanceMonitor: PerformanceMonitor;
  32584. private _onFocus;
  32585. private _onBlur;
  32586. private _onCanvasPointerOut;
  32587. private _onCanvasBlur;
  32588. private _onCanvasFocus;
  32589. private _onFullscreenChange;
  32590. private _onPointerLockChange;
  32591. /**
  32592. * Gets the HTML element used to attach event listeners
  32593. * @returns a HTML element
  32594. */
  32595. getInputElement(): Nullable<HTMLElement>;
  32596. /**
  32597. * Creates a new engine
  32598. * @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
  32599. * @param antialias defines enable antialiasing (default: false)
  32600. * @param options defines further options to be sent to the getContext() function
  32601. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32602. */
  32603. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32604. /**
  32605. * Gets current aspect ratio
  32606. * @param viewportOwner defines the camera to use to get the aspect ratio
  32607. * @param useScreen defines if screen size must be used (or the current render target if any)
  32608. * @returns a number defining the aspect ratio
  32609. */
  32610. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32611. /**
  32612. * Gets current screen aspect ratio
  32613. * @returns a number defining the aspect ratio
  32614. */
  32615. getScreenAspectRatio(): number;
  32616. /**
  32617. * Gets host document
  32618. * @returns the host document object
  32619. */
  32620. getHostDocument(): Document;
  32621. /**
  32622. * Gets the client rect of the HTML canvas attached with the current webGL context
  32623. * @returns a client rectanglee
  32624. */
  32625. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32626. /**
  32627. * Gets the client rect of the HTML element used for events
  32628. * @returns a client rectanglee
  32629. */
  32630. getInputElementClientRect(): Nullable<ClientRect>;
  32631. /**
  32632. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32633. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32634. * @returns true if engine is in deterministic lock step mode
  32635. */
  32636. isDeterministicLockStep(): boolean;
  32637. /**
  32638. * Gets the max steps when engine is running in deterministic lock step
  32639. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32640. * @returns the max steps
  32641. */
  32642. getLockstepMaxSteps(): number;
  32643. /**
  32644. * Force the mipmap generation for the given render target texture
  32645. * @param texture defines the render target texture to use
  32646. */
  32647. generateMipMapsForCubemap(texture: InternalTexture): void;
  32648. /** States */
  32649. /**
  32650. * Set various states to the webGL context
  32651. * @param culling defines backface culling state
  32652. * @param zOffset defines the value to apply to zOffset (0 by default)
  32653. * @param force defines if states must be applied even if cache is up to date
  32654. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32655. */
  32656. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32657. /**
  32658. * Set the z offset to apply to current rendering
  32659. * @param value defines the offset to apply
  32660. */
  32661. setZOffset(value: number): void;
  32662. /**
  32663. * Gets the current value of the zOffset
  32664. * @returns the current zOffset state
  32665. */
  32666. getZOffset(): number;
  32667. /**
  32668. * Enable or disable depth buffering
  32669. * @param enable defines the state to set
  32670. */
  32671. setDepthBuffer(enable: boolean): void;
  32672. /**
  32673. * Gets a boolean indicating if depth writing is enabled
  32674. * @returns the current depth writing state
  32675. */
  32676. getDepthWrite(): boolean;
  32677. /**
  32678. * Enable or disable depth writing
  32679. * @param enable defines the state to set
  32680. */
  32681. setDepthWrite(enable: boolean): void;
  32682. /**
  32683. * Enable or disable color writing
  32684. * @param enable defines the state to set
  32685. */
  32686. setColorWrite(enable: boolean): void;
  32687. /**
  32688. * Gets a boolean indicating if color writing is enabled
  32689. * @returns the current color writing state
  32690. */
  32691. getColorWrite(): boolean;
  32692. /**
  32693. * Sets alpha constants used by some alpha blending modes
  32694. * @param r defines the red component
  32695. * @param g defines the green component
  32696. * @param b defines the blue component
  32697. * @param a defines the alpha component
  32698. */
  32699. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32700. /**
  32701. * Sets the current alpha mode
  32702. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32703. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32704. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32705. */
  32706. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32707. /**
  32708. * Gets the current alpha mode
  32709. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32710. * @returns the current alpha mode
  32711. */
  32712. getAlphaMode(): number;
  32713. /**
  32714. * Sets the current alpha equation
  32715. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32716. */
  32717. setAlphaEquation(equation: number): void;
  32718. /**
  32719. * Gets the current alpha equation.
  32720. * @returns the current alpha equation
  32721. */
  32722. getAlphaEquation(): number;
  32723. /**
  32724. * Gets a boolean indicating if stencil buffer is enabled
  32725. * @returns the current stencil buffer state
  32726. */
  32727. getStencilBuffer(): boolean;
  32728. /**
  32729. * Enable or disable the stencil buffer
  32730. * @param enable defines if the stencil buffer must be enabled or disabled
  32731. */
  32732. setStencilBuffer(enable: boolean): void;
  32733. /**
  32734. * Gets the current stencil mask
  32735. * @returns a number defining the new stencil mask to use
  32736. */
  32737. getStencilMask(): number;
  32738. /**
  32739. * Sets the current stencil mask
  32740. * @param mask defines the new stencil mask to use
  32741. */
  32742. setStencilMask(mask: number): void;
  32743. /**
  32744. * Gets the current stencil function
  32745. * @returns a number defining the stencil function to use
  32746. */
  32747. getStencilFunction(): number;
  32748. /**
  32749. * Gets the current stencil reference value
  32750. * @returns a number defining the stencil reference value to use
  32751. */
  32752. getStencilFunctionReference(): number;
  32753. /**
  32754. * Gets the current stencil mask
  32755. * @returns a number defining the stencil mask to use
  32756. */
  32757. getStencilFunctionMask(): number;
  32758. /**
  32759. * Sets the current stencil function
  32760. * @param stencilFunc defines the new stencil function to use
  32761. */
  32762. setStencilFunction(stencilFunc: number): void;
  32763. /**
  32764. * Sets the current stencil reference
  32765. * @param reference defines the new stencil reference to use
  32766. */
  32767. setStencilFunctionReference(reference: number): void;
  32768. /**
  32769. * Sets the current stencil mask
  32770. * @param mask defines the new stencil mask to use
  32771. */
  32772. setStencilFunctionMask(mask: number): void;
  32773. /**
  32774. * Gets the current stencil operation when stencil fails
  32775. * @returns a number defining stencil operation to use when stencil fails
  32776. */
  32777. getStencilOperationFail(): number;
  32778. /**
  32779. * Gets the current stencil operation when depth fails
  32780. * @returns a number defining stencil operation to use when depth fails
  32781. */
  32782. getStencilOperationDepthFail(): number;
  32783. /**
  32784. * Gets the current stencil operation when stencil passes
  32785. * @returns a number defining stencil operation to use when stencil passes
  32786. */
  32787. getStencilOperationPass(): number;
  32788. /**
  32789. * Sets the stencil operation to use when stencil fails
  32790. * @param operation defines the stencil operation to use when stencil fails
  32791. */
  32792. setStencilOperationFail(operation: number): void;
  32793. /**
  32794. * Sets the stencil operation to use when depth fails
  32795. * @param operation defines the stencil operation to use when depth fails
  32796. */
  32797. setStencilOperationDepthFail(operation: number): void;
  32798. /**
  32799. * Sets the stencil operation to use when stencil passes
  32800. * @param operation defines the stencil operation to use when stencil passes
  32801. */
  32802. setStencilOperationPass(operation: number): void;
  32803. /**
  32804. * Sets a boolean indicating if the dithering state is enabled or disabled
  32805. * @param value defines the dithering state
  32806. */
  32807. setDitheringState(value: boolean): void;
  32808. /**
  32809. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32810. * @param value defines the rasterizer state
  32811. */
  32812. setRasterizerState(value: boolean): void;
  32813. /**
  32814. * Gets the current depth function
  32815. * @returns a number defining the depth function
  32816. */
  32817. getDepthFunction(): Nullable<number>;
  32818. /**
  32819. * Sets the current depth function
  32820. * @param depthFunc defines the function to use
  32821. */
  32822. setDepthFunction(depthFunc: number): void;
  32823. /**
  32824. * Sets the current depth function to GREATER
  32825. */
  32826. setDepthFunctionToGreater(): void;
  32827. /**
  32828. * Sets the current depth function to GEQUAL
  32829. */
  32830. setDepthFunctionToGreaterOrEqual(): void;
  32831. /**
  32832. * Sets the current depth function to LESS
  32833. */
  32834. setDepthFunctionToLess(): void;
  32835. /**
  32836. * Sets the current depth function to LEQUAL
  32837. */
  32838. setDepthFunctionToLessOrEqual(): void;
  32839. private _cachedStencilBuffer;
  32840. private _cachedStencilFunction;
  32841. private _cachedStencilMask;
  32842. private _cachedStencilOperationPass;
  32843. private _cachedStencilOperationFail;
  32844. private _cachedStencilOperationDepthFail;
  32845. private _cachedStencilReference;
  32846. /**
  32847. * Caches the the state of the stencil buffer
  32848. */
  32849. cacheStencilState(): void;
  32850. /**
  32851. * Restores the state of the stencil buffer
  32852. */
  32853. restoreStencilState(): void;
  32854. /**
  32855. * Directly set the WebGL Viewport
  32856. * @param x defines the x coordinate of the viewport (in screen space)
  32857. * @param y defines the y coordinate of the viewport (in screen space)
  32858. * @param width defines the width of the viewport (in screen space)
  32859. * @param height defines the height of the viewport (in screen space)
  32860. * @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
  32861. */
  32862. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32863. /**
  32864. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32865. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32866. * @param y defines the y-coordinate of the corner of the clear rectangle
  32867. * @param width defines the width of the clear rectangle
  32868. * @param height defines the height of the clear rectangle
  32869. * @param clearColor defines the clear color
  32870. */
  32871. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32872. /**
  32873. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32874. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32875. * @param y defines the y-coordinate of the corner of the clear rectangle
  32876. * @param width defines the width of the clear rectangle
  32877. * @param height defines the height of the clear rectangle
  32878. */
  32879. enableScissor(x: number, y: number, width: number, height: number): void;
  32880. /**
  32881. * Disable previously set scissor test rectangle
  32882. */
  32883. disableScissor(): void;
  32884. protected _reportDrawCall(): void;
  32885. /**
  32886. * Initializes a webVR display and starts listening to display change events
  32887. * The onVRDisplayChangedObservable will be notified upon these changes
  32888. * @returns The onVRDisplayChangedObservable
  32889. */
  32890. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32891. /** @hidden */
  32892. _prepareVRComponent(): void;
  32893. /** @hidden */
  32894. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32895. /** @hidden */
  32896. _submitVRFrame(): void;
  32897. /**
  32898. * Call this function to leave webVR mode
  32899. * Will do nothing if webVR is not supported or if there is no webVR device
  32900. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32901. */
  32902. disableVR(): void;
  32903. /**
  32904. * Gets a boolean indicating that the system is in VR mode and is presenting
  32905. * @returns true if VR mode is engaged
  32906. */
  32907. isVRPresenting(): boolean;
  32908. /** @hidden */
  32909. _requestVRFrame(): void;
  32910. /** @hidden */
  32911. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32912. /**
  32913. * Gets the source code of the vertex shader associated with a specific webGL program
  32914. * @param program defines the program to use
  32915. * @returns a string containing the source code of the vertex shader associated with the program
  32916. */
  32917. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32918. /**
  32919. * Gets the source code of the fragment shader associated with a specific webGL program
  32920. * @param program defines the program to use
  32921. * @returns a string containing the source code of the fragment shader associated with the program
  32922. */
  32923. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32924. /**
  32925. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32926. * @param x defines the x coordinate of the rectangle where pixels must be read
  32927. * @param y defines the y coordinate of the rectangle where pixels must be read
  32928. * @param width defines the width of the rectangle where pixels must be read
  32929. * @param height defines the height of the rectangle where pixels must be read
  32930. * @returns a Uint8Array containing RGBA colors
  32931. */
  32932. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32933. /**
  32934. * Sets a depth stencil texture from a render target to the according uniform.
  32935. * @param channel The texture channel
  32936. * @param uniform The uniform to set
  32937. * @param texture The render target texture containing the depth stencil texture to apply
  32938. */
  32939. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32940. /**
  32941. * Sets a texture to the webGL context from a postprocess
  32942. * @param channel defines the channel to use
  32943. * @param postProcess defines the source postprocess
  32944. */
  32945. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32946. /**
  32947. * Binds the output of the passed in post process to the texture channel specified
  32948. * @param channel The channel the texture should be bound to
  32949. * @param postProcess The post process which's output should be bound
  32950. */
  32951. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32952. /** @hidden */
  32953. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32954. protected _rebuildBuffers(): void;
  32955. /** @hidden */
  32956. _renderFrame(): void;
  32957. _renderLoop(): void;
  32958. /** @hidden */
  32959. _renderViews(): boolean;
  32960. /**
  32961. * Toggle full screen mode
  32962. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32963. */
  32964. switchFullscreen(requestPointerLock: boolean): void;
  32965. /**
  32966. * Enters full screen mode
  32967. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32968. */
  32969. enterFullscreen(requestPointerLock: boolean): void;
  32970. /**
  32971. * Exits full screen mode
  32972. */
  32973. exitFullscreen(): void;
  32974. /**
  32975. * Enters Pointerlock mode
  32976. */
  32977. enterPointerlock(): void;
  32978. /**
  32979. * Exits Pointerlock mode
  32980. */
  32981. exitPointerlock(): void;
  32982. /**
  32983. * Begin a new frame
  32984. */
  32985. beginFrame(): void;
  32986. /**
  32987. * Enf the current frame
  32988. */
  32989. endFrame(): void;
  32990. resize(): void;
  32991. /**
  32992. * Set the compressed texture format to use, based on the formats you have, and the formats
  32993. * supported by the hardware / browser.
  32994. *
  32995. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32996. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32997. * to API arguments needed to compressed textures. This puts the burden on the container
  32998. * generator to house the arcane code for determining these for current & future formats.
  32999. *
  33000. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  33001. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  33002. *
  33003. * Note: The result of this call is not taken into account when a texture is base64.
  33004. *
  33005. * @param formatsAvailable defines the list of those format families you have created
  33006. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  33007. *
  33008. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  33009. * @returns The extension selected.
  33010. */
  33011. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  33012. /**
  33013. * Force a specific size of the canvas
  33014. * @param width defines the new canvas' width
  33015. * @param height defines the new canvas' height
  33016. */
  33017. setSize(width: number, height: number): void;
  33018. /**
  33019. * Updates a dynamic vertex buffer.
  33020. * @param vertexBuffer the vertex buffer to update
  33021. * @param data the data used to update the vertex buffer
  33022. * @param byteOffset the byte offset of the data
  33023. * @param byteLength the byte length of the data
  33024. */
  33025. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  33026. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  33027. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33028. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33029. _releaseTexture(texture: InternalTexture): void;
  33030. /**
  33031. * @hidden
  33032. * Rescales a texture
  33033. * @param source input texutre
  33034. * @param destination destination texture
  33035. * @param scene scene to use to render the resize
  33036. * @param internalFormat format to use when resizing
  33037. * @param onComplete callback to be called when resize has completed
  33038. */
  33039. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  33040. /**
  33041. * Gets the current framerate
  33042. * @returns a number representing the framerate
  33043. */
  33044. getFps(): number;
  33045. /**
  33046. * Gets the time spent between current and previous frame
  33047. * @returns a number representing the delta time in ms
  33048. */
  33049. getDeltaTime(): number;
  33050. private _measureFps;
  33051. /** @hidden */
  33052. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  33053. /**
  33054. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  33055. * @param renderTarget The render target to set the frame buffer for
  33056. */
  33057. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  33058. /**
  33059. * Update a dynamic index buffer
  33060. * @param indexBuffer defines the target index buffer
  33061. * @param indices defines the data to update
  33062. * @param offset defines the offset in the target index buffer where update should start
  33063. */
  33064. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  33065. /**
  33066. * Updates the sample count of a render target texture
  33067. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  33068. * @param texture defines the texture to update
  33069. * @param samples defines the sample count to set
  33070. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  33071. */
  33072. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  33073. /**
  33074. * Updates a depth texture Comparison Mode and Function.
  33075. * If the comparison Function is equal to 0, the mode will be set to none.
  33076. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  33077. * @param texture The texture to set the comparison function for
  33078. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  33079. */
  33080. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  33081. /**
  33082. * Creates a webGL buffer to use with instanciation
  33083. * @param capacity defines the size of the buffer
  33084. * @returns the webGL buffer
  33085. */
  33086. createInstancesBuffer(capacity: number): DataBuffer;
  33087. /**
  33088. * Delete a webGL buffer used with instanciation
  33089. * @param buffer defines the webGL buffer to delete
  33090. */
  33091. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  33092. /** @hidden */
  33093. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  33094. dispose(): void;
  33095. private _disableTouchAction;
  33096. /**
  33097. * Display the loading screen
  33098. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33099. */
  33100. displayLoadingUI(): void;
  33101. /**
  33102. * Hide the loading screen
  33103. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33104. */
  33105. hideLoadingUI(): void;
  33106. /**
  33107. * Gets the current loading screen object
  33108. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33109. */
  33110. /**
  33111. * Sets the current loading screen object
  33112. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33113. */
  33114. loadingScreen: ILoadingScreen;
  33115. /**
  33116. * Sets the current loading screen text
  33117. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33118. */
  33119. loadingUIText: string;
  33120. /**
  33121. * Sets the current loading screen background color
  33122. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33123. */
  33124. loadingUIBackgroundColor: string;
  33125. /** Pointerlock and fullscreen */
  33126. /**
  33127. * Ask the browser to promote the current element to pointerlock mode
  33128. * @param element defines the DOM element to promote
  33129. */
  33130. static _RequestPointerlock(element: HTMLElement): void;
  33131. /**
  33132. * Asks the browser to exit pointerlock mode
  33133. */
  33134. static _ExitPointerlock(): void;
  33135. /**
  33136. * Ask the browser to promote the current element to fullscreen rendering mode
  33137. * @param element defines the DOM element to promote
  33138. */
  33139. static _RequestFullscreen(element: HTMLElement): void;
  33140. /**
  33141. * Asks the browser to exit fullscreen mode
  33142. */
  33143. static _ExitFullscreen(): void;
  33144. }
  33145. }
  33146. declare module "babylonjs/Engines/engineStore" {
  33147. import { Nullable } from "babylonjs/types";
  33148. import { Engine } from "babylonjs/Engines/engine";
  33149. import { Scene } from "babylonjs/scene";
  33150. /**
  33151. * The engine store class is responsible to hold all the instances of Engine and Scene created
  33152. * during the life time of the application.
  33153. */
  33154. export class EngineStore {
  33155. /** Gets the list of created engines */
  33156. static Instances: import("babylonjs/Engines/engine").Engine[];
  33157. /** @hidden */
  33158. static _LastCreatedScene: Nullable<Scene>;
  33159. /**
  33160. * Gets the latest created engine
  33161. */
  33162. static readonly LastCreatedEngine: Nullable<Engine>;
  33163. /**
  33164. * Gets the latest created scene
  33165. */
  33166. static readonly LastCreatedScene: Nullable<Scene>;
  33167. /**
  33168. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33169. * @ignorenaming
  33170. */
  33171. static UseFallbackTexture: boolean;
  33172. /**
  33173. * Texture content used if a texture cannot loaded
  33174. * @ignorenaming
  33175. */
  33176. static FallbackTexture: string;
  33177. }
  33178. }
  33179. declare module "babylonjs/Misc/promise" {
  33180. /**
  33181. * Helper class that provides a small promise polyfill
  33182. */
  33183. export class PromisePolyfill {
  33184. /**
  33185. * Static function used to check if the polyfill is required
  33186. * If this is the case then the function will inject the polyfill to window.Promise
  33187. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  33188. */
  33189. static Apply(force?: boolean): void;
  33190. }
  33191. }
  33192. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  33193. /**
  33194. * Interface for screenshot methods with describe argument called `size` as object with options
  33195. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  33196. */
  33197. export interface IScreenshotSize {
  33198. /**
  33199. * number in pixels for canvas height
  33200. */
  33201. height?: number;
  33202. /**
  33203. * multiplier allowing render at a higher or lower resolution
  33204. * If value is defined then height and width will be ignored and taken from camera
  33205. */
  33206. precision?: number;
  33207. /**
  33208. * number in pixels for canvas width
  33209. */
  33210. width?: number;
  33211. }
  33212. }
  33213. declare module "babylonjs/Misc/tools" {
  33214. import { Nullable, float } from "babylonjs/types";
  33215. import { DomManagement } from "babylonjs/Misc/domManagement";
  33216. import { WebRequest } from "babylonjs/Misc/webRequest";
  33217. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33218. import { ReadFileError } from "babylonjs/Misc/fileTools";
  33219. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33220. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  33221. import { Camera } from "babylonjs/Cameras/camera";
  33222. import { Engine } from "babylonjs/Engines/engine";
  33223. interface IColor4Like {
  33224. r: float;
  33225. g: float;
  33226. b: float;
  33227. a: float;
  33228. }
  33229. /**
  33230. * Class containing a set of static utilities functions
  33231. */
  33232. export class Tools {
  33233. /**
  33234. * Gets or sets the base URL to use to load assets
  33235. */
  33236. static BaseUrl: string;
  33237. /**
  33238. * Enable/Disable Custom HTTP Request Headers globally.
  33239. * default = false
  33240. * @see CustomRequestHeaders
  33241. */
  33242. static UseCustomRequestHeaders: boolean;
  33243. /**
  33244. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  33245. * i.e. when loading files, where the server/service expects an Authorization header
  33246. */
  33247. static CustomRequestHeaders: {
  33248. [key: string]: string;
  33249. };
  33250. /**
  33251. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  33252. */
  33253. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  33254. /**
  33255. * Default behaviour for cors in the application.
  33256. * It can be a string if the expected behavior is identical in the entire app.
  33257. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  33258. */
  33259. static CorsBehavior: string | ((url: string | string[]) => string);
  33260. /**
  33261. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33262. * @ignorenaming
  33263. */
  33264. static UseFallbackTexture: boolean;
  33265. /**
  33266. * Use this object to register external classes like custom textures or material
  33267. * to allow the laoders to instantiate them
  33268. */
  33269. static RegisteredExternalClasses: {
  33270. [key: string]: Object;
  33271. };
  33272. /**
  33273. * Texture content used if a texture cannot loaded
  33274. * @ignorenaming
  33275. */
  33276. static fallbackTexture: string;
  33277. /**
  33278. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  33279. * @param u defines the coordinate on X axis
  33280. * @param v defines the coordinate on Y axis
  33281. * @param width defines the width of the source data
  33282. * @param height defines the height of the source data
  33283. * @param pixels defines the source byte array
  33284. * @param color defines the output color
  33285. */
  33286. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  33287. /**
  33288. * Interpolates between a and b via alpha
  33289. * @param a The lower value (returned when alpha = 0)
  33290. * @param b The upper value (returned when alpha = 1)
  33291. * @param alpha The interpolation-factor
  33292. * @return The mixed value
  33293. */
  33294. static Mix(a: number, b: number, alpha: number): number;
  33295. /**
  33296. * Tries to instantiate a new object from a given class name
  33297. * @param className defines the class name to instantiate
  33298. * @returns the new object or null if the system was not able to do the instantiation
  33299. */
  33300. static Instantiate(className: string): any;
  33301. /**
  33302. * Provides a slice function that will work even on IE
  33303. * @param data defines the array to slice
  33304. * @param start defines the start of the data (optional)
  33305. * @param end defines the end of the data (optional)
  33306. * @returns the new sliced array
  33307. */
  33308. static Slice<T>(data: T, start?: number, end?: number): T;
  33309. /**
  33310. * Polyfill for setImmediate
  33311. * @param action defines the action to execute after the current execution block
  33312. */
  33313. static SetImmediate(action: () => void): void;
  33314. /**
  33315. * Function indicating if a number is an exponent of 2
  33316. * @param value defines the value to test
  33317. * @returns true if the value is an exponent of 2
  33318. */
  33319. static IsExponentOfTwo(value: number): boolean;
  33320. private static _tmpFloatArray;
  33321. /**
  33322. * Returns the nearest 32-bit single precision float representation of a Number
  33323. * @param value A Number. If the parameter is of a different type, it will get converted
  33324. * to a number or to NaN if it cannot be converted
  33325. * @returns number
  33326. */
  33327. static FloatRound(value: number): number;
  33328. /**
  33329. * Extracts the filename from a path
  33330. * @param path defines the path to use
  33331. * @returns the filename
  33332. */
  33333. static GetFilename(path: string): string;
  33334. /**
  33335. * Extracts the "folder" part of a path (everything before the filename).
  33336. * @param uri The URI to extract the info from
  33337. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33338. * @returns The "folder" part of the path
  33339. */
  33340. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33341. /**
  33342. * Extracts text content from a DOM element hierarchy
  33343. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33344. */
  33345. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33346. /**
  33347. * Convert an angle in radians to degrees
  33348. * @param angle defines the angle to convert
  33349. * @returns the angle in degrees
  33350. */
  33351. static ToDegrees(angle: number): number;
  33352. /**
  33353. * Convert an angle in degrees to radians
  33354. * @param angle defines the angle to convert
  33355. * @returns the angle in radians
  33356. */
  33357. static ToRadians(angle: number): number;
  33358. /**
  33359. * Returns an array if obj is not an array
  33360. * @param obj defines the object to evaluate as an array
  33361. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33362. * @returns either obj directly if obj is an array or a new array containing obj
  33363. */
  33364. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33365. /**
  33366. * Gets the pointer prefix to use
  33367. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33368. */
  33369. static GetPointerPrefix(): string;
  33370. /**
  33371. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33372. * @param url define the url we are trying
  33373. * @param element define the dom element where to configure the cors policy
  33374. */
  33375. static SetCorsBehavior(url: string | string[], element: {
  33376. crossOrigin: string | null;
  33377. }): void;
  33378. /**
  33379. * Removes unwanted characters from an url
  33380. * @param url defines the url to clean
  33381. * @returns the cleaned url
  33382. */
  33383. static CleanUrl(url: string): string;
  33384. /**
  33385. * Gets or sets a function used to pre-process url before using them to load assets
  33386. */
  33387. static PreprocessUrl: (url: string) => string;
  33388. /**
  33389. * Loads an image as an HTMLImageElement.
  33390. * @param input url string, ArrayBuffer, or Blob to load
  33391. * @param onLoad callback called when the image successfully loads
  33392. * @param onError callback called when the image fails to load
  33393. * @param offlineProvider offline provider for caching
  33394. * @param mimeType optional mime type
  33395. * @returns the HTMLImageElement of the loaded image
  33396. */
  33397. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33398. /**
  33399. * Loads a file from a url
  33400. * @param url url string, ArrayBuffer, or Blob to load
  33401. * @param onSuccess callback called when the file successfully loads
  33402. * @param onProgress callback called while file is loading (if the server supports this mode)
  33403. * @param offlineProvider defines the offline provider for caching
  33404. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33405. * @param onError callback called when the file fails to load
  33406. * @returns a file request object
  33407. */
  33408. 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;
  33409. /**
  33410. * Loads a file from a url
  33411. * @param url the file url to load
  33412. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33413. */
  33414. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33415. /**
  33416. * Load a script (identified by an url). When the url returns, the
  33417. * content of this file is added into a new script element, attached to the DOM (body element)
  33418. * @param scriptUrl defines the url of the script to laod
  33419. * @param onSuccess defines the callback called when the script is loaded
  33420. * @param onError defines the callback to call if an error occurs
  33421. * @param scriptId defines the id of the script element
  33422. */
  33423. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33424. /**
  33425. * Load an asynchronous script (identified by an url). When the url returns, the
  33426. * content of this file is added into a new script element, attached to the DOM (body element)
  33427. * @param scriptUrl defines the url of the script to laod
  33428. * @param scriptId defines the id of the script element
  33429. * @returns a promise request object
  33430. */
  33431. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33432. /**
  33433. * Loads a file from a blob
  33434. * @param fileToLoad defines the blob to use
  33435. * @param callback defines the callback to call when data is loaded
  33436. * @param progressCallback defines the callback to call during loading process
  33437. * @returns a file request object
  33438. */
  33439. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33440. /**
  33441. * Reads a file from a File object
  33442. * @param file defines the file to load
  33443. * @param onSuccess defines the callback to call when data is loaded
  33444. * @param onProgress defines the callback to call during loading process
  33445. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33446. * @param onError defines the callback to call when an error occurs
  33447. * @returns a file request object
  33448. */
  33449. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33450. /**
  33451. * Creates a data url from a given string content
  33452. * @param content defines the content to convert
  33453. * @returns the new data url link
  33454. */
  33455. static FileAsURL(content: string): string;
  33456. /**
  33457. * Format the given number to a specific decimal format
  33458. * @param value defines the number to format
  33459. * @param decimals defines the number of decimals to use
  33460. * @returns the formatted string
  33461. */
  33462. static Format(value: number, decimals?: number): string;
  33463. /**
  33464. * Tries to copy an object by duplicating every property
  33465. * @param source defines the source object
  33466. * @param destination defines the target object
  33467. * @param doNotCopyList defines a list of properties to avoid
  33468. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33469. */
  33470. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33471. /**
  33472. * Gets a boolean indicating if the given object has no own property
  33473. * @param obj defines the object to test
  33474. * @returns true if object has no own property
  33475. */
  33476. static IsEmpty(obj: any): boolean;
  33477. /**
  33478. * Function used to register events at window level
  33479. * @param windowElement defines the Window object to use
  33480. * @param events defines the events to register
  33481. */
  33482. static RegisterTopRootEvents(windowElement: Window, events: {
  33483. name: string;
  33484. handler: Nullable<(e: FocusEvent) => any>;
  33485. }[]): void;
  33486. /**
  33487. * Function used to unregister events from window level
  33488. * @param windowElement defines the Window object to use
  33489. * @param events defines the events to unregister
  33490. */
  33491. static UnregisterTopRootEvents(windowElement: Window, events: {
  33492. name: string;
  33493. handler: Nullable<(e: FocusEvent) => any>;
  33494. }[]): void;
  33495. /**
  33496. * @ignore
  33497. */
  33498. static _ScreenshotCanvas: HTMLCanvasElement;
  33499. /**
  33500. * Dumps the current bound framebuffer
  33501. * @param width defines the rendering width
  33502. * @param height defines the rendering height
  33503. * @param engine defines the hosting engine
  33504. * @param successCallback defines the callback triggered once the data are available
  33505. * @param mimeType defines the mime type of the result
  33506. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33507. */
  33508. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33509. /**
  33510. * Converts the canvas data to blob.
  33511. * This acts as a polyfill for browsers not supporting the to blob function.
  33512. * @param canvas Defines the canvas to extract the data from
  33513. * @param successCallback Defines the callback triggered once the data are available
  33514. * @param mimeType Defines the mime type of the result
  33515. */
  33516. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33517. /**
  33518. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33519. * @param successCallback defines the callback triggered once the data are available
  33520. * @param mimeType defines the mime type of the result
  33521. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33522. */
  33523. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33524. /**
  33525. * Downloads a blob in the browser
  33526. * @param blob defines the blob to download
  33527. * @param fileName defines the name of the downloaded file
  33528. */
  33529. static Download(blob: Blob, fileName: string): void;
  33530. /**
  33531. * Captures a screenshot of the current rendering
  33532. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33533. * @param engine defines the rendering engine
  33534. * @param camera defines the source camera
  33535. * @param size This parameter can be set to a single number or to an object with the
  33536. * following (optional) properties: precision, width, height. If a single number is passed,
  33537. * it will be used for both width and height. If an object is passed, the screenshot size
  33538. * will be derived from the parameters. The precision property is a multiplier allowing
  33539. * rendering at a higher or lower resolution
  33540. * @param successCallback defines the callback receives a single parameter which contains the
  33541. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33542. * src parameter of an <img> to display it
  33543. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33544. * Check your browser for supported MIME types
  33545. */
  33546. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33547. /**
  33548. * Captures a screenshot of the current rendering
  33549. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33550. * @param engine defines the rendering engine
  33551. * @param camera defines the source camera
  33552. * @param size This parameter can be set to a single number or to an object with the
  33553. * following (optional) properties: precision, width, height. If a single number is passed,
  33554. * it will be used for both width and height. If an object is passed, the screenshot size
  33555. * will be derived from the parameters. The precision property is a multiplier allowing
  33556. * rendering at a higher or lower resolution
  33557. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33558. * Check your browser for supported MIME types
  33559. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33560. * to the src parameter of an <img> to display it
  33561. */
  33562. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33563. /**
  33564. * Generates an image screenshot from the specified camera.
  33565. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33566. * @param engine The engine to use for rendering
  33567. * @param camera The camera to use for rendering
  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 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 The MIME type of the screenshot image (default: image/png).
  33577. * Check your browser for supported MIME types
  33578. * @param samples Texture samples (default: 1)
  33579. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33580. * @param fileName A name for for the downloaded file.
  33581. */
  33582. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33583. /**
  33584. * Generates an image screenshot from the specified camera.
  33585. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33586. * @param engine The engine to use for rendering
  33587. * @param camera The camera to use for rendering
  33588. * @param size This parameter can be set to a single number or to an object with the
  33589. * following (optional) properties: precision, width, height. If a single number is passed,
  33590. * it will be used for both width and height. If an object is passed, the screenshot size
  33591. * will be derived from the parameters. The precision property is a multiplier allowing
  33592. * rendering at a higher or lower resolution
  33593. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33594. * Check your browser for supported MIME types
  33595. * @param samples Texture samples (default: 1)
  33596. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33597. * @param fileName A name for for the downloaded file.
  33598. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33599. * to the src parameter of an <img> to display it
  33600. */
  33601. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33602. /**
  33603. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33604. * Be aware Math.random() could cause collisions, but:
  33605. * "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"
  33606. * @returns a pseudo random id
  33607. */
  33608. static RandomId(): string;
  33609. /**
  33610. * Test if the given uri is a base64 string
  33611. * @param uri The uri to test
  33612. * @return True if the uri is a base64 string or false otherwise
  33613. */
  33614. static IsBase64(uri: string): boolean;
  33615. /**
  33616. * Decode the given base64 uri.
  33617. * @param uri The uri to decode
  33618. * @return The decoded base64 data.
  33619. */
  33620. static DecodeBase64(uri: string): ArrayBuffer;
  33621. /**
  33622. * Gets the absolute url.
  33623. * @param url the input url
  33624. * @return the absolute url
  33625. */
  33626. static GetAbsoluteUrl(url: string): string;
  33627. /**
  33628. * No log
  33629. */
  33630. static readonly NoneLogLevel: number;
  33631. /**
  33632. * Only message logs
  33633. */
  33634. static readonly MessageLogLevel: number;
  33635. /**
  33636. * Only warning logs
  33637. */
  33638. static readonly WarningLogLevel: number;
  33639. /**
  33640. * Only error logs
  33641. */
  33642. static readonly ErrorLogLevel: number;
  33643. /**
  33644. * All logs
  33645. */
  33646. static readonly AllLogLevel: number;
  33647. /**
  33648. * Gets a value indicating the number of loading errors
  33649. * @ignorenaming
  33650. */
  33651. static readonly errorsCount: number;
  33652. /**
  33653. * Callback called when a new log is added
  33654. */
  33655. static OnNewCacheEntry: (entry: string) => void;
  33656. /**
  33657. * Log a message to the console
  33658. * @param message defines the message to log
  33659. */
  33660. static Log(message: string): void;
  33661. /**
  33662. * Write a warning message to the console
  33663. * @param message defines the message to log
  33664. */
  33665. static Warn(message: string): void;
  33666. /**
  33667. * Write an error message to the console
  33668. * @param message defines the message to log
  33669. */
  33670. static Error(message: string): void;
  33671. /**
  33672. * Gets current log cache (list of logs)
  33673. */
  33674. static readonly LogCache: string;
  33675. /**
  33676. * Clears the log cache
  33677. */
  33678. static ClearLogCache(): void;
  33679. /**
  33680. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33681. */
  33682. static LogLevels: number;
  33683. /**
  33684. * Checks if the window object exists
  33685. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33686. */
  33687. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33688. /**
  33689. * No performance log
  33690. */
  33691. static readonly PerformanceNoneLogLevel: number;
  33692. /**
  33693. * Use user marks to log performance
  33694. */
  33695. static readonly PerformanceUserMarkLogLevel: number;
  33696. /**
  33697. * Log performance to the console
  33698. */
  33699. static readonly PerformanceConsoleLogLevel: number;
  33700. private static _performance;
  33701. /**
  33702. * Sets the current performance log level
  33703. */
  33704. static PerformanceLogLevel: number;
  33705. private static _StartPerformanceCounterDisabled;
  33706. private static _EndPerformanceCounterDisabled;
  33707. private static _StartUserMark;
  33708. private static _EndUserMark;
  33709. private static _StartPerformanceConsole;
  33710. private static _EndPerformanceConsole;
  33711. /**
  33712. * Starts a performance counter
  33713. */
  33714. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33715. /**
  33716. * Ends a specific performance coutner
  33717. */
  33718. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33719. /**
  33720. * Gets either window.performance.now() if supported or Date.now() else
  33721. */
  33722. static readonly Now: number;
  33723. /**
  33724. * This method will return the name of the class used to create the instance of the given object.
  33725. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33726. * @param object the object to get the class name from
  33727. * @param isType defines if the object is actually a type
  33728. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33729. */
  33730. static GetClassName(object: any, isType?: boolean): string;
  33731. /**
  33732. * Gets the first element of an array satisfying a given predicate
  33733. * @param array defines the array to browse
  33734. * @param predicate defines the predicate to use
  33735. * @returns null if not found or the element
  33736. */
  33737. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33738. /**
  33739. * This method will return the name of the full name of the class, including its owning module (if any).
  33740. * 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).
  33741. * @param object the object to get the class name from
  33742. * @param isType defines if the object is actually a type
  33743. * @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.
  33744. * @ignorenaming
  33745. */
  33746. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33747. /**
  33748. * Returns a promise that resolves after the given amount of time.
  33749. * @param delay Number of milliseconds to delay
  33750. * @returns Promise that resolves after the given amount of time
  33751. */
  33752. static DelayAsync(delay: number): Promise<void>;
  33753. }
  33754. /**
  33755. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33756. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33757. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33758. * @param name The name of the class, case should be preserved
  33759. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33760. */
  33761. export function className(name: string, module?: string): (target: Object) => void;
  33762. /**
  33763. * An implementation of a loop for asynchronous functions.
  33764. */
  33765. export class AsyncLoop {
  33766. /**
  33767. * Defines the number of iterations for the loop
  33768. */
  33769. iterations: number;
  33770. /**
  33771. * Defines the current index of the loop.
  33772. */
  33773. index: number;
  33774. private _done;
  33775. private _fn;
  33776. private _successCallback;
  33777. /**
  33778. * Constructor.
  33779. * @param iterations the number of iterations.
  33780. * @param func the function to run each iteration
  33781. * @param successCallback the callback that will be called upon succesful execution
  33782. * @param offset starting offset.
  33783. */
  33784. constructor(
  33785. /**
  33786. * Defines the number of iterations for the loop
  33787. */
  33788. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33789. /**
  33790. * Execute the next iteration. Must be called after the last iteration was finished.
  33791. */
  33792. executeNext(): void;
  33793. /**
  33794. * Break the loop and run the success callback.
  33795. */
  33796. breakLoop(): void;
  33797. /**
  33798. * Create and run an async loop.
  33799. * @param iterations the number of iterations.
  33800. * @param fn the function to run each iteration
  33801. * @param successCallback the callback that will be called upon succesful execution
  33802. * @param offset starting offset.
  33803. * @returns the created async loop object
  33804. */
  33805. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33806. /**
  33807. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33808. * @param iterations total number of iterations
  33809. * @param syncedIterations number of synchronous iterations in each async iteration.
  33810. * @param fn the function to call each iteration.
  33811. * @param callback a success call back that will be called when iterating stops.
  33812. * @param breakFunction a break condition (optional)
  33813. * @param timeout timeout settings for the setTimeout function. default - 0.
  33814. * @returns the created async loop object
  33815. */
  33816. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33817. }
  33818. }
  33819. declare module "babylonjs/Misc/stringDictionary" {
  33820. import { Nullable } from "babylonjs/types";
  33821. /**
  33822. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33823. * The underlying implementation relies on an associative array to ensure the best performances.
  33824. * The value can be anything including 'null' but except 'undefined'
  33825. */
  33826. export class StringDictionary<T> {
  33827. /**
  33828. * This will clear this dictionary and copy the content from the 'source' one.
  33829. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33830. * @param source the dictionary to take the content from and copy to this dictionary
  33831. */
  33832. copyFrom(source: StringDictionary<T>): void;
  33833. /**
  33834. * Get a value based from its key
  33835. * @param key the given key to get the matching value from
  33836. * @return the value if found, otherwise undefined is returned
  33837. */
  33838. get(key: string): T | undefined;
  33839. /**
  33840. * Get a value from its key or add it if it doesn't exist.
  33841. * This method will ensure you that a given key/data will be present in the dictionary.
  33842. * @param key the given key to get the matching value from
  33843. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33844. * The factory will only be invoked if there's no data for the given key.
  33845. * @return the value corresponding to the key.
  33846. */
  33847. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33848. /**
  33849. * Get a value from its key if present in the dictionary otherwise add it
  33850. * @param key the key to get the value from
  33851. * @param val if there's no such key/value pair in the dictionary add it with this value
  33852. * @return the value corresponding to the key
  33853. */
  33854. getOrAdd(key: string, val: T): T;
  33855. /**
  33856. * Check if there's a given key in the dictionary
  33857. * @param key the key to check for
  33858. * @return true if the key is present, false otherwise
  33859. */
  33860. contains(key: string): boolean;
  33861. /**
  33862. * Add a new key and its corresponding value
  33863. * @param key the key to add
  33864. * @param value the value corresponding to the key
  33865. * @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
  33866. */
  33867. add(key: string, value: T): boolean;
  33868. /**
  33869. * Update a specific value associated to a key
  33870. * @param key defines the key to use
  33871. * @param value defines the value to store
  33872. * @returns true if the value was updated (or false if the key was not found)
  33873. */
  33874. set(key: string, value: T): boolean;
  33875. /**
  33876. * Get the element of the given key and remove it from the dictionary
  33877. * @param key defines the key to search
  33878. * @returns the value associated with the key or null if not found
  33879. */
  33880. getAndRemove(key: string): Nullable<T>;
  33881. /**
  33882. * Remove a key/value from the dictionary.
  33883. * @param key the key to remove
  33884. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33885. */
  33886. remove(key: string): boolean;
  33887. /**
  33888. * Clear the whole content of the dictionary
  33889. */
  33890. clear(): void;
  33891. /**
  33892. * Gets the current count
  33893. */
  33894. readonly count: number;
  33895. /**
  33896. * Execute a callback on each key/val of the dictionary.
  33897. * Note that you can remove any element in this dictionary in the callback implementation
  33898. * @param callback the callback to execute on a given key/value pair
  33899. */
  33900. forEach(callback: (key: string, val: T) => void): void;
  33901. /**
  33902. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33903. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33904. * Note that you can remove any element in this dictionary in the callback implementation
  33905. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33906. * @returns the first item
  33907. */
  33908. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33909. private _count;
  33910. private _data;
  33911. }
  33912. }
  33913. declare module "babylonjs/Collisions/collisionCoordinator" {
  33914. import { Nullable } from "babylonjs/types";
  33915. import { Scene } from "babylonjs/scene";
  33916. import { Vector3 } from "babylonjs/Maths/math.vector";
  33917. import { Collider } from "babylonjs/Collisions/collider";
  33918. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33919. /** @hidden */
  33920. export interface ICollisionCoordinator {
  33921. createCollider(): Collider;
  33922. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33923. init(scene: Scene): void;
  33924. }
  33925. /** @hidden */
  33926. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33927. private _scene;
  33928. private _scaledPosition;
  33929. private _scaledVelocity;
  33930. private _finalPosition;
  33931. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33932. createCollider(): Collider;
  33933. init(scene: Scene): void;
  33934. private _collideWithWorld;
  33935. }
  33936. }
  33937. declare module "babylonjs/Inputs/scene.inputManager" {
  33938. import { Nullable } from "babylonjs/types";
  33939. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33940. import { Vector2 } from "babylonjs/Maths/math.vector";
  33941. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33942. import { Scene } from "babylonjs/scene";
  33943. /**
  33944. * Class used to manage all inputs for the scene.
  33945. */
  33946. export class InputManager {
  33947. /** The distance in pixel that you have to move to prevent some events */
  33948. static DragMovementThreshold: number;
  33949. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33950. static LongPressDelay: number;
  33951. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33952. static DoubleClickDelay: number;
  33953. /** If you need to check double click without raising a single click at first click, enable this flag */
  33954. static ExclusiveDoubleClickMode: boolean;
  33955. private _wheelEventName;
  33956. private _onPointerMove;
  33957. private _onPointerDown;
  33958. private _onPointerUp;
  33959. private _initClickEvent;
  33960. private _initActionManager;
  33961. private _delayedSimpleClick;
  33962. private _delayedSimpleClickTimeout;
  33963. private _previousDelayedSimpleClickTimeout;
  33964. private _meshPickProceed;
  33965. private _previousButtonPressed;
  33966. private _currentPickResult;
  33967. private _previousPickResult;
  33968. private _totalPointersPressed;
  33969. private _doubleClickOccured;
  33970. private _pointerOverMesh;
  33971. private _pickedDownMesh;
  33972. private _pickedUpMesh;
  33973. private _pointerX;
  33974. private _pointerY;
  33975. private _unTranslatedPointerX;
  33976. private _unTranslatedPointerY;
  33977. private _startingPointerPosition;
  33978. private _previousStartingPointerPosition;
  33979. private _startingPointerTime;
  33980. private _previousStartingPointerTime;
  33981. private _pointerCaptures;
  33982. private _onKeyDown;
  33983. private _onKeyUp;
  33984. private _onCanvasFocusObserver;
  33985. private _onCanvasBlurObserver;
  33986. private _scene;
  33987. /**
  33988. * Creates a new InputManager
  33989. * @param scene defines the hosting scene
  33990. */
  33991. constructor(scene: Scene);
  33992. /**
  33993. * Gets the mesh that is currently under the pointer
  33994. */
  33995. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33996. /**
  33997. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33998. */
  33999. readonly unTranslatedPointer: Vector2;
  34000. /**
  34001. * Gets or sets the current on-screen X position of the pointer
  34002. */
  34003. pointerX: number;
  34004. /**
  34005. * Gets or sets the current on-screen Y position of the pointer
  34006. */
  34007. pointerY: number;
  34008. private _updatePointerPosition;
  34009. private _processPointerMove;
  34010. private _setRayOnPointerInfo;
  34011. private _checkPrePointerObservable;
  34012. /**
  34013. * Use this method to simulate a pointer move on a mesh
  34014. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34015. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34016. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34017. */
  34018. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34019. /**
  34020. * Use this method to simulate a pointer down on a mesh
  34021. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34022. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34023. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34024. */
  34025. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34026. private _processPointerDown;
  34027. /** @hidden */
  34028. _isPointerSwiping(): boolean;
  34029. /**
  34030. * Use this method to simulate a pointer up on a mesh
  34031. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34032. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34033. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34034. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34035. */
  34036. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  34037. private _processPointerUp;
  34038. /**
  34039. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34040. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34041. * @returns true if the pointer was captured
  34042. */
  34043. isPointerCaptured(pointerId?: number): boolean;
  34044. /**
  34045. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34046. * @param attachUp defines if you want to attach events to pointerup
  34047. * @param attachDown defines if you want to attach events to pointerdown
  34048. * @param attachMove defines if you want to attach events to pointermove
  34049. */
  34050. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34051. /**
  34052. * Detaches all event handlers
  34053. */
  34054. detachControl(): void;
  34055. /**
  34056. * Force the value of meshUnderPointer
  34057. * @param mesh defines the mesh to use
  34058. */
  34059. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  34060. /**
  34061. * Gets the mesh under the pointer
  34062. * @returns a Mesh or null if no mesh is under the pointer
  34063. */
  34064. getPointerOverMesh(): Nullable<AbstractMesh>;
  34065. }
  34066. }
  34067. declare module "babylonjs/Misc/uniqueIdGenerator" {
  34068. /**
  34069. * Helper class used to generate session unique ID
  34070. */
  34071. export class UniqueIdGenerator {
  34072. private static _UniqueIdCounter;
  34073. /**
  34074. * Gets an unique (relatively to the current scene) Id
  34075. */
  34076. static readonly UniqueId: number;
  34077. }
  34078. }
  34079. declare module "babylonjs/Animations/animationGroup" {
  34080. import { Animatable } from "babylonjs/Animations/animatable";
  34081. import { Animation } from "babylonjs/Animations/animation";
  34082. import { Scene, IDisposable } from "babylonjs/scene";
  34083. import { Observable } from "babylonjs/Misc/observable";
  34084. import { Nullable } from "babylonjs/types";
  34085. import "babylonjs/Animations/animatable";
  34086. /**
  34087. * This class defines the direct association between an animation and a target
  34088. */
  34089. export class TargetedAnimation {
  34090. /**
  34091. * Animation to perform
  34092. */
  34093. animation: Animation;
  34094. /**
  34095. * Target to animate
  34096. */
  34097. target: any;
  34098. /**
  34099. * Serialize the object
  34100. * @returns the JSON object representing the current entity
  34101. */
  34102. serialize(): any;
  34103. }
  34104. /**
  34105. * Use this class to create coordinated animations on multiple targets
  34106. */
  34107. export class AnimationGroup implements IDisposable {
  34108. /** The name of the animation group */
  34109. name: string;
  34110. private _scene;
  34111. private _targetedAnimations;
  34112. private _animatables;
  34113. private _from;
  34114. private _to;
  34115. private _isStarted;
  34116. private _isPaused;
  34117. private _speedRatio;
  34118. private _loopAnimation;
  34119. /**
  34120. * Gets or sets the unique id of the node
  34121. */
  34122. uniqueId: number;
  34123. /**
  34124. * This observable will notify when one animation have ended
  34125. */
  34126. onAnimationEndObservable: Observable<TargetedAnimation>;
  34127. /**
  34128. * Observer raised when one animation loops
  34129. */
  34130. onAnimationLoopObservable: Observable<TargetedAnimation>;
  34131. /**
  34132. * Observer raised when all animations have looped
  34133. */
  34134. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  34135. /**
  34136. * This observable will notify when all animations have ended.
  34137. */
  34138. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  34139. /**
  34140. * This observable will notify when all animations have paused.
  34141. */
  34142. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  34143. /**
  34144. * This observable will notify when all animations are playing.
  34145. */
  34146. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  34147. /**
  34148. * Gets the first frame
  34149. */
  34150. readonly from: number;
  34151. /**
  34152. * Gets the last frame
  34153. */
  34154. readonly to: number;
  34155. /**
  34156. * Define if the animations are started
  34157. */
  34158. readonly isStarted: boolean;
  34159. /**
  34160. * Gets a value indicating that the current group is playing
  34161. */
  34162. readonly isPlaying: boolean;
  34163. /**
  34164. * Gets or sets the speed ratio to use for all animations
  34165. */
  34166. /**
  34167. * Gets or sets the speed ratio to use for all animations
  34168. */
  34169. speedRatio: number;
  34170. /**
  34171. * Gets or sets if all animations should loop or not
  34172. */
  34173. loopAnimation: boolean;
  34174. /**
  34175. * Gets the targeted animations for this animation group
  34176. */
  34177. readonly targetedAnimations: Array<TargetedAnimation>;
  34178. /**
  34179. * returning the list of animatables controlled by this animation group.
  34180. */
  34181. readonly animatables: Array<Animatable>;
  34182. /**
  34183. * Instantiates a new Animation Group.
  34184. * This helps managing several animations at once.
  34185. * @see http://doc.babylonjs.com/how_to/group
  34186. * @param name Defines the name of the group
  34187. * @param scene Defines the scene the group belongs to
  34188. */
  34189. constructor(
  34190. /** The name of the animation group */
  34191. name: string, scene?: Nullable<Scene>);
  34192. /**
  34193. * Add an animation (with its target) in the group
  34194. * @param animation defines the animation we want to add
  34195. * @param target defines the target of the animation
  34196. * @returns the TargetedAnimation object
  34197. */
  34198. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  34199. /**
  34200. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  34201. * It can add constant keys at begin or end
  34202. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  34203. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  34204. * @returns the animation group
  34205. */
  34206. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  34207. private _animationLoopCount;
  34208. private _animationLoopFlags;
  34209. private _processLoop;
  34210. /**
  34211. * Start all animations on given targets
  34212. * @param loop defines if animations must loop
  34213. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  34214. * @param from defines the from key (optional)
  34215. * @param to defines the to key (optional)
  34216. * @returns the current animation group
  34217. */
  34218. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  34219. /**
  34220. * Pause all animations
  34221. * @returns the animation group
  34222. */
  34223. pause(): AnimationGroup;
  34224. /**
  34225. * Play all animations to initial state
  34226. * This function will start() the animations if they were not started or will restart() them if they were paused
  34227. * @param loop defines if animations must loop
  34228. * @returns the animation group
  34229. */
  34230. play(loop?: boolean): AnimationGroup;
  34231. /**
  34232. * Reset all animations to initial state
  34233. * @returns the animation group
  34234. */
  34235. reset(): AnimationGroup;
  34236. /**
  34237. * Restart animations from key 0
  34238. * @returns the animation group
  34239. */
  34240. restart(): AnimationGroup;
  34241. /**
  34242. * Stop all animations
  34243. * @returns the animation group
  34244. */
  34245. stop(): AnimationGroup;
  34246. /**
  34247. * Set animation weight for all animatables
  34248. * @param weight defines the weight to use
  34249. * @return the animationGroup
  34250. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34251. */
  34252. setWeightForAllAnimatables(weight: number): AnimationGroup;
  34253. /**
  34254. * Synchronize and normalize all animatables with a source animatable
  34255. * @param root defines the root animatable to synchronize with
  34256. * @return the animationGroup
  34257. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34258. */
  34259. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  34260. /**
  34261. * Goes to a specific frame in this animation group
  34262. * @param frame the frame number to go to
  34263. * @return the animationGroup
  34264. */
  34265. goToFrame(frame: number): AnimationGroup;
  34266. /**
  34267. * Dispose all associated resources
  34268. */
  34269. dispose(): void;
  34270. private _checkAnimationGroupEnded;
  34271. /**
  34272. * Clone the current animation group and returns a copy
  34273. * @param newName defines the name of the new group
  34274. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  34275. * @returns the new aniamtion group
  34276. */
  34277. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  34278. /**
  34279. * Serializes the animationGroup to an object
  34280. * @returns Serialized object
  34281. */
  34282. serialize(): any;
  34283. /**
  34284. * Returns a new AnimationGroup object parsed from the source provided.
  34285. * @param parsedAnimationGroup defines the source
  34286. * @param scene defines the scene that will receive the animationGroup
  34287. * @returns a new AnimationGroup
  34288. */
  34289. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  34290. /**
  34291. * Returns the string "AnimationGroup"
  34292. * @returns "AnimationGroup"
  34293. */
  34294. getClassName(): string;
  34295. /**
  34296. * Creates a detailled string about the object
  34297. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  34298. * @returns a string representing the object
  34299. */
  34300. toString(fullDetails?: boolean): string;
  34301. }
  34302. }
  34303. declare module "babylonjs/scene" {
  34304. import { Nullable } from "babylonjs/types";
  34305. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  34306. import { Observable } from "babylonjs/Misc/observable";
  34307. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  34308. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  34309. import { Geometry } from "babylonjs/Meshes/geometry";
  34310. import { TransformNode } from "babylonjs/Meshes/transformNode";
  34311. import { SubMesh } from "babylonjs/Meshes/subMesh";
  34312. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34313. import { Mesh } from "babylonjs/Meshes/mesh";
  34314. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  34315. import { Bone } from "babylonjs/Bones/bone";
  34316. import { Skeleton } from "babylonjs/Bones/skeleton";
  34317. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  34318. import { Camera } from "babylonjs/Cameras/camera";
  34319. import { AbstractScene } from "babylonjs/abstractScene";
  34320. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  34321. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34322. import { Material } from "babylonjs/Materials/material";
  34323. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34324. import { Effect } from "babylonjs/Materials/effect";
  34325. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34326. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34327. import { Light } from "babylonjs/Lights/light";
  34328. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34329. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34330. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34331. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34332. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34333. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34334. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34335. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34336. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34337. import { Engine } from "babylonjs/Engines/engine";
  34338. import { Node } from "babylonjs/node";
  34339. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34340. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34341. import { WebRequest } from "babylonjs/Misc/webRequest";
  34342. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34343. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34344. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34345. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34346. import { Plane } from "babylonjs/Maths/math.plane";
  34347. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34348. import { Ray } from "babylonjs/Culling/ray";
  34349. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34350. import { Animation } from "babylonjs/Animations/animation";
  34351. import { Animatable } from "babylonjs/Animations/animatable";
  34352. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34353. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34354. import { Collider } from "babylonjs/Collisions/collider";
  34355. /**
  34356. * Define an interface for all classes that will hold resources
  34357. */
  34358. export interface IDisposable {
  34359. /**
  34360. * Releases all held resources
  34361. */
  34362. dispose(): void;
  34363. }
  34364. /** Interface defining initialization parameters for Scene class */
  34365. export interface SceneOptions {
  34366. /**
  34367. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34368. * It will improve performance when the number of geometries becomes important.
  34369. */
  34370. useGeometryUniqueIdsMap?: boolean;
  34371. /**
  34372. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34373. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34374. */
  34375. useMaterialMeshMap?: boolean;
  34376. /**
  34377. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34378. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34379. */
  34380. useClonedMeshhMap?: boolean;
  34381. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34382. virtual?: boolean;
  34383. }
  34384. /**
  34385. * Represents a scene to be rendered by the engine.
  34386. * @see http://doc.babylonjs.com/features/scene
  34387. */
  34388. export class Scene extends AbstractScene implements IAnimatable {
  34389. /** The fog is deactivated */
  34390. static readonly FOGMODE_NONE: number;
  34391. /** The fog density is following an exponential function */
  34392. static readonly FOGMODE_EXP: number;
  34393. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34394. static readonly FOGMODE_EXP2: number;
  34395. /** The fog density is following a linear function. */
  34396. static readonly FOGMODE_LINEAR: number;
  34397. /**
  34398. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34399. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34400. */
  34401. static MinDeltaTime: number;
  34402. /**
  34403. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34404. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34405. */
  34406. static MaxDeltaTime: number;
  34407. /**
  34408. * Factory used to create the default material.
  34409. * @param name The name of the material to create
  34410. * @param scene The scene to create the material for
  34411. * @returns The default material
  34412. */
  34413. static DefaultMaterialFactory(scene: Scene): Material;
  34414. /**
  34415. * Factory used to create the a collision coordinator.
  34416. * @returns The collision coordinator
  34417. */
  34418. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34419. /** @hidden */
  34420. _inputManager: InputManager;
  34421. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34422. cameraToUseForPointers: Nullable<Camera>;
  34423. /** @hidden */
  34424. readonly _isScene: boolean;
  34425. /**
  34426. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34427. */
  34428. autoClear: boolean;
  34429. /**
  34430. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34431. */
  34432. autoClearDepthAndStencil: boolean;
  34433. /**
  34434. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34435. */
  34436. clearColor: Color4;
  34437. /**
  34438. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34439. */
  34440. ambientColor: Color3;
  34441. /**
  34442. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34443. * It should only be one of the following (if not the default embedded one):
  34444. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34445. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34446. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34447. * The material properties need to be setup according to the type of texture in use.
  34448. */
  34449. environmentBRDFTexture: BaseTexture;
  34450. /** @hidden */
  34451. protected _environmentTexture: Nullable<BaseTexture>;
  34452. /**
  34453. * Texture used in all pbr material as the reflection texture.
  34454. * As in the majority of the scene they are the same (exception for multi room and so on),
  34455. * this is easier to reference from here than from all the materials.
  34456. */
  34457. /**
  34458. * Texture used in all pbr material as the reflection texture.
  34459. * As in the majority of the scene they are the same (exception for multi room and so on),
  34460. * this is easier to set here than in all the materials.
  34461. */
  34462. environmentTexture: Nullable<BaseTexture>;
  34463. /** @hidden */
  34464. protected _environmentIntensity: number;
  34465. /**
  34466. * Intensity of the environment in all pbr material.
  34467. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34468. * As in the majority of the scene they are the same (exception for multi room and so on),
  34469. * this is easier to reference from here than from all the materials.
  34470. */
  34471. /**
  34472. * Intensity of the environment in all pbr material.
  34473. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34474. * As in the majority of the scene they are the same (exception for multi room and so on),
  34475. * this is easier to set here than in all the materials.
  34476. */
  34477. environmentIntensity: number;
  34478. /** @hidden */
  34479. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34480. /**
  34481. * Default image processing configuration used either in the rendering
  34482. * Forward main pass or through the imageProcessingPostProcess if present.
  34483. * As in the majority of the scene they are the same (exception for multi camera),
  34484. * this is easier to reference from here than from all the materials and post process.
  34485. *
  34486. * No setter as we it is a shared configuration, you can set the values instead.
  34487. */
  34488. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34489. private _forceWireframe;
  34490. /**
  34491. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34492. */
  34493. forceWireframe: boolean;
  34494. private _forcePointsCloud;
  34495. /**
  34496. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34497. */
  34498. forcePointsCloud: boolean;
  34499. /**
  34500. * Gets or sets the active clipplane 1
  34501. */
  34502. clipPlane: Nullable<Plane>;
  34503. /**
  34504. * Gets or sets the active clipplane 2
  34505. */
  34506. clipPlane2: Nullable<Plane>;
  34507. /**
  34508. * Gets or sets the active clipplane 3
  34509. */
  34510. clipPlane3: Nullable<Plane>;
  34511. /**
  34512. * Gets or sets the active clipplane 4
  34513. */
  34514. clipPlane4: Nullable<Plane>;
  34515. /**
  34516. * Gets or sets a boolean indicating if animations are enabled
  34517. */
  34518. animationsEnabled: boolean;
  34519. private _animationPropertiesOverride;
  34520. /**
  34521. * Gets or sets the animation properties override
  34522. */
  34523. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34524. /**
  34525. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34526. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34527. */
  34528. useConstantAnimationDeltaTime: boolean;
  34529. /**
  34530. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34531. * Please note that it requires to run a ray cast through the scene on every frame
  34532. */
  34533. constantlyUpdateMeshUnderPointer: boolean;
  34534. /**
  34535. * Defines the HTML cursor to use when hovering over interactive elements
  34536. */
  34537. hoverCursor: string;
  34538. /**
  34539. * Defines the HTML default cursor to use (empty by default)
  34540. */
  34541. defaultCursor: string;
  34542. /**
  34543. * Defines wether cursors are handled by the scene.
  34544. */
  34545. doNotHandleCursors: boolean;
  34546. /**
  34547. * This is used to call preventDefault() on pointer down
  34548. * in order to block unwanted artifacts like system double clicks
  34549. */
  34550. preventDefaultOnPointerDown: boolean;
  34551. /**
  34552. * This is used to call preventDefault() on pointer up
  34553. * in order to block unwanted artifacts like system double clicks
  34554. */
  34555. preventDefaultOnPointerUp: boolean;
  34556. /**
  34557. * Gets or sets user defined metadata
  34558. */
  34559. metadata: any;
  34560. /**
  34561. * For internal use only. Please do not use.
  34562. */
  34563. reservedDataStore: any;
  34564. /**
  34565. * Gets the name of the plugin used to load this scene (null by default)
  34566. */
  34567. loadingPluginName: string;
  34568. /**
  34569. * Use this array to add regular expressions used to disable offline support for specific urls
  34570. */
  34571. disableOfflineSupportExceptionRules: RegExp[];
  34572. /**
  34573. * An event triggered when the scene is disposed.
  34574. */
  34575. onDisposeObservable: Observable<Scene>;
  34576. private _onDisposeObserver;
  34577. /** Sets a function to be executed when this scene is disposed. */
  34578. onDispose: () => void;
  34579. /**
  34580. * An event triggered before rendering the scene (right after animations and physics)
  34581. */
  34582. onBeforeRenderObservable: Observable<Scene>;
  34583. private _onBeforeRenderObserver;
  34584. /** Sets a function to be executed before rendering this scene */
  34585. beforeRender: Nullable<() => void>;
  34586. /**
  34587. * An event triggered after rendering the scene
  34588. */
  34589. onAfterRenderObservable: Observable<Scene>;
  34590. /**
  34591. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34592. */
  34593. onAfterRenderCameraObservable: Observable<Camera>;
  34594. private _onAfterRenderObserver;
  34595. /** Sets a function to be executed after rendering this scene */
  34596. afterRender: Nullable<() => void>;
  34597. /**
  34598. * An event triggered before animating the scene
  34599. */
  34600. onBeforeAnimationsObservable: Observable<Scene>;
  34601. /**
  34602. * An event triggered after animations processing
  34603. */
  34604. onAfterAnimationsObservable: Observable<Scene>;
  34605. /**
  34606. * An event triggered before draw calls are ready to be sent
  34607. */
  34608. onBeforeDrawPhaseObservable: Observable<Scene>;
  34609. /**
  34610. * An event triggered after draw calls have been sent
  34611. */
  34612. onAfterDrawPhaseObservable: Observable<Scene>;
  34613. /**
  34614. * An event triggered when the scene is ready
  34615. */
  34616. onReadyObservable: Observable<Scene>;
  34617. /**
  34618. * An event triggered before rendering a camera
  34619. */
  34620. onBeforeCameraRenderObservable: Observable<Camera>;
  34621. private _onBeforeCameraRenderObserver;
  34622. /** Sets a function to be executed before rendering a camera*/
  34623. beforeCameraRender: () => void;
  34624. /**
  34625. * An event triggered after rendering a camera
  34626. */
  34627. onAfterCameraRenderObservable: Observable<Camera>;
  34628. private _onAfterCameraRenderObserver;
  34629. /** Sets a function to be executed after rendering a camera*/
  34630. afterCameraRender: () => void;
  34631. /**
  34632. * An event triggered when active meshes evaluation is about to start
  34633. */
  34634. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34635. /**
  34636. * An event triggered when active meshes evaluation is done
  34637. */
  34638. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34639. /**
  34640. * An event triggered when particles rendering is about to start
  34641. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34642. */
  34643. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34644. /**
  34645. * An event triggered when particles rendering is done
  34646. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34647. */
  34648. onAfterParticlesRenderingObservable: Observable<Scene>;
  34649. /**
  34650. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34651. */
  34652. onDataLoadedObservable: Observable<Scene>;
  34653. /**
  34654. * An event triggered when a camera is created
  34655. */
  34656. onNewCameraAddedObservable: Observable<Camera>;
  34657. /**
  34658. * An event triggered when a camera is removed
  34659. */
  34660. onCameraRemovedObservable: Observable<Camera>;
  34661. /**
  34662. * An event triggered when a light is created
  34663. */
  34664. onNewLightAddedObservable: Observable<Light>;
  34665. /**
  34666. * An event triggered when a light is removed
  34667. */
  34668. onLightRemovedObservable: Observable<Light>;
  34669. /**
  34670. * An event triggered when a geometry is created
  34671. */
  34672. onNewGeometryAddedObservable: Observable<Geometry>;
  34673. /**
  34674. * An event triggered when a geometry is removed
  34675. */
  34676. onGeometryRemovedObservable: Observable<Geometry>;
  34677. /**
  34678. * An event triggered when a transform node is created
  34679. */
  34680. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34681. /**
  34682. * An event triggered when a transform node is removed
  34683. */
  34684. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34685. /**
  34686. * An event triggered when a mesh is created
  34687. */
  34688. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34689. /**
  34690. * An event triggered when a mesh is removed
  34691. */
  34692. onMeshRemovedObservable: Observable<AbstractMesh>;
  34693. /**
  34694. * An event triggered when a skeleton is created
  34695. */
  34696. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34697. /**
  34698. * An event triggered when a skeleton is removed
  34699. */
  34700. onSkeletonRemovedObservable: Observable<Skeleton>;
  34701. /**
  34702. * An event triggered when a material is created
  34703. */
  34704. onNewMaterialAddedObservable: Observable<Material>;
  34705. /**
  34706. * An event triggered when a material is removed
  34707. */
  34708. onMaterialRemovedObservable: Observable<Material>;
  34709. /**
  34710. * An event triggered when a texture is created
  34711. */
  34712. onNewTextureAddedObservable: Observable<BaseTexture>;
  34713. /**
  34714. * An event triggered when a texture is removed
  34715. */
  34716. onTextureRemovedObservable: Observable<BaseTexture>;
  34717. /**
  34718. * An event triggered when render targets are about to be rendered
  34719. * Can happen multiple times per frame.
  34720. */
  34721. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34722. /**
  34723. * An event triggered when render targets were rendered.
  34724. * Can happen multiple times per frame.
  34725. */
  34726. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34727. /**
  34728. * An event triggered before calculating deterministic simulation step
  34729. */
  34730. onBeforeStepObservable: Observable<Scene>;
  34731. /**
  34732. * An event triggered after calculating deterministic simulation step
  34733. */
  34734. onAfterStepObservable: Observable<Scene>;
  34735. /**
  34736. * An event triggered when the activeCamera property is updated
  34737. */
  34738. onActiveCameraChanged: Observable<Scene>;
  34739. /**
  34740. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34741. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34742. * 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)
  34743. */
  34744. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34745. /**
  34746. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34747. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34748. * 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)
  34749. */
  34750. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34751. /**
  34752. * This Observable will when a mesh has been imported into the scene.
  34753. */
  34754. onMeshImportedObservable: Observable<AbstractMesh>;
  34755. /**
  34756. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34757. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34758. */
  34759. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34760. /** @hidden */
  34761. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34762. /**
  34763. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34764. */
  34765. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34766. /**
  34767. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34768. */
  34769. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34770. /**
  34771. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34772. */
  34773. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34774. /** Callback called when a pointer move is detected */
  34775. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34776. /** Callback called when a pointer down is detected */
  34777. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34778. /** Callback called when a pointer up is detected */
  34779. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34780. /** Callback called when a pointer pick is detected */
  34781. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34782. /**
  34783. * 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).
  34784. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34785. */
  34786. onPrePointerObservable: Observable<PointerInfoPre>;
  34787. /**
  34788. * Observable event triggered each time an input event is received from the rendering canvas
  34789. */
  34790. onPointerObservable: Observable<PointerInfo>;
  34791. /**
  34792. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34793. */
  34794. readonly unTranslatedPointer: Vector2;
  34795. /**
  34796. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34797. */
  34798. static DragMovementThreshold: number;
  34799. /**
  34800. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34801. */
  34802. static LongPressDelay: number;
  34803. /**
  34804. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34805. */
  34806. static DoubleClickDelay: number;
  34807. /** If you need to check double click without raising a single click at first click, enable this flag */
  34808. static ExclusiveDoubleClickMode: boolean;
  34809. /** @hidden */
  34810. _mirroredCameraPosition: Nullable<Vector3>;
  34811. /**
  34812. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34813. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34814. */
  34815. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34816. /**
  34817. * Observable event triggered each time an keyboard event is received from the hosting window
  34818. */
  34819. onKeyboardObservable: Observable<KeyboardInfo>;
  34820. private _useRightHandedSystem;
  34821. /**
  34822. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34823. */
  34824. useRightHandedSystem: boolean;
  34825. private _timeAccumulator;
  34826. private _currentStepId;
  34827. private _currentInternalStep;
  34828. /**
  34829. * Sets the step Id used by deterministic lock step
  34830. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34831. * @param newStepId defines the step Id
  34832. */
  34833. setStepId(newStepId: number): void;
  34834. /**
  34835. * Gets the step Id used by deterministic lock step
  34836. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34837. * @returns the step Id
  34838. */
  34839. getStepId(): number;
  34840. /**
  34841. * Gets the internal step used by deterministic lock step
  34842. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34843. * @returns the internal step
  34844. */
  34845. getInternalStep(): number;
  34846. private _fogEnabled;
  34847. /**
  34848. * Gets or sets a boolean indicating if fog is enabled on this scene
  34849. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34850. * (Default is true)
  34851. */
  34852. fogEnabled: boolean;
  34853. private _fogMode;
  34854. /**
  34855. * Gets or sets the fog mode to use
  34856. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34857. * | mode | value |
  34858. * | --- | --- |
  34859. * | FOGMODE_NONE | 0 |
  34860. * | FOGMODE_EXP | 1 |
  34861. * | FOGMODE_EXP2 | 2 |
  34862. * | FOGMODE_LINEAR | 3 |
  34863. */
  34864. fogMode: number;
  34865. /**
  34866. * Gets or sets the fog color to use
  34867. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34868. * (Default is Color3(0.2, 0.2, 0.3))
  34869. */
  34870. fogColor: Color3;
  34871. /**
  34872. * Gets or sets the fog density to use
  34873. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34874. * (Default is 0.1)
  34875. */
  34876. fogDensity: number;
  34877. /**
  34878. * Gets or sets the fog start distance to use
  34879. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34880. * (Default is 0)
  34881. */
  34882. fogStart: number;
  34883. /**
  34884. * Gets or sets the fog end distance to use
  34885. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34886. * (Default is 1000)
  34887. */
  34888. fogEnd: number;
  34889. private _shadowsEnabled;
  34890. /**
  34891. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34892. */
  34893. shadowsEnabled: boolean;
  34894. private _lightsEnabled;
  34895. /**
  34896. * Gets or sets a boolean indicating if lights are enabled on this scene
  34897. */
  34898. lightsEnabled: boolean;
  34899. /** All of the active cameras added to this scene. */
  34900. activeCameras: Camera[];
  34901. /** @hidden */
  34902. _activeCamera: Nullable<Camera>;
  34903. /** Gets or sets the current active camera */
  34904. activeCamera: Nullable<Camera>;
  34905. private _defaultMaterial;
  34906. /** The default material used on meshes when no material is affected */
  34907. /** The default material used on meshes when no material is affected */
  34908. defaultMaterial: Material;
  34909. private _texturesEnabled;
  34910. /**
  34911. * Gets or sets a boolean indicating if textures are enabled on this scene
  34912. */
  34913. texturesEnabled: boolean;
  34914. /**
  34915. * Gets or sets a boolean indicating if particles are enabled on this scene
  34916. */
  34917. particlesEnabled: boolean;
  34918. /**
  34919. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34920. */
  34921. spritesEnabled: boolean;
  34922. private _skeletonsEnabled;
  34923. /**
  34924. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34925. */
  34926. skeletonsEnabled: boolean;
  34927. /**
  34928. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34929. */
  34930. lensFlaresEnabled: boolean;
  34931. /**
  34932. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34933. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34934. */
  34935. collisionsEnabled: boolean;
  34936. private _collisionCoordinator;
  34937. /** @hidden */
  34938. readonly collisionCoordinator: ICollisionCoordinator;
  34939. /**
  34940. * Defines the gravity applied to this scene (used only for collisions)
  34941. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34942. */
  34943. gravity: Vector3;
  34944. /**
  34945. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34946. */
  34947. postProcessesEnabled: boolean;
  34948. /**
  34949. * The list of postprocesses added to the scene
  34950. */
  34951. postProcesses: PostProcess[];
  34952. /**
  34953. * Gets the current postprocess manager
  34954. */
  34955. postProcessManager: PostProcessManager;
  34956. /**
  34957. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34958. */
  34959. renderTargetsEnabled: boolean;
  34960. /**
  34961. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34962. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34963. */
  34964. dumpNextRenderTargets: boolean;
  34965. /**
  34966. * The list of user defined render targets added to the scene
  34967. */
  34968. customRenderTargets: RenderTargetTexture[];
  34969. /**
  34970. * Defines if texture loading must be delayed
  34971. * If true, textures will only be loaded when they need to be rendered
  34972. */
  34973. useDelayedTextureLoading: boolean;
  34974. /**
  34975. * Gets the list of meshes imported to the scene through SceneLoader
  34976. */
  34977. importedMeshesFiles: String[];
  34978. /**
  34979. * Gets or sets a boolean indicating if probes are enabled on this scene
  34980. */
  34981. probesEnabled: boolean;
  34982. /**
  34983. * Gets or sets the current offline provider to use to store scene data
  34984. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34985. */
  34986. offlineProvider: IOfflineProvider;
  34987. /**
  34988. * Gets or sets the action manager associated with the scene
  34989. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34990. */
  34991. actionManager: AbstractActionManager;
  34992. private _meshesForIntersections;
  34993. /**
  34994. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34995. */
  34996. proceduralTexturesEnabled: boolean;
  34997. private _engine;
  34998. private _totalVertices;
  34999. /** @hidden */
  35000. _activeIndices: PerfCounter;
  35001. /** @hidden */
  35002. _activeParticles: PerfCounter;
  35003. /** @hidden */
  35004. _activeBones: PerfCounter;
  35005. private _animationRatio;
  35006. /** @hidden */
  35007. _animationTimeLast: number;
  35008. /** @hidden */
  35009. _animationTime: number;
  35010. /**
  35011. * Gets or sets a general scale for animation speed
  35012. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  35013. */
  35014. animationTimeScale: number;
  35015. /** @hidden */
  35016. _cachedMaterial: Nullable<Material>;
  35017. /** @hidden */
  35018. _cachedEffect: Nullable<Effect>;
  35019. /** @hidden */
  35020. _cachedVisibility: Nullable<number>;
  35021. private _renderId;
  35022. private _frameId;
  35023. private _executeWhenReadyTimeoutId;
  35024. private _intermediateRendering;
  35025. private _viewUpdateFlag;
  35026. private _projectionUpdateFlag;
  35027. /** @hidden */
  35028. _toBeDisposed: Nullable<IDisposable>[];
  35029. private _activeRequests;
  35030. /** @hidden */
  35031. _pendingData: any[];
  35032. private _isDisposed;
  35033. /**
  35034. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  35035. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  35036. */
  35037. dispatchAllSubMeshesOfActiveMeshes: boolean;
  35038. private _activeMeshes;
  35039. private _processedMaterials;
  35040. private _renderTargets;
  35041. /** @hidden */
  35042. _activeParticleSystems: SmartArray<IParticleSystem>;
  35043. private _activeSkeletons;
  35044. private _softwareSkinnedMeshes;
  35045. private _renderingManager;
  35046. /** @hidden */
  35047. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  35048. private _transformMatrix;
  35049. private _sceneUbo;
  35050. /** @hidden */
  35051. _viewMatrix: Matrix;
  35052. private _projectionMatrix;
  35053. /** @hidden */
  35054. _forcedViewPosition: Nullable<Vector3>;
  35055. /** @hidden */
  35056. _frustumPlanes: Plane[];
  35057. /**
  35058. * Gets the list of frustum planes (built from the active camera)
  35059. */
  35060. readonly frustumPlanes: Plane[];
  35061. /**
  35062. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  35063. * This is useful if there are more lights that the maximum simulteanous authorized
  35064. */
  35065. requireLightSorting: boolean;
  35066. /** @hidden */
  35067. readonly useMaterialMeshMap: boolean;
  35068. /** @hidden */
  35069. readonly useClonedMeshhMap: boolean;
  35070. private _externalData;
  35071. private _uid;
  35072. /**
  35073. * @hidden
  35074. * Backing store of defined scene components.
  35075. */
  35076. _components: ISceneComponent[];
  35077. /**
  35078. * @hidden
  35079. * Backing store of defined scene components.
  35080. */
  35081. _serializableComponents: ISceneSerializableComponent[];
  35082. /**
  35083. * List of components to register on the next registration step.
  35084. */
  35085. private _transientComponents;
  35086. /**
  35087. * Registers the transient components if needed.
  35088. */
  35089. private _registerTransientComponents;
  35090. /**
  35091. * @hidden
  35092. * Add a component to the scene.
  35093. * Note that the ccomponent could be registered on th next frame if this is called after
  35094. * the register component stage.
  35095. * @param component Defines the component to add to the scene
  35096. */
  35097. _addComponent(component: ISceneComponent): void;
  35098. /**
  35099. * @hidden
  35100. * Gets a component from the scene.
  35101. * @param name defines the name of the component to retrieve
  35102. * @returns the component or null if not present
  35103. */
  35104. _getComponent(name: string): Nullable<ISceneComponent>;
  35105. /**
  35106. * @hidden
  35107. * Defines the actions happening before camera updates.
  35108. */
  35109. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  35110. /**
  35111. * @hidden
  35112. * Defines the actions happening before clear the canvas.
  35113. */
  35114. _beforeClearStage: Stage<SimpleStageAction>;
  35115. /**
  35116. * @hidden
  35117. * Defines the actions when collecting render targets for the frame.
  35118. */
  35119. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35120. /**
  35121. * @hidden
  35122. * Defines the actions happening for one camera in the frame.
  35123. */
  35124. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35125. /**
  35126. * @hidden
  35127. * Defines the actions happening during the per mesh ready checks.
  35128. */
  35129. _isReadyForMeshStage: Stage<MeshStageAction>;
  35130. /**
  35131. * @hidden
  35132. * Defines the actions happening before evaluate active mesh checks.
  35133. */
  35134. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  35135. /**
  35136. * @hidden
  35137. * Defines the actions happening during the evaluate sub mesh checks.
  35138. */
  35139. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  35140. /**
  35141. * @hidden
  35142. * Defines the actions happening during the active mesh stage.
  35143. */
  35144. _activeMeshStage: Stage<ActiveMeshStageAction>;
  35145. /**
  35146. * @hidden
  35147. * Defines the actions happening during the per camera render target step.
  35148. */
  35149. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  35150. /**
  35151. * @hidden
  35152. * Defines the actions happening just before the active camera is drawing.
  35153. */
  35154. _beforeCameraDrawStage: Stage<CameraStageAction>;
  35155. /**
  35156. * @hidden
  35157. * Defines the actions happening just before a render target is drawing.
  35158. */
  35159. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35160. /**
  35161. * @hidden
  35162. * Defines the actions happening just before a rendering group is drawing.
  35163. */
  35164. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35165. /**
  35166. * @hidden
  35167. * Defines the actions happening just before a mesh is drawing.
  35168. */
  35169. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35170. /**
  35171. * @hidden
  35172. * Defines the actions happening just after a mesh has been drawn.
  35173. */
  35174. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35175. /**
  35176. * @hidden
  35177. * Defines the actions happening just after a rendering group has been drawn.
  35178. */
  35179. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35180. /**
  35181. * @hidden
  35182. * Defines the actions happening just after the active camera has been drawn.
  35183. */
  35184. _afterCameraDrawStage: Stage<CameraStageAction>;
  35185. /**
  35186. * @hidden
  35187. * Defines the actions happening just after a render target has been drawn.
  35188. */
  35189. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35190. /**
  35191. * @hidden
  35192. * Defines the actions happening just after rendering all cameras and computing intersections.
  35193. */
  35194. _afterRenderStage: Stage<SimpleStageAction>;
  35195. /**
  35196. * @hidden
  35197. * Defines the actions happening when a pointer move event happens.
  35198. */
  35199. _pointerMoveStage: Stage<PointerMoveStageAction>;
  35200. /**
  35201. * @hidden
  35202. * Defines the actions happening when a pointer down event happens.
  35203. */
  35204. _pointerDownStage: Stage<PointerUpDownStageAction>;
  35205. /**
  35206. * @hidden
  35207. * Defines the actions happening when a pointer up event happens.
  35208. */
  35209. _pointerUpStage: Stage<PointerUpDownStageAction>;
  35210. /**
  35211. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  35212. */
  35213. private geometriesByUniqueId;
  35214. /**
  35215. * Creates a new Scene
  35216. * @param engine defines the engine to use to render this scene
  35217. * @param options defines the scene options
  35218. */
  35219. constructor(engine: Engine, options?: SceneOptions);
  35220. /**
  35221. * Gets a string idenfifying the name of the class
  35222. * @returns "Scene" string
  35223. */
  35224. getClassName(): string;
  35225. private _defaultMeshCandidates;
  35226. /**
  35227. * @hidden
  35228. */
  35229. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  35230. private _defaultSubMeshCandidates;
  35231. /**
  35232. * @hidden
  35233. */
  35234. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  35235. /**
  35236. * Sets the default candidate providers for the scene.
  35237. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  35238. * and getCollidingSubMeshCandidates to their default function
  35239. */
  35240. setDefaultCandidateProviders(): void;
  35241. /**
  35242. * Gets the mesh that is currently under the pointer
  35243. */
  35244. readonly meshUnderPointer: Nullable<AbstractMesh>;
  35245. /**
  35246. * Gets or sets the current on-screen X position of the pointer
  35247. */
  35248. pointerX: number;
  35249. /**
  35250. * Gets or sets the current on-screen Y position of the pointer
  35251. */
  35252. pointerY: number;
  35253. /**
  35254. * Gets the cached material (ie. the latest rendered one)
  35255. * @returns the cached material
  35256. */
  35257. getCachedMaterial(): Nullable<Material>;
  35258. /**
  35259. * Gets the cached effect (ie. the latest rendered one)
  35260. * @returns the cached effect
  35261. */
  35262. getCachedEffect(): Nullable<Effect>;
  35263. /**
  35264. * Gets the cached visibility state (ie. the latest rendered one)
  35265. * @returns the cached visibility state
  35266. */
  35267. getCachedVisibility(): Nullable<number>;
  35268. /**
  35269. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  35270. * @param material defines the current material
  35271. * @param effect defines the current effect
  35272. * @param visibility defines the current visibility state
  35273. * @returns true if one parameter is not cached
  35274. */
  35275. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  35276. /**
  35277. * Gets the engine associated with the scene
  35278. * @returns an Engine
  35279. */
  35280. getEngine(): Engine;
  35281. /**
  35282. * Gets the total number of vertices rendered per frame
  35283. * @returns the total number of vertices rendered per frame
  35284. */
  35285. getTotalVertices(): number;
  35286. /**
  35287. * Gets the performance counter for total vertices
  35288. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35289. */
  35290. readonly totalVerticesPerfCounter: PerfCounter;
  35291. /**
  35292. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  35293. * @returns the total number of active indices rendered per frame
  35294. */
  35295. getActiveIndices(): number;
  35296. /**
  35297. * Gets the performance counter for active indices
  35298. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35299. */
  35300. readonly totalActiveIndicesPerfCounter: PerfCounter;
  35301. /**
  35302. * Gets the total number of active particles rendered per frame
  35303. * @returns the total number of active particles rendered per frame
  35304. */
  35305. getActiveParticles(): number;
  35306. /**
  35307. * Gets the performance counter for active particles
  35308. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35309. */
  35310. readonly activeParticlesPerfCounter: PerfCounter;
  35311. /**
  35312. * Gets the total number of active bones rendered per frame
  35313. * @returns the total number of active bones rendered per frame
  35314. */
  35315. getActiveBones(): number;
  35316. /**
  35317. * Gets the performance counter for active bones
  35318. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35319. */
  35320. readonly activeBonesPerfCounter: PerfCounter;
  35321. /**
  35322. * Gets the array of active meshes
  35323. * @returns an array of AbstractMesh
  35324. */
  35325. getActiveMeshes(): SmartArray<AbstractMesh>;
  35326. /**
  35327. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35328. * @returns a number
  35329. */
  35330. getAnimationRatio(): number;
  35331. /**
  35332. * Gets an unique Id for the current render phase
  35333. * @returns a number
  35334. */
  35335. getRenderId(): number;
  35336. /**
  35337. * Gets an unique Id for the current frame
  35338. * @returns a number
  35339. */
  35340. getFrameId(): number;
  35341. /** Call this function if you want to manually increment the render Id*/
  35342. incrementRenderId(): void;
  35343. private _createUbo;
  35344. /**
  35345. * Use this method to simulate a pointer move on a mesh
  35346. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35347. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35348. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35349. * @returns the current scene
  35350. */
  35351. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35352. /**
  35353. * Use this method to simulate a pointer down on a mesh
  35354. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35355. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35356. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35357. * @returns the current scene
  35358. */
  35359. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35360. /**
  35361. * Use this method to simulate a pointer up on a mesh
  35362. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35363. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35364. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35365. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35366. * @returns the current scene
  35367. */
  35368. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35369. /**
  35370. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35371. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35372. * @returns true if the pointer was captured
  35373. */
  35374. isPointerCaptured(pointerId?: number): boolean;
  35375. /**
  35376. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35377. * @param attachUp defines if you want to attach events to pointerup
  35378. * @param attachDown defines if you want to attach events to pointerdown
  35379. * @param attachMove defines if you want to attach events to pointermove
  35380. */
  35381. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35382. /** Detaches all event handlers*/
  35383. detachControl(): void;
  35384. /**
  35385. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35386. * Delay loaded resources are not taking in account
  35387. * @return true if all required resources are ready
  35388. */
  35389. isReady(): boolean;
  35390. /** Resets all cached information relative to material (including effect and visibility) */
  35391. resetCachedMaterial(): void;
  35392. /**
  35393. * Registers a function to be called before every frame render
  35394. * @param func defines the function to register
  35395. */
  35396. registerBeforeRender(func: () => void): void;
  35397. /**
  35398. * Unregisters a function called before every frame render
  35399. * @param func defines the function to unregister
  35400. */
  35401. unregisterBeforeRender(func: () => void): void;
  35402. /**
  35403. * Registers a function to be called after every frame render
  35404. * @param func defines the function to register
  35405. */
  35406. registerAfterRender(func: () => void): void;
  35407. /**
  35408. * Unregisters a function called after every frame render
  35409. * @param func defines the function to unregister
  35410. */
  35411. unregisterAfterRender(func: () => void): void;
  35412. private _executeOnceBeforeRender;
  35413. /**
  35414. * The provided function will run before render once and will be disposed afterwards.
  35415. * A timeout delay can be provided so that the function will be executed in N ms.
  35416. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35417. * @param func The function to be executed.
  35418. * @param timeout optional delay in ms
  35419. */
  35420. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35421. /** @hidden */
  35422. _addPendingData(data: any): void;
  35423. /** @hidden */
  35424. _removePendingData(data: any): void;
  35425. /**
  35426. * Returns the number of items waiting to be loaded
  35427. * @returns the number of items waiting to be loaded
  35428. */
  35429. getWaitingItemsCount(): number;
  35430. /**
  35431. * Returns a boolean indicating if the scene is still loading data
  35432. */
  35433. readonly isLoading: boolean;
  35434. /**
  35435. * Registers a function to be executed when the scene is ready
  35436. * @param {Function} func - the function to be executed
  35437. */
  35438. executeWhenReady(func: () => void): void;
  35439. /**
  35440. * Returns a promise that resolves when the scene is ready
  35441. * @returns A promise that resolves when the scene is ready
  35442. */
  35443. whenReadyAsync(): Promise<void>;
  35444. /** @hidden */
  35445. _checkIsReady(): void;
  35446. /**
  35447. * Gets all animatable attached to the scene
  35448. */
  35449. readonly animatables: Animatable[];
  35450. /**
  35451. * Resets the last animation time frame.
  35452. * Useful to override when animations start running when loading a scene for the first time.
  35453. */
  35454. resetLastAnimationTimeFrame(): void;
  35455. /**
  35456. * Gets the current view matrix
  35457. * @returns a Matrix
  35458. */
  35459. getViewMatrix(): Matrix;
  35460. /**
  35461. * Gets the current projection matrix
  35462. * @returns a Matrix
  35463. */
  35464. getProjectionMatrix(): Matrix;
  35465. /**
  35466. * Gets the current transform matrix
  35467. * @returns a Matrix made of View * Projection
  35468. */
  35469. getTransformMatrix(): Matrix;
  35470. /**
  35471. * Sets the current transform matrix
  35472. * @param viewL defines the View matrix to use
  35473. * @param projectionL defines the Projection matrix to use
  35474. * @param viewR defines the right View matrix to use (if provided)
  35475. * @param projectionR defines the right Projection matrix to use (if provided)
  35476. */
  35477. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35478. /**
  35479. * Gets the uniform buffer used to store scene data
  35480. * @returns a UniformBuffer
  35481. */
  35482. getSceneUniformBuffer(): UniformBuffer;
  35483. /**
  35484. * Gets an unique (relatively to the current scene) Id
  35485. * @returns an unique number for the scene
  35486. */
  35487. getUniqueId(): number;
  35488. /**
  35489. * Add a mesh to the list of scene's meshes
  35490. * @param newMesh defines the mesh to add
  35491. * @param recursive if all child meshes should also be added to the scene
  35492. */
  35493. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35494. /**
  35495. * Remove a mesh for the list of scene's meshes
  35496. * @param toRemove defines the mesh to remove
  35497. * @param recursive if all child meshes should also be removed from the scene
  35498. * @returns the index where the mesh was in the mesh list
  35499. */
  35500. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35501. /**
  35502. * Add a transform node to the list of scene's transform nodes
  35503. * @param newTransformNode defines the transform node to add
  35504. */
  35505. addTransformNode(newTransformNode: TransformNode): void;
  35506. /**
  35507. * Remove a transform node for the list of scene's transform nodes
  35508. * @param toRemove defines the transform node to remove
  35509. * @returns the index where the transform node was in the transform node list
  35510. */
  35511. removeTransformNode(toRemove: TransformNode): number;
  35512. /**
  35513. * Remove a skeleton for the list of scene's skeletons
  35514. * @param toRemove defines the skeleton to remove
  35515. * @returns the index where the skeleton was in the skeleton list
  35516. */
  35517. removeSkeleton(toRemove: Skeleton): number;
  35518. /**
  35519. * Remove a morph target for the list of scene's morph targets
  35520. * @param toRemove defines the morph target to remove
  35521. * @returns the index where the morph target was in the morph target list
  35522. */
  35523. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35524. /**
  35525. * Remove a light for the list of scene's lights
  35526. * @param toRemove defines the light to remove
  35527. * @returns the index where the light was in the light list
  35528. */
  35529. removeLight(toRemove: Light): number;
  35530. /**
  35531. * Remove a camera for the list of scene's cameras
  35532. * @param toRemove defines the camera to remove
  35533. * @returns the index where the camera was in the camera list
  35534. */
  35535. removeCamera(toRemove: Camera): number;
  35536. /**
  35537. * Remove a particle system for the list of scene's particle systems
  35538. * @param toRemove defines the particle system to remove
  35539. * @returns the index where the particle system was in the particle system list
  35540. */
  35541. removeParticleSystem(toRemove: IParticleSystem): number;
  35542. /**
  35543. * Remove a animation for the list of scene's animations
  35544. * @param toRemove defines the animation to remove
  35545. * @returns the index where the animation was in the animation list
  35546. */
  35547. removeAnimation(toRemove: Animation): number;
  35548. /**
  35549. * Will stop the animation of the given target
  35550. * @param target - the target
  35551. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35552. * @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)
  35553. */
  35554. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35555. /**
  35556. * Removes the given animation group from this scene.
  35557. * @param toRemove The animation group to remove
  35558. * @returns The index of the removed animation group
  35559. */
  35560. removeAnimationGroup(toRemove: AnimationGroup): number;
  35561. /**
  35562. * Removes the given multi-material from this scene.
  35563. * @param toRemove The multi-material to remove
  35564. * @returns The index of the removed multi-material
  35565. */
  35566. removeMultiMaterial(toRemove: MultiMaterial): number;
  35567. /**
  35568. * Removes the given material from this scene.
  35569. * @param toRemove The material to remove
  35570. * @returns The index of the removed material
  35571. */
  35572. removeMaterial(toRemove: Material): number;
  35573. /**
  35574. * Removes the given action manager from this scene.
  35575. * @param toRemove The action manager to remove
  35576. * @returns The index of the removed action manager
  35577. */
  35578. removeActionManager(toRemove: AbstractActionManager): number;
  35579. /**
  35580. * Removes the given texture from this scene.
  35581. * @param toRemove The texture to remove
  35582. * @returns The index of the removed texture
  35583. */
  35584. removeTexture(toRemove: BaseTexture): number;
  35585. /**
  35586. * Adds the given light to this scene
  35587. * @param newLight The light to add
  35588. */
  35589. addLight(newLight: Light): void;
  35590. /**
  35591. * Sorts the list list based on light priorities
  35592. */
  35593. sortLightsByPriority(): void;
  35594. /**
  35595. * Adds the given camera to this scene
  35596. * @param newCamera The camera to add
  35597. */
  35598. addCamera(newCamera: Camera): void;
  35599. /**
  35600. * Adds the given skeleton to this scene
  35601. * @param newSkeleton The skeleton to add
  35602. */
  35603. addSkeleton(newSkeleton: Skeleton): void;
  35604. /**
  35605. * Adds the given particle system to this scene
  35606. * @param newParticleSystem The particle system to add
  35607. */
  35608. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35609. /**
  35610. * Adds the given animation to this scene
  35611. * @param newAnimation The animation to add
  35612. */
  35613. addAnimation(newAnimation: Animation): void;
  35614. /**
  35615. * Adds the given animation group to this scene.
  35616. * @param newAnimationGroup The animation group to add
  35617. */
  35618. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35619. /**
  35620. * Adds the given multi-material to this scene
  35621. * @param newMultiMaterial The multi-material to add
  35622. */
  35623. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35624. /**
  35625. * Adds the given material to this scene
  35626. * @param newMaterial The material to add
  35627. */
  35628. addMaterial(newMaterial: Material): void;
  35629. /**
  35630. * Adds the given morph target to this scene
  35631. * @param newMorphTargetManager The morph target to add
  35632. */
  35633. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35634. /**
  35635. * Adds the given geometry to this scene
  35636. * @param newGeometry The geometry to add
  35637. */
  35638. addGeometry(newGeometry: Geometry): void;
  35639. /**
  35640. * Adds the given action manager to this scene
  35641. * @param newActionManager The action manager to add
  35642. */
  35643. addActionManager(newActionManager: AbstractActionManager): void;
  35644. /**
  35645. * Adds the given texture to this scene.
  35646. * @param newTexture The texture to add
  35647. */
  35648. addTexture(newTexture: BaseTexture): void;
  35649. /**
  35650. * Switch active camera
  35651. * @param newCamera defines the new active camera
  35652. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35653. */
  35654. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35655. /**
  35656. * sets the active camera of the scene using its ID
  35657. * @param id defines the camera's ID
  35658. * @return the new active camera or null if none found.
  35659. */
  35660. setActiveCameraByID(id: string): Nullable<Camera>;
  35661. /**
  35662. * sets the active camera of the scene using its name
  35663. * @param name defines the camera's name
  35664. * @returns the new active camera or null if none found.
  35665. */
  35666. setActiveCameraByName(name: string): Nullable<Camera>;
  35667. /**
  35668. * get an animation group using its name
  35669. * @param name defines the material's name
  35670. * @return the animation group or null if none found.
  35671. */
  35672. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35673. /**
  35674. * Get a material using its unique id
  35675. * @param uniqueId defines the material's unique id
  35676. * @return the material or null if none found.
  35677. */
  35678. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35679. /**
  35680. * get a material using its id
  35681. * @param id defines the material's ID
  35682. * @return the material or null if none found.
  35683. */
  35684. getMaterialByID(id: string): Nullable<Material>;
  35685. /**
  35686. * Gets a the last added material using a given id
  35687. * @param id defines the material's ID
  35688. * @return the last material with the given id or null if none found.
  35689. */
  35690. getLastMaterialByID(id: string): Nullable<Material>;
  35691. /**
  35692. * Gets a material using its name
  35693. * @param name defines the material's name
  35694. * @return the material or null if none found.
  35695. */
  35696. getMaterialByName(name: string): Nullable<Material>;
  35697. /**
  35698. * Get a texture using its unique id
  35699. * @param uniqueId defines the texture's unique id
  35700. * @return the texture or null if none found.
  35701. */
  35702. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35703. /**
  35704. * Gets a camera using its id
  35705. * @param id defines the id to look for
  35706. * @returns the camera or null if not found
  35707. */
  35708. getCameraByID(id: string): Nullable<Camera>;
  35709. /**
  35710. * Gets a camera using its unique id
  35711. * @param uniqueId defines the unique id to look for
  35712. * @returns the camera or null if not found
  35713. */
  35714. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35715. /**
  35716. * Gets a camera using its name
  35717. * @param name defines the camera's name
  35718. * @return the camera or null if none found.
  35719. */
  35720. getCameraByName(name: string): Nullable<Camera>;
  35721. /**
  35722. * Gets a bone using its id
  35723. * @param id defines the bone's id
  35724. * @return the bone or null if not found
  35725. */
  35726. getBoneByID(id: string): Nullable<Bone>;
  35727. /**
  35728. * Gets a bone using its id
  35729. * @param name defines the bone's name
  35730. * @return the bone or null if not found
  35731. */
  35732. getBoneByName(name: string): Nullable<Bone>;
  35733. /**
  35734. * Gets a light node using its name
  35735. * @param name defines the the light's name
  35736. * @return the light or null if none found.
  35737. */
  35738. getLightByName(name: string): Nullable<Light>;
  35739. /**
  35740. * Gets a light node using its id
  35741. * @param id defines the light's id
  35742. * @return the light or null if none found.
  35743. */
  35744. getLightByID(id: string): Nullable<Light>;
  35745. /**
  35746. * Gets a light node using its scene-generated unique ID
  35747. * @param uniqueId defines the light's unique id
  35748. * @return the light or null if none found.
  35749. */
  35750. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35751. /**
  35752. * Gets a particle system by id
  35753. * @param id defines the particle system id
  35754. * @return the corresponding system or null if none found
  35755. */
  35756. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35757. /**
  35758. * Gets a geometry using its ID
  35759. * @param id defines the geometry's id
  35760. * @return the geometry or null if none found.
  35761. */
  35762. getGeometryByID(id: string): Nullable<Geometry>;
  35763. private _getGeometryByUniqueID;
  35764. /**
  35765. * Add a new geometry to this scene
  35766. * @param geometry defines the geometry to be added to the scene.
  35767. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35768. * @return a boolean defining if the geometry was added or not
  35769. */
  35770. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35771. /**
  35772. * Removes an existing geometry
  35773. * @param geometry defines the geometry to be removed from the scene
  35774. * @return a boolean defining if the geometry was removed or not
  35775. */
  35776. removeGeometry(geometry: Geometry): boolean;
  35777. /**
  35778. * Gets the list of geometries attached to the scene
  35779. * @returns an array of Geometry
  35780. */
  35781. getGeometries(): Geometry[];
  35782. /**
  35783. * Gets the first added mesh found of a given ID
  35784. * @param id defines the id to search for
  35785. * @return the mesh found or null if not found at all
  35786. */
  35787. getMeshByID(id: string): Nullable<AbstractMesh>;
  35788. /**
  35789. * Gets a list of meshes using their id
  35790. * @param id defines the id to search for
  35791. * @returns a list of meshes
  35792. */
  35793. getMeshesByID(id: string): Array<AbstractMesh>;
  35794. /**
  35795. * Gets the first added transform node found of a given ID
  35796. * @param id defines the id to search for
  35797. * @return the found transform node or null if not found at all.
  35798. */
  35799. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35800. /**
  35801. * Gets a transform node with its auto-generated unique id
  35802. * @param uniqueId efines the unique id to search for
  35803. * @return the found transform node or null if not found at all.
  35804. */
  35805. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35806. /**
  35807. * Gets a list of transform nodes using their id
  35808. * @param id defines the id to search for
  35809. * @returns a list of transform nodes
  35810. */
  35811. getTransformNodesByID(id: string): Array<TransformNode>;
  35812. /**
  35813. * Gets a mesh with its auto-generated unique id
  35814. * @param uniqueId defines the unique id to search for
  35815. * @return the found mesh or null if not found at all.
  35816. */
  35817. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35818. /**
  35819. * Gets a the last added mesh using a given id
  35820. * @param id defines the id to search for
  35821. * @return the found mesh or null if not found at all.
  35822. */
  35823. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35824. /**
  35825. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35826. * @param id defines the id to search for
  35827. * @return the found node or null if not found at all
  35828. */
  35829. getLastEntryByID(id: string): Nullable<Node>;
  35830. /**
  35831. * Gets a node (Mesh, Camera, Light) using a given id
  35832. * @param id defines the id to search for
  35833. * @return the found node or null if not found at all
  35834. */
  35835. getNodeByID(id: string): Nullable<Node>;
  35836. /**
  35837. * Gets a node (Mesh, Camera, Light) using a given name
  35838. * @param name defines the name to search for
  35839. * @return the found node or null if not found at all.
  35840. */
  35841. getNodeByName(name: string): Nullable<Node>;
  35842. /**
  35843. * Gets a mesh using a given name
  35844. * @param name defines the name to search for
  35845. * @return the found mesh or null if not found at all.
  35846. */
  35847. getMeshByName(name: string): Nullable<AbstractMesh>;
  35848. /**
  35849. * Gets a transform node using a given name
  35850. * @param name defines the name to search for
  35851. * @return the found transform node or null if not found at all.
  35852. */
  35853. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35854. /**
  35855. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35856. * @param id defines the id to search for
  35857. * @return the found skeleton or null if not found at all.
  35858. */
  35859. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35860. /**
  35861. * Gets a skeleton using a given auto generated unique id
  35862. * @param uniqueId defines the unique id to search for
  35863. * @return the found skeleton or null if not found at all.
  35864. */
  35865. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35866. /**
  35867. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35868. * @param id defines the id to search for
  35869. * @return the found skeleton or null if not found at all.
  35870. */
  35871. getSkeletonById(id: string): Nullable<Skeleton>;
  35872. /**
  35873. * Gets a skeleton using a given name
  35874. * @param name defines the name to search for
  35875. * @return the found skeleton or null if not found at all.
  35876. */
  35877. getSkeletonByName(name: string): Nullable<Skeleton>;
  35878. /**
  35879. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35880. * @param id defines the id to search for
  35881. * @return the found morph target manager or null if not found at all.
  35882. */
  35883. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35884. /**
  35885. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35886. * @param id defines the id to search for
  35887. * @return the found morph target or null if not found at all.
  35888. */
  35889. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35890. /**
  35891. * Gets a boolean indicating if the given mesh is active
  35892. * @param mesh defines the mesh to look for
  35893. * @returns true if the mesh is in the active list
  35894. */
  35895. isActiveMesh(mesh: AbstractMesh): boolean;
  35896. /**
  35897. * Return a unique id as a string which can serve as an identifier for the scene
  35898. */
  35899. readonly uid: string;
  35900. /**
  35901. * Add an externaly attached data from its key.
  35902. * This method call will fail and return false, if such key already exists.
  35903. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35904. * @param key the unique key that identifies the data
  35905. * @param data the data object to associate to the key for this Engine instance
  35906. * @return true if no such key were already present and the data was added successfully, false otherwise
  35907. */
  35908. addExternalData<T>(key: string, data: T): boolean;
  35909. /**
  35910. * Get an externaly attached data from its key
  35911. * @param key the unique key that identifies the data
  35912. * @return the associated data, if present (can be null), or undefined if not present
  35913. */
  35914. getExternalData<T>(key: string): Nullable<T>;
  35915. /**
  35916. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35917. * @param key the unique key that identifies the data
  35918. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35919. * @return the associated data, can be null if the factory returned null.
  35920. */
  35921. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35922. /**
  35923. * Remove an externaly attached data from the Engine instance
  35924. * @param key the unique key that identifies the data
  35925. * @return true if the data was successfully removed, false if it doesn't exist
  35926. */
  35927. removeExternalData(key: string): boolean;
  35928. private _evaluateSubMesh;
  35929. /**
  35930. * Clear the processed materials smart array preventing retention point in material dispose.
  35931. */
  35932. freeProcessedMaterials(): void;
  35933. private _preventFreeActiveMeshesAndRenderingGroups;
  35934. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35935. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35936. * when disposing several meshes in a row or a hierarchy of meshes.
  35937. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35938. */
  35939. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35940. /**
  35941. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35942. */
  35943. freeActiveMeshes(): void;
  35944. /**
  35945. * Clear the info related to rendering groups preventing retention points during dispose.
  35946. */
  35947. freeRenderingGroups(): void;
  35948. /** @hidden */
  35949. _isInIntermediateRendering(): boolean;
  35950. /**
  35951. * Lambda returning the list of potentially active meshes.
  35952. */
  35953. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35954. /**
  35955. * Lambda returning the list of potentially active sub meshes.
  35956. */
  35957. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35958. /**
  35959. * Lambda returning the list of potentially intersecting sub meshes.
  35960. */
  35961. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35962. /**
  35963. * Lambda returning the list of potentially colliding sub meshes.
  35964. */
  35965. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35966. private _activeMeshesFrozen;
  35967. private _skipEvaluateActiveMeshesCompletely;
  35968. /**
  35969. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35970. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  35971. * @returns the current scene
  35972. */
  35973. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  35974. /**
  35975. * Use this function to restart evaluating active meshes on every frame
  35976. * @returns the current scene
  35977. */
  35978. unfreezeActiveMeshes(): Scene;
  35979. private _evaluateActiveMeshes;
  35980. private _activeMesh;
  35981. /**
  35982. * Update the transform matrix to update from the current active camera
  35983. * @param force defines a boolean used to force the update even if cache is up to date
  35984. */
  35985. updateTransformMatrix(force?: boolean): void;
  35986. private _bindFrameBuffer;
  35987. /** @hidden */
  35988. _allowPostProcessClearColor: boolean;
  35989. /** @hidden */
  35990. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35991. private _processSubCameras;
  35992. private _checkIntersections;
  35993. /** @hidden */
  35994. _advancePhysicsEngineStep(step: number): void;
  35995. /**
  35996. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35997. */
  35998. getDeterministicFrameTime: () => number;
  35999. /** @hidden */
  36000. _animate(): void;
  36001. /** Execute all animations (for a frame) */
  36002. animate(): void;
  36003. /**
  36004. * Render the scene
  36005. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  36006. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  36007. */
  36008. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  36009. /**
  36010. * Freeze all materials
  36011. * A frozen material will not be updatable but should be faster to render
  36012. */
  36013. freezeMaterials(): void;
  36014. /**
  36015. * Unfreeze all materials
  36016. * A frozen material will not be updatable but should be faster to render
  36017. */
  36018. unfreezeMaterials(): void;
  36019. /**
  36020. * Releases all held ressources
  36021. */
  36022. dispose(): void;
  36023. /**
  36024. * Gets if the scene is already disposed
  36025. */
  36026. readonly isDisposed: boolean;
  36027. /**
  36028. * Call this function to reduce memory footprint of the scene.
  36029. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  36030. */
  36031. clearCachedVertexData(): void;
  36032. /**
  36033. * This function will remove the local cached buffer data from texture.
  36034. * It will save memory but will prevent the texture from being rebuilt
  36035. */
  36036. cleanCachedTextureBuffer(): void;
  36037. /**
  36038. * Get the world extend vectors with an optional filter
  36039. *
  36040. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  36041. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  36042. */
  36043. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  36044. min: Vector3;
  36045. max: Vector3;
  36046. };
  36047. /**
  36048. * Creates a ray that can be used to pick in the scene
  36049. * @param x defines the x coordinate of the origin (on-screen)
  36050. * @param y defines the y coordinate of the origin (on-screen)
  36051. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36052. * @param camera defines the camera to use for the picking
  36053. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36054. * @returns a Ray
  36055. */
  36056. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  36057. /**
  36058. * Creates a ray that can be used to pick in the scene
  36059. * @param x defines the x coordinate of the origin (on-screen)
  36060. * @param y defines the y coordinate of the origin (on-screen)
  36061. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36062. * @param result defines the ray where to store the picking ray
  36063. * @param camera defines the camera to use for the picking
  36064. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36065. * @returns the current scene
  36066. */
  36067. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  36068. /**
  36069. * Creates a ray that can be used to pick in the scene
  36070. * @param x defines the x coordinate of the origin (on-screen)
  36071. * @param y defines the y coordinate of the origin (on-screen)
  36072. * @param camera defines the camera to use for the picking
  36073. * @returns a Ray
  36074. */
  36075. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  36076. /**
  36077. * Creates a ray that can be used to pick in the scene
  36078. * @param x defines the x coordinate of the origin (on-screen)
  36079. * @param y defines the y coordinate of the origin (on-screen)
  36080. * @param result defines the ray where to store the picking ray
  36081. * @param camera defines the camera to use for the picking
  36082. * @returns the current scene
  36083. */
  36084. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  36085. /** Launch a ray to try to pick a mesh in the scene
  36086. * @param x position on screen
  36087. * @param y position on screen
  36088. * @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
  36089. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  36090. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36091. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36092. * @returns a PickingInfo
  36093. */
  36094. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36095. /** Use the given ray to pick a mesh in the scene
  36096. * @param ray The ray to use to pick meshes
  36097. * @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
  36098. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  36099. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36100. * @returns a PickingInfo
  36101. */
  36102. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36103. /**
  36104. * Launch a ray to try to pick a mesh in the scene
  36105. * @param x X position on screen
  36106. * @param y Y position on screen
  36107. * @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
  36108. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36109. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36110. * @returns an array of PickingInfo
  36111. */
  36112. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36113. /**
  36114. * Launch a ray to try to pick a mesh in the scene
  36115. * @param ray Ray to use
  36116. * @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
  36117. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36118. * @returns an array of PickingInfo
  36119. */
  36120. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36121. /**
  36122. * Force the value of meshUnderPointer
  36123. * @param mesh defines the mesh to use
  36124. */
  36125. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  36126. /**
  36127. * Gets the mesh under the pointer
  36128. * @returns a Mesh or null if no mesh is under the pointer
  36129. */
  36130. getPointerOverMesh(): Nullable<AbstractMesh>;
  36131. /** @hidden */
  36132. _rebuildGeometries(): void;
  36133. /** @hidden */
  36134. _rebuildTextures(): void;
  36135. private _getByTags;
  36136. /**
  36137. * Get a list of meshes by tags
  36138. * @param tagsQuery defines the tags query to use
  36139. * @param forEach defines a predicate used to filter results
  36140. * @returns an array of Mesh
  36141. */
  36142. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  36143. /**
  36144. * Get a list of cameras by tags
  36145. * @param tagsQuery defines the tags query to use
  36146. * @param forEach defines a predicate used to filter results
  36147. * @returns an array of Camera
  36148. */
  36149. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  36150. /**
  36151. * Get a list of lights by tags
  36152. * @param tagsQuery defines the tags query to use
  36153. * @param forEach defines a predicate used to filter results
  36154. * @returns an array of Light
  36155. */
  36156. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  36157. /**
  36158. * Get a list of materials by tags
  36159. * @param tagsQuery defines the tags query to use
  36160. * @param forEach defines a predicate used to filter results
  36161. * @returns an array of Material
  36162. */
  36163. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  36164. /**
  36165. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  36166. * This allowed control for front to back rendering or reversly depending of the special needs.
  36167. *
  36168. * @param renderingGroupId The rendering group id corresponding to its index
  36169. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  36170. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  36171. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  36172. */
  36173. 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;
  36174. /**
  36175. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  36176. *
  36177. * @param renderingGroupId The rendering group id corresponding to its index
  36178. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  36179. * @param depth Automatically clears depth between groups if true and autoClear is true.
  36180. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  36181. */
  36182. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  36183. /**
  36184. * Gets the current auto clear configuration for one rendering group of the rendering
  36185. * manager.
  36186. * @param index the rendering group index to get the information for
  36187. * @returns The auto clear setup for the requested rendering group
  36188. */
  36189. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  36190. private _blockMaterialDirtyMechanism;
  36191. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  36192. blockMaterialDirtyMechanism: boolean;
  36193. /**
  36194. * Will flag all materials as dirty to trigger new shader compilation
  36195. * @param flag defines the flag used to specify which material part must be marked as dirty
  36196. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  36197. */
  36198. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  36199. /** @hidden */
  36200. _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;
  36201. /** @hidden */
  36202. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36203. /** @hidden */
  36204. _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;
  36205. /** @hidden */
  36206. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  36207. /** @hidden */
  36208. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  36209. /** @hidden */
  36210. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36211. }
  36212. }
  36213. declare module "babylonjs/assetContainer" {
  36214. import { AbstractScene } from "babylonjs/abstractScene";
  36215. import { Scene } from "babylonjs/scene";
  36216. import { Mesh } from "babylonjs/Meshes/mesh";
  36217. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36218. import { Skeleton } from "babylonjs/Bones/skeleton";
  36219. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36220. /**
  36221. * Set of assets to keep when moving a scene into an asset container.
  36222. */
  36223. export class KeepAssets extends AbstractScene {
  36224. }
  36225. /**
  36226. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  36227. */
  36228. export class InstantiatedEntries {
  36229. /**
  36230. * List of new root nodes (eg. nodes with no parent)
  36231. */
  36232. rootNodes: TransformNode[];
  36233. /**
  36234. * List of new skeletons
  36235. */
  36236. skeletons: Skeleton[];
  36237. /**
  36238. * List of new animation groups
  36239. */
  36240. animationGroups: AnimationGroup[];
  36241. }
  36242. /**
  36243. * Container with a set of assets that can be added or removed from a scene.
  36244. */
  36245. export class AssetContainer extends AbstractScene {
  36246. /**
  36247. * The scene the AssetContainer belongs to.
  36248. */
  36249. scene: Scene;
  36250. /**
  36251. * Instantiates an AssetContainer.
  36252. * @param scene The scene the AssetContainer belongs to.
  36253. */
  36254. constructor(scene: Scene);
  36255. /**
  36256. * Instantiate or clone all meshes and add the new ones to the scene.
  36257. * Skeletons and animation groups will all be cloned
  36258. * @param nameFunction defines an optional function used to get new names for clones
  36259. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  36260. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  36261. */
  36262. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  36263. /**
  36264. * Adds all the assets from the container to the scene.
  36265. */
  36266. addAllToScene(): void;
  36267. /**
  36268. * Removes all the assets in the container from the scene
  36269. */
  36270. removeAllFromScene(): void;
  36271. /**
  36272. * Disposes all the assets in the container
  36273. */
  36274. dispose(): void;
  36275. private _moveAssets;
  36276. /**
  36277. * Removes all the assets contained in the scene and adds them to the container.
  36278. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  36279. */
  36280. moveAllFromScene(keepAssets?: KeepAssets): void;
  36281. /**
  36282. * 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.
  36283. * @returns the root mesh
  36284. */
  36285. createRootMesh(): Mesh;
  36286. }
  36287. }
  36288. declare module "babylonjs/abstractScene" {
  36289. import { Scene } from "babylonjs/scene";
  36290. import { Nullable } from "babylonjs/types";
  36291. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36292. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36293. import { Geometry } from "babylonjs/Meshes/geometry";
  36294. import { Skeleton } from "babylonjs/Bones/skeleton";
  36295. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  36296. import { AssetContainer } from "babylonjs/assetContainer";
  36297. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  36298. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36299. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  36300. import { Material } from "babylonjs/Materials/material";
  36301. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  36302. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  36303. import { Camera } from "babylonjs/Cameras/camera";
  36304. import { Light } from "babylonjs/Lights/light";
  36305. import { Node } from "babylonjs/node";
  36306. import { Animation } from "babylonjs/Animations/animation";
  36307. /**
  36308. * Defines how the parser contract is defined.
  36309. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  36310. */
  36311. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  36312. /**
  36313. * Defines how the individual parser contract is defined.
  36314. * These parser can parse an individual asset
  36315. */
  36316. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  36317. /**
  36318. * Base class of the scene acting as a container for the different elements composing a scene.
  36319. * This class is dynamically extended by the different components of the scene increasing
  36320. * flexibility and reducing coupling
  36321. */
  36322. export abstract class AbstractScene {
  36323. /**
  36324. * Stores the list of available parsers in the application.
  36325. */
  36326. private static _BabylonFileParsers;
  36327. /**
  36328. * Stores the list of available individual parsers in the application.
  36329. */
  36330. private static _IndividualBabylonFileParsers;
  36331. /**
  36332. * Adds a parser in the list of available ones
  36333. * @param name Defines the name of the parser
  36334. * @param parser Defines the parser to add
  36335. */
  36336. static AddParser(name: string, parser: BabylonFileParser): void;
  36337. /**
  36338. * Gets a general parser from the list of avaialble ones
  36339. * @param name Defines the name of the parser
  36340. * @returns the requested parser or null
  36341. */
  36342. static GetParser(name: string): Nullable<BabylonFileParser>;
  36343. /**
  36344. * Adds n individual parser in the list of available ones
  36345. * @param name Defines the name of the parser
  36346. * @param parser Defines the parser to add
  36347. */
  36348. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36349. /**
  36350. * Gets an individual parser from the list of avaialble ones
  36351. * @param name Defines the name of the parser
  36352. * @returns the requested parser or null
  36353. */
  36354. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36355. /**
  36356. * Parser json data and populate both a scene and its associated container object
  36357. * @param jsonData Defines the data to parse
  36358. * @param scene Defines the scene to parse the data for
  36359. * @param container Defines the container attached to the parsing sequence
  36360. * @param rootUrl Defines the root url of the data
  36361. */
  36362. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36363. /**
  36364. * Gets the list of root nodes (ie. nodes with no parent)
  36365. */
  36366. rootNodes: Node[];
  36367. /** All of the cameras added to this scene
  36368. * @see http://doc.babylonjs.com/babylon101/cameras
  36369. */
  36370. cameras: Camera[];
  36371. /**
  36372. * All of the lights added to this scene
  36373. * @see http://doc.babylonjs.com/babylon101/lights
  36374. */
  36375. lights: Light[];
  36376. /**
  36377. * All of the (abstract) meshes added to this scene
  36378. */
  36379. meshes: AbstractMesh[];
  36380. /**
  36381. * The list of skeletons added to the scene
  36382. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36383. */
  36384. skeletons: Skeleton[];
  36385. /**
  36386. * All of the particle systems added to this scene
  36387. * @see http://doc.babylonjs.com/babylon101/particles
  36388. */
  36389. particleSystems: IParticleSystem[];
  36390. /**
  36391. * Gets a list of Animations associated with the scene
  36392. */
  36393. animations: Animation[];
  36394. /**
  36395. * All of the animation groups added to this scene
  36396. * @see http://doc.babylonjs.com/how_to/group
  36397. */
  36398. animationGroups: AnimationGroup[];
  36399. /**
  36400. * All of the multi-materials added to this scene
  36401. * @see http://doc.babylonjs.com/how_to/multi_materials
  36402. */
  36403. multiMaterials: MultiMaterial[];
  36404. /**
  36405. * All of the materials added to this scene
  36406. * In the context of a Scene, it is not supposed to be modified manually.
  36407. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36408. * Note also that the order of the Material within the array is not significant and might change.
  36409. * @see http://doc.babylonjs.com/babylon101/materials
  36410. */
  36411. materials: Material[];
  36412. /**
  36413. * The list of morph target managers added to the scene
  36414. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36415. */
  36416. morphTargetManagers: MorphTargetManager[];
  36417. /**
  36418. * The list of geometries used in the scene.
  36419. */
  36420. geometries: Geometry[];
  36421. /**
  36422. * All of the tranform nodes added to this scene
  36423. * In the context of a Scene, it is not supposed to be modified manually.
  36424. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36425. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36426. * @see http://doc.babylonjs.com/how_to/transformnode
  36427. */
  36428. transformNodes: TransformNode[];
  36429. /**
  36430. * ActionManagers available on the scene.
  36431. */
  36432. actionManagers: AbstractActionManager[];
  36433. /**
  36434. * Textures to keep.
  36435. */
  36436. textures: BaseTexture[];
  36437. /**
  36438. * Environment texture for the scene
  36439. */
  36440. environmentTexture: Nullable<BaseTexture>;
  36441. }
  36442. }
  36443. declare module "babylonjs/Audio/sound" {
  36444. import { Observable } from "babylonjs/Misc/observable";
  36445. import { Vector3 } from "babylonjs/Maths/math.vector";
  36446. import { Nullable } from "babylonjs/types";
  36447. import { Scene } from "babylonjs/scene";
  36448. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36449. /**
  36450. * Interface used to define options for Sound class
  36451. */
  36452. export interface ISoundOptions {
  36453. /**
  36454. * Does the sound autoplay once loaded.
  36455. */
  36456. autoplay?: boolean;
  36457. /**
  36458. * Does the sound loop after it finishes playing once.
  36459. */
  36460. loop?: boolean;
  36461. /**
  36462. * Sound's volume
  36463. */
  36464. volume?: number;
  36465. /**
  36466. * Is it a spatial sound?
  36467. */
  36468. spatialSound?: boolean;
  36469. /**
  36470. * Maximum distance to hear that sound
  36471. */
  36472. maxDistance?: number;
  36473. /**
  36474. * Uses user defined attenuation function
  36475. */
  36476. useCustomAttenuation?: boolean;
  36477. /**
  36478. * Define the roll off factor of spatial sounds.
  36479. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36480. */
  36481. rolloffFactor?: number;
  36482. /**
  36483. * Define the reference distance the sound should be heard perfectly.
  36484. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36485. */
  36486. refDistance?: number;
  36487. /**
  36488. * Define the distance attenuation model the sound will follow.
  36489. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36490. */
  36491. distanceModel?: string;
  36492. /**
  36493. * Defines the playback speed (1 by default)
  36494. */
  36495. playbackRate?: number;
  36496. /**
  36497. * Defines if the sound is from a streaming source
  36498. */
  36499. streaming?: boolean;
  36500. /**
  36501. * Defines an optional length (in seconds) inside the sound file
  36502. */
  36503. length?: number;
  36504. /**
  36505. * Defines an optional offset (in seconds) inside the sound file
  36506. */
  36507. offset?: number;
  36508. /**
  36509. * If true, URLs will not be required to state the audio file codec to use.
  36510. */
  36511. skipCodecCheck?: boolean;
  36512. }
  36513. /**
  36514. * Defines a sound that can be played in the application.
  36515. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36516. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36517. */
  36518. export class Sound {
  36519. /**
  36520. * The name of the sound in the scene.
  36521. */
  36522. name: string;
  36523. /**
  36524. * Does the sound autoplay once loaded.
  36525. */
  36526. autoplay: boolean;
  36527. /**
  36528. * Does the sound loop after it finishes playing once.
  36529. */
  36530. loop: boolean;
  36531. /**
  36532. * Does the sound use a custom attenuation curve to simulate the falloff
  36533. * happening when the source gets further away from the camera.
  36534. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36535. */
  36536. useCustomAttenuation: boolean;
  36537. /**
  36538. * The sound track id this sound belongs to.
  36539. */
  36540. soundTrackId: number;
  36541. /**
  36542. * Is this sound currently played.
  36543. */
  36544. isPlaying: boolean;
  36545. /**
  36546. * Is this sound currently paused.
  36547. */
  36548. isPaused: boolean;
  36549. /**
  36550. * Does this sound enables spatial sound.
  36551. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36552. */
  36553. spatialSound: boolean;
  36554. /**
  36555. * Define the reference distance the sound should be heard perfectly.
  36556. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36557. */
  36558. refDistance: number;
  36559. /**
  36560. * Define the roll off factor of spatial sounds.
  36561. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36562. */
  36563. rolloffFactor: number;
  36564. /**
  36565. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36566. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36567. */
  36568. maxDistance: number;
  36569. /**
  36570. * Define the distance attenuation model the sound will follow.
  36571. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36572. */
  36573. distanceModel: string;
  36574. /**
  36575. * @hidden
  36576. * Back Compat
  36577. **/
  36578. onended: () => any;
  36579. /**
  36580. * Observable event when the current playing sound finishes.
  36581. */
  36582. onEndedObservable: Observable<Sound>;
  36583. private _panningModel;
  36584. private _playbackRate;
  36585. private _streaming;
  36586. private _startTime;
  36587. private _startOffset;
  36588. private _position;
  36589. /** @hidden */
  36590. _positionInEmitterSpace: boolean;
  36591. private _localDirection;
  36592. private _volume;
  36593. private _isReadyToPlay;
  36594. private _isDirectional;
  36595. private _readyToPlayCallback;
  36596. private _audioBuffer;
  36597. private _soundSource;
  36598. private _streamingSource;
  36599. private _soundPanner;
  36600. private _soundGain;
  36601. private _inputAudioNode;
  36602. private _outputAudioNode;
  36603. private _coneInnerAngle;
  36604. private _coneOuterAngle;
  36605. private _coneOuterGain;
  36606. private _scene;
  36607. private _connectedTransformNode;
  36608. private _customAttenuationFunction;
  36609. private _registerFunc;
  36610. private _isOutputConnected;
  36611. private _htmlAudioElement;
  36612. private _urlType;
  36613. private _length?;
  36614. private _offset?;
  36615. /** @hidden */
  36616. static _SceneComponentInitialization: (scene: Scene) => void;
  36617. /**
  36618. * Create a sound and attach it to a scene
  36619. * @param name Name of your sound
  36620. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36621. * @param scene defines the scene the sound belongs to
  36622. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36623. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36624. */
  36625. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36626. /**
  36627. * Release the sound and its associated resources
  36628. */
  36629. dispose(): void;
  36630. /**
  36631. * Gets if the sounds is ready to be played or not.
  36632. * @returns true if ready, otherwise false
  36633. */
  36634. isReady(): boolean;
  36635. private _soundLoaded;
  36636. /**
  36637. * Sets the data of the sound from an audiobuffer
  36638. * @param audioBuffer The audioBuffer containing the data
  36639. */
  36640. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36641. /**
  36642. * Updates the current sounds options such as maxdistance, loop...
  36643. * @param options A JSON object containing values named as the object properties
  36644. */
  36645. updateOptions(options: ISoundOptions): void;
  36646. private _createSpatialParameters;
  36647. private _updateSpatialParameters;
  36648. /**
  36649. * Switch the panning model to HRTF:
  36650. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36651. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36652. */
  36653. switchPanningModelToHRTF(): void;
  36654. /**
  36655. * Switch the panning model to Equal Power:
  36656. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36657. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36658. */
  36659. switchPanningModelToEqualPower(): void;
  36660. private _switchPanningModel;
  36661. /**
  36662. * Connect this sound to a sound track audio node like gain...
  36663. * @param soundTrackAudioNode the sound track audio node to connect to
  36664. */
  36665. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36666. /**
  36667. * Transform this sound into a directional source
  36668. * @param coneInnerAngle Size of the inner cone in degree
  36669. * @param coneOuterAngle Size of the outer cone in degree
  36670. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36671. */
  36672. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36673. /**
  36674. * Gets or sets the inner angle for the directional cone.
  36675. */
  36676. /**
  36677. * Gets or sets the inner angle for the directional cone.
  36678. */
  36679. directionalConeInnerAngle: number;
  36680. /**
  36681. * Gets or sets the outer angle for the directional cone.
  36682. */
  36683. /**
  36684. * Gets or sets the outer angle for the directional cone.
  36685. */
  36686. directionalConeOuterAngle: number;
  36687. /**
  36688. * Sets the position of the emitter if spatial sound is enabled
  36689. * @param newPosition Defines the new posisiton
  36690. */
  36691. setPosition(newPosition: Vector3): void;
  36692. /**
  36693. * Sets the local direction of the emitter if spatial sound is enabled
  36694. * @param newLocalDirection Defines the new local direction
  36695. */
  36696. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36697. private _updateDirection;
  36698. /** @hidden */
  36699. updateDistanceFromListener(): void;
  36700. /**
  36701. * Sets a new custom attenuation function for the sound.
  36702. * @param callback Defines the function used for the attenuation
  36703. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36704. */
  36705. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36706. /**
  36707. * Play the sound
  36708. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36709. * @param offset (optional) Start the sound at a specific time in seconds
  36710. * @param length (optional) Sound duration (in seconds)
  36711. */
  36712. play(time?: number, offset?: number, length?: number): void;
  36713. private _onended;
  36714. /**
  36715. * Stop the sound
  36716. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36717. */
  36718. stop(time?: number): void;
  36719. /**
  36720. * Put the sound in pause
  36721. */
  36722. pause(): void;
  36723. /**
  36724. * Sets a dedicated volume for this sounds
  36725. * @param newVolume Define the new volume of the sound
  36726. * @param time Define time for gradual change to new volume
  36727. */
  36728. setVolume(newVolume: number, time?: number): void;
  36729. /**
  36730. * Set the sound play back rate
  36731. * @param newPlaybackRate Define the playback rate the sound should be played at
  36732. */
  36733. setPlaybackRate(newPlaybackRate: number): void;
  36734. /**
  36735. * Gets the volume of the sound.
  36736. * @returns the volume of the sound
  36737. */
  36738. getVolume(): number;
  36739. /**
  36740. * Attach the sound to a dedicated mesh
  36741. * @param transformNode The transform node to connect the sound with
  36742. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36743. */
  36744. attachToMesh(transformNode: TransformNode): void;
  36745. /**
  36746. * Detach the sound from the previously attached mesh
  36747. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36748. */
  36749. detachFromMesh(): void;
  36750. private _onRegisterAfterWorldMatrixUpdate;
  36751. /**
  36752. * Clone the current sound in the scene.
  36753. * @returns the new sound clone
  36754. */
  36755. clone(): Nullable<Sound>;
  36756. /**
  36757. * Gets the current underlying audio buffer containing the data
  36758. * @returns the audio buffer
  36759. */
  36760. getAudioBuffer(): Nullable<AudioBuffer>;
  36761. /**
  36762. * Serializes the Sound in a JSON representation
  36763. * @returns the JSON representation of the sound
  36764. */
  36765. serialize(): any;
  36766. /**
  36767. * Parse a JSON representation of a sound to innstantiate in a given scene
  36768. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36769. * @param scene Define the scene the new parsed sound should be created in
  36770. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36771. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36772. * @returns the newly parsed sound
  36773. */
  36774. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36775. }
  36776. }
  36777. declare module "babylonjs/Actions/directAudioActions" {
  36778. import { Action } from "babylonjs/Actions/action";
  36779. import { Condition } from "babylonjs/Actions/condition";
  36780. import { Sound } from "babylonjs/Audio/sound";
  36781. /**
  36782. * This defines an action helpful to play a defined sound on a triggered action.
  36783. */
  36784. export class PlaySoundAction extends Action {
  36785. private _sound;
  36786. /**
  36787. * Instantiate the action
  36788. * @param triggerOptions defines the trigger options
  36789. * @param sound defines the sound to play
  36790. * @param condition defines the trigger related conditions
  36791. */
  36792. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36793. /** @hidden */
  36794. _prepare(): void;
  36795. /**
  36796. * Execute the action and play the sound.
  36797. */
  36798. execute(): void;
  36799. /**
  36800. * Serializes the actions and its related information.
  36801. * @param parent defines the object to serialize in
  36802. * @returns the serialized object
  36803. */
  36804. serialize(parent: any): any;
  36805. }
  36806. /**
  36807. * This defines an action helpful to stop a defined sound on a triggered action.
  36808. */
  36809. export class StopSoundAction extends Action {
  36810. private _sound;
  36811. /**
  36812. * Instantiate the action
  36813. * @param triggerOptions defines the trigger options
  36814. * @param sound defines the sound to stop
  36815. * @param condition defines the trigger related conditions
  36816. */
  36817. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36818. /** @hidden */
  36819. _prepare(): void;
  36820. /**
  36821. * Execute the action and stop the sound.
  36822. */
  36823. execute(): void;
  36824. /**
  36825. * Serializes the actions and its related information.
  36826. * @param parent defines the object to serialize in
  36827. * @returns the serialized object
  36828. */
  36829. serialize(parent: any): any;
  36830. }
  36831. }
  36832. declare module "babylonjs/Actions/interpolateValueAction" {
  36833. import { Action } from "babylonjs/Actions/action";
  36834. import { Condition } from "babylonjs/Actions/condition";
  36835. import { Observable } from "babylonjs/Misc/observable";
  36836. /**
  36837. * This defines an action responsible to change the value of a property
  36838. * by interpolating between its current value and the newly set one once triggered.
  36839. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36840. */
  36841. export class InterpolateValueAction extends Action {
  36842. /**
  36843. * Defines the path of the property where the value should be interpolated
  36844. */
  36845. propertyPath: string;
  36846. /**
  36847. * Defines the target value at the end of the interpolation.
  36848. */
  36849. value: any;
  36850. /**
  36851. * Defines the time it will take for the property to interpolate to the value.
  36852. */
  36853. duration: number;
  36854. /**
  36855. * Defines if the other scene animations should be stopped when the action has been triggered
  36856. */
  36857. stopOtherAnimations?: boolean;
  36858. /**
  36859. * Defines a callback raised once the interpolation animation has been done.
  36860. */
  36861. onInterpolationDone?: () => void;
  36862. /**
  36863. * Observable triggered once the interpolation animation has been done.
  36864. */
  36865. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36866. private _target;
  36867. private _effectiveTarget;
  36868. private _property;
  36869. /**
  36870. * Instantiate the action
  36871. * @param triggerOptions defines the trigger options
  36872. * @param target defines the object containing the value to interpolate
  36873. * @param propertyPath defines the path to the property in the target object
  36874. * @param value defines the target value at the end of the interpolation
  36875. * @param duration deines the time it will take for the property to interpolate to the value.
  36876. * @param condition defines the trigger related conditions
  36877. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36878. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36879. */
  36880. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36881. /** @hidden */
  36882. _prepare(): void;
  36883. /**
  36884. * Execute the action starts the value interpolation.
  36885. */
  36886. execute(): void;
  36887. /**
  36888. * Serializes the actions and its related information.
  36889. * @param parent defines the object to serialize in
  36890. * @returns the serialized object
  36891. */
  36892. serialize(parent: any): any;
  36893. }
  36894. }
  36895. declare module "babylonjs/Actions/index" {
  36896. export * from "babylonjs/Actions/abstractActionManager";
  36897. export * from "babylonjs/Actions/action";
  36898. export * from "babylonjs/Actions/actionEvent";
  36899. export * from "babylonjs/Actions/actionManager";
  36900. export * from "babylonjs/Actions/condition";
  36901. export * from "babylonjs/Actions/directActions";
  36902. export * from "babylonjs/Actions/directAudioActions";
  36903. export * from "babylonjs/Actions/interpolateValueAction";
  36904. }
  36905. declare module "babylonjs/Animations/index" {
  36906. export * from "babylonjs/Animations/animatable";
  36907. export * from "babylonjs/Animations/animation";
  36908. export * from "babylonjs/Animations/animationGroup";
  36909. export * from "babylonjs/Animations/animationPropertiesOverride";
  36910. export * from "babylonjs/Animations/easing";
  36911. export * from "babylonjs/Animations/runtimeAnimation";
  36912. export * from "babylonjs/Animations/animationEvent";
  36913. export * from "babylonjs/Animations/animationGroup";
  36914. export * from "babylonjs/Animations/animationKey";
  36915. export * from "babylonjs/Animations/animationRange";
  36916. export * from "babylonjs/Animations/animatable.interface";
  36917. }
  36918. declare module "babylonjs/Audio/soundTrack" {
  36919. import { Sound } from "babylonjs/Audio/sound";
  36920. import { Analyser } from "babylonjs/Audio/analyser";
  36921. import { Scene } from "babylonjs/scene";
  36922. /**
  36923. * Options allowed during the creation of a sound track.
  36924. */
  36925. export interface ISoundTrackOptions {
  36926. /**
  36927. * The volume the sound track should take during creation
  36928. */
  36929. volume?: number;
  36930. /**
  36931. * Define if the sound track is the main sound track of the scene
  36932. */
  36933. mainTrack?: boolean;
  36934. }
  36935. /**
  36936. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36937. * It will be also used in a future release to apply effects on a specific track.
  36938. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36939. */
  36940. export class SoundTrack {
  36941. /**
  36942. * The unique identifier of the sound track in the scene.
  36943. */
  36944. id: number;
  36945. /**
  36946. * The list of sounds included in the sound track.
  36947. */
  36948. soundCollection: Array<Sound>;
  36949. private _outputAudioNode;
  36950. private _scene;
  36951. private _connectedAnalyser;
  36952. private _options;
  36953. private _isInitialized;
  36954. /**
  36955. * Creates a new sound track.
  36956. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36957. * @param scene Define the scene the sound track belongs to
  36958. * @param options
  36959. */
  36960. constructor(scene: Scene, options?: ISoundTrackOptions);
  36961. private _initializeSoundTrackAudioGraph;
  36962. /**
  36963. * Release the sound track and its associated resources
  36964. */
  36965. dispose(): void;
  36966. /**
  36967. * Adds a sound to this sound track
  36968. * @param sound define the cound to add
  36969. * @ignoreNaming
  36970. */
  36971. AddSound(sound: Sound): void;
  36972. /**
  36973. * Removes a sound to this sound track
  36974. * @param sound define the cound to remove
  36975. * @ignoreNaming
  36976. */
  36977. RemoveSound(sound: Sound): void;
  36978. /**
  36979. * Set a global volume for the full sound track.
  36980. * @param newVolume Define the new volume of the sound track
  36981. */
  36982. setVolume(newVolume: number): void;
  36983. /**
  36984. * Switch the panning model to HRTF:
  36985. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36986. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36987. */
  36988. switchPanningModelToHRTF(): void;
  36989. /**
  36990. * Switch the panning model to Equal Power:
  36991. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36992. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36993. */
  36994. switchPanningModelToEqualPower(): void;
  36995. /**
  36996. * Connect the sound track to an audio analyser allowing some amazing
  36997. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36998. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36999. * @param analyser The analyser to connect to the engine
  37000. */
  37001. connectToAnalyser(analyser: Analyser): void;
  37002. }
  37003. }
  37004. declare module "babylonjs/Audio/audioSceneComponent" {
  37005. import { Sound } from "babylonjs/Audio/sound";
  37006. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  37007. import { Nullable } from "babylonjs/types";
  37008. import { Vector3 } from "babylonjs/Maths/math.vector";
  37009. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  37010. import { Scene } from "babylonjs/scene";
  37011. import { AbstractScene } from "babylonjs/abstractScene";
  37012. import "babylonjs/Audio/audioEngine";
  37013. module "babylonjs/abstractScene" {
  37014. interface AbstractScene {
  37015. /**
  37016. * The list of sounds used in the scene.
  37017. */
  37018. sounds: Nullable<Array<Sound>>;
  37019. }
  37020. }
  37021. module "babylonjs/scene" {
  37022. interface Scene {
  37023. /**
  37024. * @hidden
  37025. * Backing field
  37026. */
  37027. _mainSoundTrack: SoundTrack;
  37028. /**
  37029. * The main sound track played by the scene.
  37030. * It cotains your primary collection of sounds.
  37031. */
  37032. mainSoundTrack: SoundTrack;
  37033. /**
  37034. * The list of sound tracks added to the scene
  37035. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37036. */
  37037. soundTracks: Nullable<Array<SoundTrack>>;
  37038. /**
  37039. * Gets a sound using a given name
  37040. * @param name defines the name to search for
  37041. * @return the found sound or null if not found at all.
  37042. */
  37043. getSoundByName(name: string): Nullable<Sound>;
  37044. /**
  37045. * Gets or sets if audio support is enabled
  37046. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37047. */
  37048. audioEnabled: boolean;
  37049. /**
  37050. * Gets or sets if audio will be output to headphones
  37051. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37052. */
  37053. headphone: boolean;
  37054. /**
  37055. * Gets or sets custom audio listener position provider
  37056. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37057. */
  37058. audioListenerPositionProvider: Nullable<() => Vector3>;
  37059. /**
  37060. * Gets or sets a refresh rate when using 3D audio positioning
  37061. */
  37062. audioPositioningRefreshRate: number;
  37063. }
  37064. }
  37065. /**
  37066. * Defines the sound scene component responsible to manage any sounds
  37067. * in a given scene.
  37068. */
  37069. export class AudioSceneComponent implements ISceneSerializableComponent {
  37070. /**
  37071. * The component name helpfull to identify the component in the list of scene components.
  37072. */
  37073. readonly name: string;
  37074. /**
  37075. * The scene the component belongs to.
  37076. */
  37077. scene: Scene;
  37078. private _audioEnabled;
  37079. /**
  37080. * Gets whether audio is enabled or not.
  37081. * Please use related enable/disable method to switch state.
  37082. */
  37083. readonly audioEnabled: boolean;
  37084. private _headphone;
  37085. /**
  37086. * Gets whether audio is outputing to headphone or not.
  37087. * Please use the according Switch methods to change output.
  37088. */
  37089. readonly headphone: boolean;
  37090. /**
  37091. * Gets or sets a refresh rate when using 3D audio positioning
  37092. */
  37093. audioPositioningRefreshRate: number;
  37094. private _audioListenerPositionProvider;
  37095. /**
  37096. * Gets the current audio listener position provider
  37097. */
  37098. /**
  37099. * Sets a custom listener position for all sounds in the scene
  37100. * By default, this is the position of the first active camera
  37101. */
  37102. audioListenerPositionProvider: Nullable<() => Vector3>;
  37103. /**
  37104. * Creates a new instance of the component for the given scene
  37105. * @param scene Defines the scene to register the component in
  37106. */
  37107. constructor(scene: Scene);
  37108. /**
  37109. * Registers the component in a given scene
  37110. */
  37111. register(): void;
  37112. /**
  37113. * Rebuilds the elements related to this component in case of
  37114. * context lost for instance.
  37115. */
  37116. rebuild(): void;
  37117. /**
  37118. * Serializes the component data to the specified json object
  37119. * @param serializationObject The object to serialize to
  37120. */
  37121. serialize(serializationObject: any): void;
  37122. /**
  37123. * Adds all the elements from the container to the scene
  37124. * @param container the container holding the elements
  37125. */
  37126. addFromContainer(container: AbstractScene): void;
  37127. /**
  37128. * Removes all the elements in the container from the scene
  37129. * @param container contains the elements to remove
  37130. * @param dispose if the removed element should be disposed (default: false)
  37131. */
  37132. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  37133. /**
  37134. * Disposes the component and the associated ressources.
  37135. */
  37136. dispose(): void;
  37137. /**
  37138. * Disables audio in the associated scene.
  37139. */
  37140. disableAudio(): void;
  37141. /**
  37142. * Enables audio in the associated scene.
  37143. */
  37144. enableAudio(): void;
  37145. /**
  37146. * Switch audio to headphone output.
  37147. */
  37148. switchAudioModeForHeadphones(): void;
  37149. /**
  37150. * Switch audio to normal speakers.
  37151. */
  37152. switchAudioModeForNormalSpeakers(): void;
  37153. private _cachedCameraDirection;
  37154. private _cachedCameraPosition;
  37155. private _lastCheck;
  37156. private _afterRender;
  37157. }
  37158. }
  37159. declare module "babylonjs/Audio/weightedsound" {
  37160. import { Sound } from "babylonjs/Audio/sound";
  37161. /**
  37162. * Wraps one or more Sound objects and selects one with random weight for playback.
  37163. */
  37164. export class WeightedSound {
  37165. /** When true a Sound will be selected and played when the current playing Sound completes. */
  37166. loop: boolean;
  37167. private _coneInnerAngle;
  37168. private _coneOuterAngle;
  37169. private _volume;
  37170. /** A Sound is currently playing. */
  37171. isPlaying: boolean;
  37172. /** A Sound is currently paused. */
  37173. isPaused: boolean;
  37174. private _sounds;
  37175. private _weights;
  37176. private _currentIndex?;
  37177. /**
  37178. * Creates a new WeightedSound from the list of sounds given.
  37179. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  37180. * @param sounds Array of Sounds that will be selected from.
  37181. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  37182. */
  37183. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  37184. /**
  37185. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  37186. */
  37187. /**
  37188. * The size of cone in degress for a directional sound in which there will be no attenuation.
  37189. */
  37190. directionalConeInnerAngle: number;
  37191. /**
  37192. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37193. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37194. */
  37195. /**
  37196. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37197. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37198. */
  37199. directionalConeOuterAngle: number;
  37200. /**
  37201. * Playback volume.
  37202. */
  37203. /**
  37204. * Playback volume.
  37205. */
  37206. volume: number;
  37207. private _onended;
  37208. /**
  37209. * Suspend playback
  37210. */
  37211. pause(): void;
  37212. /**
  37213. * Stop playback
  37214. */
  37215. stop(): void;
  37216. /**
  37217. * Start playback.
  37218. * @param startOffset Position the clip head at a specific time in seconds.
  37219. */
  37220. play(startOffset?: number): void;
  37221. }
  37222. }
  37223. declare module "babylonjs/Audio/index" {
  37224. export * from "babylonjs/Audio/analyser";
  37225. export * from "babylonjs/Audio/audioEngine";
  37226. export * from "babylonjs/Audio/audioSceneComponent";
  37227. export * from "babylonjs/Audio/sound";
  37228. export * from "babylonjs/Audio/soundTrack";
  37229. export * from "babylonjs/Audio/weightedsound";
  37230. }
  37231. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  37232. import { Behavior } from "babylonjs/Behaviors/behavior";
  37233. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37234. import { BackEase } from "babylonjs/Animations/easing";
  37235. /**
  37236. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  37237. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37238. */
  37239. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  37240. /**
  37241. * Gets the name of the behavior.
  37242. */
  37243. readonly name: string;
  37244. /**
  37245. * The easing function used by animations
  37246. */
  37247. static EasingFunction: BackEase;
  37248. /**
  37249. * The easing mode used by animations
  37250. */
  37251. static EasingMode: number;
  37252. /**
  37253. * The duration of the animation, in milliseconds
  37254. */
  37255. transitionDuration: number;
  37256. /**
  37257. * Length of the distance animated by the transition when lower radius is reached
  37258. */
  37259. lowerRadiusTransitionRange: number;
  37260. /**
  37261. * Length of the distance animated by the transition when upper radius is reached
  37262. */
  37263. upperRadiusTransitionRange: number;
  37264. private _autoTransitionRange;
  37265. /**
  37266. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37267. */
  37268. /**
  37269. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37270. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  37271. */
  37272. autoTransitionRange: boolean;
  37273. private _attachedCamera;
  37274. private _onAfterCheckInputsObserver;
  37275. private _onMeshTargetChangedObserver;
  37276. /**
  37277. * Initializes the behavior.
  37278. */
  37279. init(): void;
  37280. /**
  37281. * Attaches the behavior to its arc rotate camera.
  37282. * @param camera Defines the camera to attach the behavior to
  37283. */
  37284. attach(camera: ArcRotateCamera): void;
  37285. /**
  37286. * Detaches the behavior from its current arc rotate camera.
  37287. */
  37288. detach(): void;
  37289. private _radiusIsAnimating;
  37290. private _radiusBounceTransition;
  37291. private _animatables;
  37292. private _cachedWheelPrecision;
  37293. /**
  37294. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  37295. * @param radiusLimit The limit to check against.
  37296. * @return Bool to indicate if at limit.
  37297. */
  37298. private _isRadiusAtLimit;
  37299. /**
  37300. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  37301. * @param radiusDelta The delta by which to animate to. Can be negative.
  37302. */
  37303. private _applyBoundRadiusAnimation;
  37304. /**
  37305. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  37306. */
  37307. protected _clearAnimationLocks(): void;
  37308. /**
  37309. * Stops and removes all animations that have been applied to the camera
  37310. */
  37311. stopAllAnimations(): void;
  37312. }
  37313. }
  37314. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  37315. import { Behavior } from "babylonjs/Behaviors/behavior";
  37316. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37317. import { ExponentialEase } from "babylonjs/Animations/easing";
  37318. import { Nullable } from "babylonjs/types";
  37319. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37320. import { Vector3 } from "babylonjs/Maths/math.vector";
  37321. /**
  37322. * 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.
  37323. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37324. */
  37325. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37326. /**
  37327. * Gets the name of the behavior.
  37328. */
  37329. readonly name: string;
  37330. private _mode;
  37331. private _radiusScale;
  37332. private _positionScale;
  37333. private _defaultElevation;
  37334. private _elevationReturnTime;
  37335. private _elevationReturnWaitTime;
  37336. private _zoomStopsAnimation;
  37337. private _framingTime;
  37338. /**
  37339. * The easing function used by animations
  37340. */
  37341. static EasingFunction: ExponentialEase;
  37342. /**
  37343. * The easing mode used by animations
  37344. */
  37345. static EasingMode: number;
  37346. /**
  37347. * Sets the current mode used by the behavior
  37348. */
  37349. /**
  37350. * Gets current mode used by the behavior.
  37351. */
  37352. mode: number;
  37353. /**
  37354. * Sets the scale applied to the radius (1 by default)
  37355. */
  37356. /**
  37357. * Gets the scale applied to the radius
  37358. */
  37359. radiusScale: number;
  37360. /**
  37361. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37362. */
  37363. /**
  37364. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37365. */
  37366. positionScale: number;
  37367. /**
  37368. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37369. * behaviour is triggered, in radians.
  37370. */
  37371. /**
  37372. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37373. * behaviour is triggered, in radians.
  37374. */
  37375. defaultElevation: number;
  37376. /**
  37377. * Sets the time (in milliseconds) taken to return to the default beta position.
  37378. * Negative value indicates camera should not return to default.
  37379. */
  37380. /**
  37381. * Gets the time (in milliseconds) taken to return to the default beta position.
  37382. * Negative value indicates camera should not return to default.
  37383. */
  37384. elevationReturnTime: number;
  37385. /**
  37386. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37387. */
  37388. /**
  37389. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37390. */
  37391. elevationReturnWaitTime: number;
  37392. /**
  37393. * Sets the flag that indicates if user zooming should stop animation.
  37394. */
  37395. /**
  37396. * Gets the flag that indicates if user zooming should stop animation.
  37397. */
  37398. zoomStopsAnimation: boolean;
  37399. /**
  37400. * Sets the transition time when framing the mesh, in milliseconds
  37401. */
  37402. /**
  37403. * Gets the transition time when framing the mesh, in milliseconds
  37404. */
  37405. framingTime: number;
  37406. /**
  37407. * Define if the behavior should automatically change the configured
  37408. * camera limits and sensibilities.
  37409. */
  37410. autoCorrectCameraLimitsAndSensibility: boolean;
  37411. private _onPrePointerObservableObserver;
  37412. private _onAfterCheckInputsObserver;
  37413. private _onMeshTargetChangedObserver;
  37414. private _attachedCamera;
  37415. private _isPointerDown;
  37416. private _lastInteractionTime;
  37417. /**
  37418. * Initializes the behavior.
  37419. */
  37420. init(): void;
  37421. /**
  37422. * Attaches the behavior to its arc rotate camera.
  37423. * @param camera Defines the camera to attach the behavior to
  37424. */
  37425. attach(camera: ArcRotateCamera): void;
  37426. /**
  37427. * Detaches the behavior from its current arc rotate camera.
  37428. */
  37429. detach(): void;
  37430. private _animatables;
  37431. private _betaIsAnimating;
  37432. private _betaTransition;
  37433. private _radiusTransition;
  37434. private _vectorTransition;
  37435. /**
  37436. * Targets the given mesh and updates zoom level accordingly.
  37437. * @param mesh The mesh to target.
  37438. * @param radius Optional. If a cached radius position already exists, overrides default.
  37439. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37440. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37441. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37442. */
  37443. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37444. /**
  37445. * Targets the given mesh with its children and updates zoom level accordingly.
  37446. * @param mesh The mesh to target.
  37447. * @param radius Optional. If a cached radius position already exists, overrides default.
  37448. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37449. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37450. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37451. */
  37452. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37453. /**
  37454. * Targets the given meshes with their children and updates zoom level accordingly.
  37455. * @param meshes The mesh to target.
  37456. * @param radius Optional. If a cached radius position already exists, overrides default.
  37457. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37458. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37459. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37460. */
  37461. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37462. /**
  37463. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37464. * @param minimumWorld Determines the smaller position of the bounding box extend
  37465. * @param maximumWorld Determines the bigger position of the bounding box extend
  37466. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37467. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37468. */
  37469. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37470. /**
  37471. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37472. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37473. * frustum width.
  37474. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37475. * to fully enclose the mesh in the viewing frustum.
  37476. */
  37477. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37478. /**
  37479. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37480. * is automatically returned to its default position (expected to be above ground plane).
  37481. */
  37482. private _maintainCameraAboveGround;
  37483. /**
  37484. * Returns the frustum slope based on the canvas ratio and camera FOV
  37485. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37486. */
  37487. private _getFrustumSlope;
  37488. /**
  37489. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37490. */
  37491. private _clearAnimationLocks;
  37492. /**
  37493. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37494. */
  37495. private _applyUserInteraction;
  37496. /**
  37497. * Stops and removes all animations that have been applied to the camera
  37498. */
  37499. stopAllAnimations(): void;
  37500. /**
  37501. * Gets a value indicating if the user is moving the camera
  37502. */
  37503. readonly isUserIsMoving: boolean;
  37504. /**
  37505. * The camera can move all the way towards the mesh.
  37506. */
  37507. static IgnoreBoundsSizeMode: number;
  37508. /**
  37509. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37510. */
  37511. static FitFrustumSidesMode: number;
  37512. }
  37513. }
  37514. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37515. import { Nullable } from "babylonjs/types";
  37516. import { Camera } from "babylonjs/Cameras/camera";
  37517. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37518. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37519. /**
  37520. * Base class for Camera Pointer Inputs.
  37521. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37522. * for example usage.
  37523. */
  37524. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37525. /**
  37526. * Defines the camera the input is attached to.
  37527. */
  37528. abstract camera: Camera;
  37529. /**
  37530. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37531. */
  37532. protected _altKey: boolean;
  37533. protected _ctrlKey: boolean;
  37534. protected _metaKey: boolean;
  37535. protected _shiftKey: boolean;
  37536. /**
  37537. * Which mouse buttons were pressed at time of last mouse event.
  37538. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37539. */
  37540. protected _buttonsPressed: number;
  37541. /**
  37542. * Defines the buttons associated with the input to handle camera move.
  37543. */
  37544. buttons: number[];
  37545. /**
  37546. * Attach the input controls to a specific dom element to get the input from.
  37547. * @param element Defines the element the controls should be listened from
  37548. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37549. */
  37550. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37551. /**
  37552. * Detach the current controls from the specified dom element.
  37553. * @param element Defines the element to stop listening the inputs from
  37554. */
  37555. detachControl(element: Nullable<HTMLElement>): void;
  37556. /**
  37557. * Gets the class name of the current input.
  37558. * @returns the class name
  37559. */
  37560. getClassName(): string;
  37561. /**
  37562. * Get the friendly name associated with the input class.
  37563. * @returns the input friendly name
  37564. */
  37565. getSimpleName(): string;
  37566. /**
  37567. * Called on pointer POINTERDOUBLETAP event.
  37568. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37569. */
  37570. protected onDoubleTap(type: string): void;
  37571. /**
  37572. * Called on pointer POINTERMOVE event if only a single touch is active.
  37573. * Override this method to provide functionality.
  37574. */
  37575. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37576. /**
  37577. * Called on pointer POINTERMOVE event if multiple touches are active.
  37578. * Override this method to provide functionality.
  37579. */
  37580. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37581. /**
  37582. * Called on JS contextmenu event.
  37583. * Override this method to provide functionality.
  37584. */
  37585. protected onContextMenu(evt: PointerEvent): void;
  37586. /**
  37587. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37588. * press.
  37589. * Override this method to provide functionality.
  37590. */
  37591. protected onButtonDown(evt: PointerEvent): void;
  37592. /**
  37593. * Called each time a new POINTERUP event occurs. Ie, for each button
  37594. * release.
  37595. * Override this method to provide functionality.
  37596. */
  37597. protected onButtonUp(evt: PointerEvent): void;
  37598. /**
  37599. * Called when window becomes inactive.
  37600. * Override this method to provide functionality.
  37601. */
  37602. protected onLostFocus(): void;
  37603. private _pointerInput;
  37604. private _observer;
  37605. private _onLostFocus;
  37606. private pointA;
  37607. private pointB;
  37608. }
  37609. }
  37610. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37611. import { Nullable } from "babylonjs/types";
  37612. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37613. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37614. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37615. /**
  37616. * Manage the pointers inputs to control an arc rotate camera.
  37617. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37618. */
  37619. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37620. /**
  37621. * Defines the camera the input is attached to.
  37622. */
  37623. camera: ArcRotateCamera;
  37624. /**
  37625. * Gets the class name of the current input.
  37626. * @returns the class name
  37627. */
  37628. getClassName(): string;
  37629. /**
  37630. * Defines the buttons associated with the input to handle camera move.
  37631. */
  37632. buttons: number[];
  37633. /**
  37634. * Defines the pointer angular sensibility along the X axis or how fast is
  37635. * the camera rotating.
  37636. */
  37637. angularSensibilityX: number;
  37638. /**
  37639. * Defines the pointer angular sensibility along the Y axis or how fast is
  37640. * the camera rotating.
  37641. */
  37642. angularSensibilityY: number;
  37643. /**
  37644. * Defines the pointer pinch precision or how fast is the camera zooming.
  37645. */
  37646. pinchPrecision: number;
  37647. /**
  37648. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37649. * from 0.
  37650. * It defines the percentage of current camera.radius to use as delta when
  37651. * pinch zoom is used.
  37652. */
  37653. pinchDeltaPercentage: number;
  37654. /**
  37655. * Defines the pointer panning sensibility or how fast is the camera moving.
  37656. */
  37657. panningSensibility: number;
  37658. /**
  37659. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37660. */
  37661. multiTouchPanning: boolean;
  37662. /**
  37663. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37664. * zoom (pinch) through multitouch.
  37665. */
  37666. multiTouchPanAndZoom: boolean;
  37667. /**
  37668. * Revers pinch action direction.
  37669. */
  37670. pinchInwards: boolean;
  37671. private _isPanClick;
  37672. private _twoFingerActivityCount;
  37673. private _isPinching;
  37674. /**
  37675. * Called on pointer POINTERMOVE event if only a single touch is active.
  37676. */
  37677. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37678. /**
  37679. * Called on pointer POINTERDOUBLETAP event.
  37680. */
  37681. protected onDoubleTap(type: string): void;
  37682. /**
  37683. * Called on pointer POINTERMOVE event if multiple touches are active.
  37684. */
  37685. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37686. /**
  37687. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37688. * press.
  37689. */
  37690. protected onButtonDown(evt: PointerEvent): void;
  37691. /**
  37692. * Called each time a new POINTERUP event occurs. Ie, for each button
  37693. * release.
  37694. */
  37695. protected onButtonUp(evt: PointerEvent): void;
  37696. /**
  37697. * Called when window becomes inactive.
  37698. */
  37699. protected onLostFocus(): void;
  37700. }
  37701. }
  37702. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37703. import { Nullable } from "babylonjs/types";
  37704. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37705. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37706. /**
  37707. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37708. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37709. */
  37710. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37711. /**
  37712. * Defines the camera the input is attached to.
  37713. */
  37714. camera: ArcRotateCamera;
  37715. /**
  37716. * Defines the list of key codes associated with the up action (increase alpha)
  37717. */
  37718. keysUp: number[];
  37719. /**
  37720. * Defines the list of key codes associated with the down action (decrease alpha)
  37721. */
  37722. keysDown: number[];
  37723. /**
  37724. * Defines the list of key codes associated with the left action (increase beta)
  37725. */
  37726. keysLeft: number[];
  37727. /**
  37728. * Defines the list of key codes associated with the right action (decrease beta)
  37729. */
  37730. keysRight: number[];
  37731. /**
  37732. * Defines the list of key codes associated with the reset action.
  37733. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37734. */
  37735. keysReset: number[];
  37736. /**
  37737. * Defines the panning sensibility of the inputs.
  37738. * (How fast is the camera paning)
  37739. */
  37740. panningSensibility: number;
  37741. /**
  37742. * Defines the zooming sensibility of the inputs.
  37743. * (How fast is the camera zooming)
  37744. */
  37745. zoomingSensibility: number;
  37746. /**
  37747. * Defines wether maintaining the alt key down switch the movement mode from
  37748. * orientation to zoom.
  37749. */
  37750. useAltToZoom: boolean;
  37751. /**
  37752. * Rotation speed of the camera
  37753. */
  37754. angularSpeed: number;
  37755. private _keys;
  37756. private _ctrlPressed;
  37757. private _altPressed;
  37758. private _onCanvasBlurObserver;
  37759. private _onKeyboardObserver;
  37760. private _engine;
  37761. private _scene;
  37762. /**
  37763. * Attach the input controls to a specific dom element to get the input from.
  37764. * @param element Defines the element the controls should be listened from
  37765. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37766. */
  37767. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37768. /**
  37769. * Detach the current controls from the specified dom element.
  37770. * @param element Defines the element to stop listening the inputs from
  37771. */
  37772. detachControl(element: Nullable<HTMLElement>): void;
  37773. /**
  37774. * Update the current camera state depending on the inputs that have been used this frame.
  37775. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37776. */
  37777. checkInputs(): void;
  37778. /**
  37779. * Gets the class name of the current intput.
  37780. * @returns the class name
  37781. */
  37782. getClassName(): string;
  37783. /**
  37784. * Get the friendly name associated with the input class.
  37785. * @returns the input friendly name
  37786. */
  37787. getSimpleName(): string;
  37788. }
  37789. }
  37790. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37791. import { Nullable } from "babylonjs/types";
  37792. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37793. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37794. /**
  37795. * Manage the mouse wheel inputs to control an arc rotate camera.
  37796. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37797. */
  37798. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37799. /**
  37800. * Defines the camera the input is attached to.
  37801. */
  37802. camera: ArcRotateCamera;
  37803. /**
  37804. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37805. */
  37806. wheelPrecision: number;
  37807. /**
  37808. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37809. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37810. */
  37811. wheelDeltaPercentage: number;
  37812. private _wheel;
  37813. private _observer;
  37814. private computeDeltaFromMouseWheelLegacyEvent;
  37815. /**
  37816. * Attach the input controls to a specific dom element to get the input from.
  37817. * @param element Defines the element the controls should be listened from
  37818. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37819. */
  37820. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37821. /**
  37822. * Detach the current controls from the specified dom element.
  37823. * @param element Defines the element to stop listening the inputs from
  37824. */
  37825. detachControl(element: Nullable<HTMLElement>): void;
  37826. /**
  37827. * Gets the class name of the current intput.
  37828. * @returns the class name
  37829. */
  37830. getClassName(): string;
  37831. /**
  37832. * Get the friendly name associated with the input class.
  37833. * @returns the input friendly name
  37834. */
  37835. getSimpleName(): string;
  37836. }
  37837. }
  37838. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37839. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37840. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37841. /**
  37842. * Default Inputs manager for the ArcRotateCamera.
  37843. * It groups all the default supported inputs for ease of use.
  37844. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37845. */
  37846. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37847. /**
  37848. * Instantiates a new ArcRotateCameraInputsManager.
  37849. * @param camera Defines the camera the inputs belong to
  37850. */
  37851. constructor(camera: ArcRotateCamera);
  37852. /**
  37853. * Add mouse wheel input support to the input manager.
  37854. * @returns the current input manager
  37855. */
  37856. addMouseWheel(): ArcRotateCameraInputsManager;
  37857. /**
  37858. * Add pointers input support to the input manager.
  37859. * @returns the current input manager
  37860. */
  37861. addPointers(): ArcRotateCameraInputsManager;
  37862. /**
  37863. * Add keyboard input support to the input manager.
  37864. * @returns the current input manager
  37865. */
  37866. addKeyboard(): ArcRotateCameraInputsManager;
  37867. }
  37868. }
  37869. declare module "babylonjs/Cameras/arcRotateCamera" {
  37870. import { Observable } from "babylonjs/Misc/observable";
  37871. import { Nullable } from "babylonjs/types";
  37872. import { Scene } from "babylonjs/scene";
  37873. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37875. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37876. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37877. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37878. import { Camera } from "babylonjs/Cameras/camera";
  37879. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37880. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37881. import { Collider } from "babylonjs/Collisions/collider";
  37882. /**
  37883. * This represents an orbital type of camera.
  37884. *
  37885. * 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.
  37886. * 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.
  37887. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37888. */
  37889. export class ArcRotateCamera extends TargetCamera {
  37890. /**
  37891. * Defines the rotation angle of the camera along the longitudinal axis.
  37892. */
  37893. alpha: number;
  37894. /**
  37895. * Defines the rotation angle of the camera along the latitudinal axis.
  37896. */
  37897. beta: number;
  37898. /**
  37899. * Defines the radius of the camera from it s target point.
  37900. */
  37901. radius: number;
  37902. protected _target: Vector3;
  37903. protected _targetHost: Nullable<AbstractMesh>;
  37904. /**
  37905. * Defines the target point of the camera.
  37906. * The camera looks towards it form the radius distance.
  37907. */
  37908. target: Vector3;
  37909. /**
  37910. * Define the current local position of the camera in the scene
  37911. */
  37912. position: Vector3;
  37913. protected _upVector: Vector3;
  37914. protected _upToYMatrix: Matrix;
  37915. protected _YToUpMatrix: Matrix;
  37916. /**
  37917. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37918. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37919. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37920. */
  37921. upVector: Vector3;
  37922. /**
  37923. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37924. */
  37925. setMatUp(): void;
  37926. /**
  37927. * Current inertia value on the longitudinal axis.
  37928. * The bigger this number the longer it will take for the camera to stop.
  37929. */
  37930. inertialAlphaOffset: number;
  37931. /**
  37932. * Current inertia value on the latitudinal axis.
  37933. * The bigger this number the longer it will take for the camera to stop.
  37934. */
  37935. inertialBetaOffset: number;
  37936. /**
  37937. * Current inertia value on the radius axis.
  37938. * The bigger this number the longer it will take for the camera to stop.
  37939. */
  37940. inertialRadiusOffset: number;
  37941. /**
  37942. * Minimum allowed angle on the longitudinal axis.
  37943. * This can help limiting how the Camera is able to move in the scene.
  37944. */
  37945. lowerAlphaLimit: Nullable<number>;
  37946. /**
  37947. * Maximum allowed angle on the longitudinal axis.
  37948. * This can help limiting how the Camera is able to move in the scene.
  37949. */
  37950. upperAlphaLimit: Nullable<number>;
  37951. /**
  37952. * Minimum allowed angle on the latitudinal axis.
  37953. * This can help limiting how the Camera is able to move in the scene.
  37954. */
  37955. lowerBetaLimit: number;
  37956. /**
  37957. * Maximum allowed angle on the latitudinal axis.
  37958. * This can help limiting how the Camera is able to move in the scene.
  37959. */
  37960. upperBetaLimit: number;
  37961. /**
  37962. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37963. * This can help limiting how the Camera is able to move in the scene.
  37964. */
  37965. lowerRadiusLimit: Nullable<number>;
  37966. /**
  37967. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37968. * This can help limiting how the Camera is able to move in the scene.
  37969. */
  37970. upperRadiusLimit: Nullable<number>;
  37971. /**
  37972. * Defines the current inertia value used during panning of the camera along the X axis.
  37973. */
  37974. inertialPanningX: number;
  37975. /**
  37976. * Defines the current inertia value used during panning of the camera along the Y axis.
  37977. */
  37978. inertialPanningY: number;
  37979. /**
  37980. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37981. * Basically if your fingers moves away from more than this distance you will be considered
  37982. * in pinch mode.
  37983. */
  37984. pinchToPanMaxDistance: number;
  37985. /**
  37986. * Defines the maximum distance the camera can pan.
  37987. * This could help keeping the cammera always in your scene.
  37988. */
  37989. panningDistanceLimit: Nullable<number>;
  37990. /**
  37991. * Defines the target of the camera before paning.
  37992. */
  37993. panningOriginTarget: Vector3;
  37994. /**
  37995. * Defines the value of the inertia used during panning.
  37996. * 0 would mean stop inertia and one would mean no decelleration at all.
  37997. */
  37998. panningInertia: number;
  37999. /**
  38000. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  38001. */
  38002. angularSensibilityX: number;
  38003. /**
  38004. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  38005. */
  38006. angularSensibilityY: number;
  38007. /**
  38008. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  38009. */
  38010. pinchPrecision: number;
  38011. /**
  38012. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  38013. * It will be used instead of pinchDeltaPrecision if different from 0.
  38014. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38015. */
  38016. pinchDeltaPercentage: number;
  38017. /**
  38018. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  38019. */
  38020. panningSensibility: number;
  38021. /**
  38022. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  38023. */
  38024. keysUp: number[];
  38025. /**
  38026. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  38027. */
  38028. keysDown: number[];
  38029. /**
  38030. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  38031. */
  38032. keysLeft: number[];
  38033. /**
  38034. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  38035. */
  38036. keysRight: number[];
  38037. /**
  38038. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  38039. */
  38040. wheelPrecision: number;
  38041. /**
  38042. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  38043. * It will be used instead of pinchDeltaPrecision if different from 0.
  38044. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38045. */
  38046. wheelDeltaPercentage: number;
  38047. /**
  38048. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  38049. */
  38050. zoomOnFactor: number;
  38051. /**
  38052. * Defines a screen offset for the camera position.
  38053. */
  38054. targetScreenOffset: Vector2;
  38055. /**
  38056. * Allows the camera to be completely reversed.
  38057. * If false the camera can not arrive upside down.
  38058. */
  38059. allowUpsideDown: boolean;
  38060. /**
  38061. * Define if double tap/click is used to restore the previously saved state of the camera.
  38062. */
  38063. useInputToRestoreState: boolean;
  38064. /** @hidden */
  38065. _viewMatrix: Matrix;
  38066. /** @hidden */
  38067. _useCtrlForPanning: boolean;
  38068. /** @hidden */
  38069. _panningMouseButton: number;
  38070. /**
  38071. * Defines the input associated to the camera.
  38072. */
  38073. inputs: ArcRotateCameraInputsManager;
  38074. /** @hidden */
  38075. _reset: () => void;
  38076. /**
  38077. * Defines the allowed panning axis.
  38078. */
  38079. panningAxis: Vector3;
  38080. protected _localDirection: Vector3;
  38081. protected _transformedDirection: Vector3;
  38082. private _bouncingBehavior;
  38083. /**
  38084. * Gets the bouncing behavior of the camera if it has been enabled.
  38085. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38086. */
  38087. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  38088. /**
  38089. * Defines if the bouncing behavior of the camera is enabled on the camera.
  38090. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38091. */
  38092. useBouncingBehavior: boolean;
  38093. private _framingBehavior;
  38094. /**
  38095. * Gets the framing behavior of the camera if it has been enabled.
  38096. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38097. */
  38098. readonly framingBehavior: Nullable<FramingBehavior>;
  38099. /**
  38100. * Defines if the framing behavior of the camera is enabled on the camera.
  38101. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38102. */
  38103. useFramingBehavior: boolean;
  38104. private _autoRotationBehavior;
  38105. /**
  38106. * Gets the auto rotation behavior of the camera if it has been enabled.
  38107. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38108. */
  38109. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  38110. /**
  38111. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  38112. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38113. */
  38114. useAutoRotationBehavior: boolean;
  38115. /**
  38116. * Observable triggered when the mesh target has been changed on the camera.
  38117. */
  38118. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  38119. /**
  38120. * Event raised when the camera is colliding with a mesh.
  38121. */
  38122. onCollide: (collidedMesh: AbstractMesh) => void;
  38123. /**
  38124. * Defines whether the camera should check collision with the objects oh the scene.
  38125. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  38126. */
  38127. checkCollisions: boolean;
  38128. /**
  38129. * Defines the collision radius of the camera.
  38130. * This simulates a sphere around the camera.
  38131. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38132. */
  38133. collisionRadius: Vector3;
  38134. protected _collider: Collider;
  38135. protected _previousPosition: Vector3;
  38136. protected _collisionVelocity: Vector3;
  38137. protected _newPosition: Vector3;
  38138. protected _previousAlpha: number;
  38139. protected _previousBeta: number;
  38140. protected _previousRadius: number;
  38141. protected _collisionTriggered: boolean;
  38142. protected _targetBoundingCenter: Nullable<Vector3>;
  38143. private _computationVector;
  38144. /**
  38145. * Instantiates a new ArcRotateCamera in a given scene
  38146. * @param name Defines the name of the camera
  38147. * @param alpha Defines the camera rotation along the logitudinal axis
  38148. * @param beta Defines the camera rotation along the latitudinal axis
  38149. * @param radius Defines the camera distance from its target
  38150. * @param target Defines the camera target
  38151. * @param scene Defines the scene the camera belongs to
  38152. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  38153. */
  38154. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38155. /** @hidden */
  38156. _initCache(): void;
  38157. /** @hidden */
  38158. _updateCache(ignoreParentClass?: boolean): void;
  38159. protected _getTargetPosition(): Vector3;
  38160. private _storedAlpha;
  38161. private _storedBeta;
  38162. private _storedRadius;
  38163. private _storedTarget;
  38164. private _storedTargetScreenOffset;
  38165. /**
  38166. * Stores the current state of the camera (alpha, beta, radius and target)
  38167. * @returns the camera itself
  38168. */
  38169. storeState(): Camera;
  38170. /**
  38171. * @hidden
  38172. * Restored camera state. You must call storeState() first
  38173. */
  38174. _restoreStateValues(): boolean;
  38175. /** @hidden */
  38176. _isSynchronizedViewMatrix(): boolean;
  38177. /**
  38178. * Attached controls to the current camera.
  38179. * @param element Defines the element the controls should be listened from
  38180. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38181. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  38182. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  38183. */
  38184. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  38185. /**
  38186. * Detach the current controls from the camera.
  38187. * The camera will stop reacting to inputs.
  38188. * @param element Defines the element to stop listening the inputs from
  38189. */
  38190. detachControl(element: HTMLElement): void;
  38191. /** @hidden */
  38192. _checkInputs(): void;
  38193. protected _checkLimits(): void;
  38194. /**
  38195. * Rebuilds angles (alpha, beta) and radius from the give position and target
  38196. */
  38197. rebuildAnglesAndRadius(): void;
  38198. /**
  38199. * Use a position to define the current camera related information like alpha, beta and radius
  38200. * @param position Defines the position to set the camera at
  38201. */
  38202. setPosition(position: Vector3): void;
  38203. /**
  38204. * Defines the target the camera should look at.
  38205. * This will automatically adapt alpha beta and radius to fit within the new target.
  38206. * @param target Defines the new target as a Vector or a mesh
  38207. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  38208. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  38209. */
  38210. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  38211. /** @hidden */
  38212. _getViewMatrix(): Matrix;
  38213. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  38214. /**
  38215. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  38216. * @param meshes Defines the mesh to zoom on
  38217. * @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)
  38218. */
  38219. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  38220. /**
  38221. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  38222. * The target will be changed but the radius
  38223. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  38224. * @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)
  38225. */
  38226. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  38227. min: Vector3;
  38228. max: Vector3;
  38229. distance: number;
  38230. }, doNotUpdateMaxZ?: boolean): void;
  38231. /**
  38232. * @override
  38233. * Override Camera.createRigCamera
  38234. */
  38235. createRigCamera(name: string, cameraIndex: number): Camera;
  38236. /**
  38237. * @hidden
  38238. * @override
  38239. * Override Camera._updateRigCameras
  38240. */
  38241. _updateRigCameras(): void;
  38242. /**
  38243. * Destroy the camera and release the current resources hold by it.
  38244. */
  38245. dispose(): void;
  38246. /**
  38247. * Gets the current object class name.
  38248. * @return the class name
  38249. */
  38250. getClassName(): string;
  38251. }
  38252. }
  38253. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  38254. import { Behavior } from "babylonjs/Behaviors/behavior";
  38255. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38256. /**
  38257. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  38258. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38259. */
  38260. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  38261. /**
  38262. * Gets the name of the behavior.
  38263. */
  38264. readonly name: string;
  38265. private _zoomStopsAnimation;
  38266. private _idleRotationSpeed;
  38267. private _idleRotationWaitTime;
  38268. private _idleRotationSpinupTime;
  38269. /**
  38270. * Sets the flag that indicates if user zooming should stop animation.
  38271. */
  38272. /**
  38273. * Gets the flag that indicates if user zooming should stop animation.
  38274. */
  38275. zoomStopsAnimation: boolean;
  38276. /**
  38277. * Sets the default speed at which the camera rotates around the model.
  38278. */
  38279. /**
  38280. * Gets the default speed at which the camera rotates around the model.
  38281. */
  38282. idleRotationSpeed: number;
  38283. /**
  38284. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  38285. */
  38286. /**
  38287. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  38288. */
  38289. idleRotationWaitTime: number;
  38290. /**
  38291. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38292. */
  38293. /**
  38294. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38295. */
  38296. idleRotationSpinupTime: number;
  38297. /**
  38298. * Gets a value indicating if the camera is currently rotating because of this behavior
  38299. */
  38300. readonly rotationInProgress: boolean;
  38301. private _onPrePointerObservableObserver;
  38302. private _onAfterCheckInputsObserver;
  38303. private _attachedCamera;
  38304. private _isPointerDown;
  38305. private _lastFrameTime;
  38306. private _lastInteractionTime;
  38307. private _cameraRotationSpeed;
  38308. /**
  38309. * Initializes the behavior.
  38310. */
  38311. init(): void;
  38312. /**
  38313. * Attaches the behavior to its arc rotate camera.
  38314. * @param camera Defines the camera to attach the behavior to
  38315. */
  38316. attach(camera: ArcRotateCamera): void;
  38317. /**
  38318. * Detaches the behavior from its current arc rotate camera.
  38319. */
  38320. detach(): void;
  38321. /**
  38322. * Returns true if user is scrolling.
  38323. * @return true if user is scrolling.
  38324. */
  38325. private _userIsZooming;
  38326. private _lastFrameRadius;
  38327. private _shouldAnimationStopForInteraction;
  38328. /**
  38329. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38330. */
  38331. private _applyUserInteraction;
  38332. private _userIsMoving;
  38333. }
  38334. }
  38335. declare module "babylonjs/Behaviors/Cameras/index" {
  38336. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38337. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38338. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38339. }
  38340. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38341. import { Mesh } from "babylonjs/Meshes/mesh";
  38342. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38343. import { Behavior } from "babylonjs/Behaviors/behavior";
  38344. /**
  38345. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38346. */
  38347. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38348. private ui;
  38349. /**
  38350. * The name of the behavior
  38351. */
  38352. name: string;
  38353. /**
  38354. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38355. */
  38356. distanceAwayFromFace: number;
  38357. /**
  38358. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38359. */
  38360. distanceAwayFromBottomOfFace: number;
  38361. private _faceVectors;
  38362. private _target;
  38363. private _scene;
  38364. private _onRenderObserver;
  38365. private _tmpMatrix;
  38366. private _tmpVector;
  38367. /**
  38368. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38369. * @param ui The transform node that should be attched to the mesh
  38370. */
  38371. constructor(ui: TransformNode);
  38372. /**
  38373. * Initializes the behavior
  38374. */
  38375. init(): void;
  38376. private _closestFace;
  38377. private _zeroVector;
  38378. private _lookAtTmpMatrix;
  38379. private _lookAtToRef;
  38380. /**
  38381. * Attaches the AttachToBoxBehavior to the passed in mesh
  38382. * @param target The mesh that the specified node will be attached to
  38383. */
  38384. attach(target: Mesh): void;
  38385. /**
  38386. * Detaches the behavior from the mesh
  38387. */
  38388. detach(): void;
  38389. }
  38390. }
  38391. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38392. import { Behavior } from "babylonjs/Behaviors/behavior";
  38393. import { Mesh } from "babylonjs/Meshes/mesh";
  38394. /**
  38395. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38396. */
  38397. export class FadeInOutBehavior implements Behavior<Mesh> {
  38398. /**
  38399. * Time in milliseconds to delay before fading in (Default: 0)
  38400. */
  38401. delay: number;
  38402. /**
  38403. * Time in milliseconds for the mesh to fade in (Default: 300)
  38404. */
  38405. fadeInTime: number;
  38406. private _millisecondsPerFrame;
  38407. private _hovered;
  38408. private _hoverValue;
  38409. private _ownerNode;
  38410. /**
  38411. * Instatiates the FadeInOutBehavior
  38412. */
  38413. constructor();
  38414. /**
  38415. * The name of the behavior
  38416. */
  38417. readonly name: string;
  38418. /**
  38419. * Initializes the behavior
  38420. */
  38421. init(): void;
  38422. /**
  38423. * Attaches the fade behavior on the passed in mesh
  38424. * @param ownerNode The mesh that will be faded in/out once attached
  38425. */
  38426. attach(ownerNode: Mesh): void;
  38427. /**
  38428. * Detaches the behavior from the mesh
  38429. */
  38430. detach(): void;
  38431. /**
  38432. * Triggers the mesh to begin fading in or out
  38433. * @param value if the object should fade in or out (true to fade in)
  38434. */
  38435. fadeIn(value: boolean): void;
  38436. private _update;
  38437. private _setAllVisibility;
  38438. }
  38439. }
  38440. declare module "babylonjs/Misc/pivotTools" {
  38441. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38442. /**
  38443. * Class containing a set of static utilities functions for managing Pivots
  38444. * @hidden
  38445. */
  38446. export class PivotTools {
  38447. private static _PivotCached;
  38448. private static _OldPivotPoint;
  38449. private static _PivotTranslation;
  38450. private static _PivotTmpVector;
  38451. /** @hidden */
  38452. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38453. /** @hidden */
  38454. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38455. }
  38456. }
  38457. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38458. import { Scene } from "babylonjs/scene";
  38459. import { Vector4 } from "babylonjs/Maths/math.vector";
  38460. import { Mesh } from "babylonjs/Meshes/mesh";
  38461. import { Nullable } from "babylonjs/types";
  38462. import { Plane } from "babylonjs/Maths/math.plane";
  38463. /**
  38464. * Class containing static functions to help procedurally build meshes
  38465. */
  38466. export class PlaneBuilder {
  38467. /**
  38468. * Creates a plane mesh
  38469. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38470. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38471. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38472. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38473. * * 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
  38474. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38475. * @param name defines the name of the mesh
  38476. * @param options defines the options used to create the mesh
  38477. * @param scene defines the hosting scene
  38478. * @returns the plane mesh
  38479. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38480. */
  38481. static CreatePlane(name: string, options: {
  38482. size?: number;
  38483. width?: number;
  38484. height?: number;
  38485. sideOrientation?: number;
  38486. frontUVs?: Vector4;
  38487. backUVs?: Vector4;
  38488. updatable?: boolean;
  38489. sourcePlane?: Plane;
  38490. }, scene?: Nullable<Scene>): Mesh;
  38491. }
  38492. }
  38493. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38494. import { Behavior } from "babylonjs/Behaviors/behavior";
  38495. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38496. import { Observable } from "babylonjs/Misc/observable";
  38497. import { Vector3 } from "babylonjs/Maths/math.vector";
  38498. import { Ray } from "babylonjs/Culling/ray";
  38499. import "babylonjs/Meshes/Builders/planeBuilder";
  38500. /**
  38501. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38502. */
  38503. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38504. private static _AnyMouseID;
  38505. /**
  38506. * Abstract mesh the behavior is set on
  38507. */
  38508. attachedNode: AbstractMesh;
  38509. private _dragPlane;
  38510. private _scene;
  38511. private _pointerObserver;
  38512. private _beforeRenderObserver;
  38513. private static _planeScene;
  38514. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38515. /**
  38516. * 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)
  38517. */
  38518. maxDragAngle: number;
  38519. /**
  38520. * @hidden
  38521. */
  38522. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38523. /**
  38524. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38525. */
  38526. currentDraggingPointerID: number;
  38527. /**
  38528. * The last position where the pointer hit the drag plane in world space
  38529. */
  38530. lastDragPosition: Vector3;
  38531. /**
  38532. * If the behavior is currently in a dragging state
  38533. */
  38534. dragging: boolean;
  38535. /**
  38536. * 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)
  38537. */
  38538. dragDeltaRatio: number;
  38539. /**
  38540. * If the drag plane orientation should be updated during the dragging (Default: true)
  38541. */
  38542. updateDragPlane: boolean;
  38543. private _debugMode;
  38544. private _moving;
  38545. /**
  38546. * Fires each time the attached mesh is dragged with the pointer
  38547. * * delta between last drag position and current drag position in world space
  38548. * * dragDistance along the drag axis
  38549. * * dragPlaneNormal normal of the current drag plane used during the drag
  38550. * * dragPlanePoint in world space where the drag intersects the drag plane
  38551. */
  38552. onDragObservable: Observable<{
  38553. delta: Vector3;
  38554. dragPlanePoint: Vector3;
  38555. dragPlaneNormal: Vector3;
  38556. dragDistance: number;
  38557. pointerId: number;
  38558. }>;
  38559. /**
  38560. * Fires each time a drag begins (eg. mouse down on mesh)
  38561. */
  38562. onDragStartObservable: Observable<{
  38563. dragPlanePoint: Vector3;
  38564. pointerId: number;
  38565. }>;
  38566. /**
  38567. * Fires each time a drag ends (eg. mouse release after drag)
  38568. */
  38569. onDragEndObservable: Observable<{
  38570. dragPlanePoint: Vector3;
  38571. pointerId: number;
  38572. }>;
  38573. /**
  38574. * If the attached mesh should be moved when dragged
  38575. */
  38576. moveAttached: boolean;
  38577. /**
  38578. * If the drag behavior will react to drag events (Default: true)
  38579. */
  38580. enabled: boolean;
  38581. /**
  38582. * If pointer events should start and release the drag (Default: true)
  38583. */
  38584. startAndReleaseDragOnPointerEvents: boolean;
  38585. /**
  38586. * If camera controls should be detached during the drag
  38587. */
  38588. detachCameraControls: boolean;
  38589. /**
  38590. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38591. */
  38592. useObjectOrienationForDragging: boolean;
  38593. private _options;
  38594. /**
  38595. * Creates a pointer drag behavior that can be attached to a mesh
  38596. * @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)
  38597. */
  38598. constructor(options?: {
  38599. dragAxis?: Vector3;
  38600. dragPlaneNormal?: Vector3;
  38601. });
  38602. /**
  38603. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38604. */
  38605. validateDrag: (targetPosition: Vector3) => boolean;
  38606. /**
  38607. * The name of the behavior
  38608. */
  38609. readonly name: string;
  38610. /**
  38611. * Initializes the behavior
  38612. */
  38613. init(): void;
  38614. private _tmpVector;
  38615. private _alternatePickedPoint;
  38616. private _worldDragAxis;
  38617. private _targetPosition;
  38618. private _attachedElement;
  38619. /**
  38620. * Attaches the drag behavior the passed in mesh
  38621. * @param ownerNode The mesh that will be dragged around once attached
  38622. * @param predicate Predicate to use for pick filtering
  38623. */
  38624. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38625. /**
  38626. * Force relase the drag action by code.
  38627. */
  38628. releaseDrag(): void;
  38629. private _startDragRay;
  38630. private _lastPointerRay;
  38631. /**
  38632. * Simulates the start of a pointer drag event on the behavior
  38633. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38634. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38635. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38636. */
  38637. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38638. private _startDrag;
  38639. private _dragDelta;
  38640. private _moveDrag;
  38641. private _pickWithRayOnDragPlane;
  38642. private _pointA;
  38643. private _pointB;
  38644. private _pointC;
  38645. private _lineA;
  38646. private _lineB;
  38647. private _localAxis;
  38648. private _lookAt;
  38649. private _updateDragPlanePosition;
  38650. /**
  38651. * Detaches the behavior from the mesh
  38652. */
  38653. detach(): void;
  38654. }
  38655. }
  38656. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38657. import { Mesh } from "babylonjs/Meshes/mesh";
  38658. import { Behavior } from "babylonjs/Behaviors/behavior";
  38659. /**
  38660. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38661. */
  38662. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38663. private _dragBehaviorA;
  38664. private _dragBehaviorB;
  38665. private _startDistance;
  38666. private _initialScale;
  38667. private _targetScale;
  38668. private _ownerNode;
  38669. private _sceneRenderObserver;
  38670. /**
  38671. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38672. */
  38673. constructor();
  38674. /**
  38675. * The name of the behavior
  38676. */
  38677. readonly name: string;
  38678. /**
  38679. * Initializes the behavior
  38680. */
  38681. init(): void;
  38682. private _getCurrentDistance;
  38683. /**
  38684. * Attaches the scale behavior the passed in mesh
  38685. * @param ownerNode The mesh that will be scaled around once attached
  38686. */
  38687. attach(ownerNode: Mesh): void;
  38688. /**
  38689. * Detaches the behavior from the mesh
  38690. */
  38691. detach(): void;
  38692. }
  38693. }
  38694. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38695. import { Behavior } from "babylonjs/Behaviors/behavior";
  38696. import { Mesh } from "babylonjs/Meshes/mesh";
  38697. import { Observable } from "babylonjs/Misc/observable";
  38698. /**
  38699. * 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
  38700. */
  38701. export class SixDofDragBehavior implements Behavior<Mesh> {
  38702. private static _virtualScene;
  38703. private _ownerNode;
  38704. private _sceneRenderObserver;
  38705. private _scene;
  38706. private _targetPosition;
  38707. private _virtualOriginMesh;
  38708. private _virtualDragMesh;
  38709. private _pointerObserver;
  38710. private _moving;
  38711. private _startingOrientation;
  38712. /**
  38713. * 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)
  38714. */
  38715. private zDragFactor;
  38716. /**
  38717. * If the object should rotate to face the drag origin
  38718. */
  38719. rotateDraggedObject: boolean;
  38720. /**
  38721. * If the behavior is currently in a dragging state
  38722. */
  38723. dragging: boolean;
  38724. /**
  38725. * 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)
  38726. */
  38727. dragDeltaRatio: number;
  38728. /**
  38729. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38730. */
  38731. currentDraggingPointerID: number;
  38732. /**
  38733. * If camera controls should be detached during the drag
  38734. */
  38735. detachCameraControls: boolean;
  38736. /**
  38737. * Fires each time a drag starts
  38738. */
  38739. onDragStartObservable: Observable<{}>;
  38740. /**
  38741. * Fires each time a drag ends (eg. mouse release after drag)
  38742. */
  38743. onDragEndObservable: Observable<{}>;
  38744. /**
  38745. * 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
  38746. */
  38747. constructor();
  38748. /**
  38749. * The name of the behavior
  38750. */
  38751. readonly name: string;
  38752. /**
  38753. * Initializes the behavior
  38754. */
  38755. init(): void;
  38756. /**
  38757. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38758. */
  38759. private readonly _pointerCamera;
  38760. /**
  38761. * Attaches the scale behavior the passed in mesh
  38762. * @param ownerNode The mesh that will be scaled around once attached
  38763. */
  38764. attach(ownerNode: Mesh): void;
  38765. /**
  38766. * Detaches the behavior from the mesh
  38767. */
  38768. detach(): void;
  38769. }
  38770. }
  38771. declare module "babylonjs/Behaviors/Meshes/index" {
  38772. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38773. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38774. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38775. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38776. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38777. }
  38778. declare module "babylonjs/Behaviors/index" {
  38779. export * from "babylonjs/Behaviors/behavior";
  38780. export * from "babylonjs/Behaviors/Cameras/index";
  38781. export * from "babylonjs/Behaviors/Meshes/index";
  38782. }
  38783. declare module "babylonjs/Bones/boneIKController" {
  38784. import { Bone } from "babylonjs/Bones/bone";
  38785. import { Vector3 } from "babylonjs/Maths/math.vector";
  38786. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38787. import { Nullable } from "babylonjs/types";
  38788. /**
  38789. * Class used to apply inverse kinematics to bones
  38790. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38791. */
  38792. export class BoneIKController {
  38793. private static _tmpVecs;
  38794. private static _tmpQuat;
  38795. private static _tmpMats;
  38796. /**
  38797. * Gets or sets the target mesh
  38798. */
  38799. targetMesh: AbstractMesh;
  38800. /** Gets or sets the mesh used as pole */
  38801. poleTargetMesh: AbstractMesh;
  38802. /**
  38803. * Gets or sets the bone used as pole
  38804. */
  38805. poleTargetBone: Nullable<Bone>;
  38806. /**
  38807. * Gets or sets the target position
  38808. */
  38809. targetPosition: Vector3;
  38810. /**
  38811. * Gets or sets the pole target position
  38812. */
  38813. poleTargetPosition: Vector3;
  38814. /**
  38815. * Gets or sets the pole target local offset
  38816. */
  38817. poleTargetLocalOffset: Vector3;
  38818. /**
  38819. * Gets or sets the pole angle
  38820. */
  38821. poleAngle: number;
  38822. /**
  38823. * Gets or sets the mesh associated with the controller
  38824. */
  38825. mesh: AbstractMesh;
  38826. /**
  38827. * 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)
  38828. */
  38829. slerpAmount: number;
  38830. private _bone1Quat;
  38831. private _bone1Mat;
  38832. private _bone2Ang;
  38833. private _bone1;
  38834. private _bone2;
  38835. private _bone1Length;
  38836. private _bone2Length;
  38837. private _maxAngle;
  38838. private _maxReach;
  38839. private _rightHandedSystem;
  38840. private _bendAxis;
  38841. private _slerping;
  38842. private _adjustRoll;
  38843. /**
  38844. * Gets or sets maximum allowed angle
  38845. */
  38846. maxAngle: number;
  38847. /**
  38848. * Creates a new BoneIKController
  38849. * @param mesh defines the mesh to control
  38850. * @param bone defines the bone to control
  38851. * @param options defines options to set up the controller
  38852. */
  38853. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38854. targetMesh?: AbstractMesh;
  38855. poleTargetMesh?: AbstractMesh;
  38856. poleTargetBone?: Bone;
  38857. poleTargetLocalOffset?: Vector3;
  38858. poleAngle?: number;
  38859. bendAxis?: Vector3;
  38860. maxAngle?: number;
  38861. slerpAmount?: number;
  38862. });
  38863. private _setMaxAngle;
  38864. /**
  38865. * Force the controller to update the bones
  38866. */
  38867. update(): void;
  38868. }
  38869. }
  38870. declare module "babylonjs/Bones/boneLookController" {
  38871. import { Vector3 } from "babylonjs/Maths/math.vector";
  38872. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38873. import { Bone } from "babylonjs/Bones/bone";
  38874. import { Space } from "babylonjs/Maths/math.axis";
  38875. /**
  38876. * Class used to make a bone look toward a point in space
  38877. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38878. */
  38879. export class BoneLookController {
  38880. private static _tmpVecs;
  38881. private static _tmpQuat;
  38882. private static _tmpMats;
  38883. /**
  38884. * The target Vector3 that the bone will look at
  38885. */
  38886. target: Vector3;
  38887. /**
  38888. * The mesh that the bone is attached to
  38889. */
  38890. mesh: AbstractMesh;
  38891. /**
  38892. * The bone that will be looking to the target
  38893. */
  38894. bone: Bone;
  38895. /**
  38896. * The up axis of the coordinate system that is used when the bone is rotated
  38897. */
  38898. upAxis: Vector3;
  38899. /**
  38900. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38901. */
  38902. upAxisSpace: Space;
  38903. /**
  38904. * Used to make an adjustment to the yaw of the bone
  38905. */
  38906. adjustYaw: number;
  38907. /**
  38908. * Used to make an adjustment to the pitch of the bone
  38909. */
  38910. adjustPitch: number;
  38911. /**
  38912. * Used to make an adjustment to the roll of the bone
  38913. */
  38914. adjustRoll: number;
  38915. /**
  38916. * 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)
  38917. */
  38918. slerpAmount: number;
  38919. private _minYaw;
  38920. private _maxYaw;
  38921. private _minPitch;
  38922. private _maxPitch;
  38923. private _minYawSin;
  38924. private _minYawCos;
  38925. private _maxYawSin;
  38926. private _maxYawCos;
  38927. private _midYawConstraint;
  38928. private _minPitchTan;
  38929. private _maxPitchTan;
  38930. private _boneQuat;
  38931. private _slerping;
  38932. private _transformYawPitch;
  38933. private _transformYawPitchInv;
  38934. private _firstFrameSkipped;
  38935. private _yawRange;
  38936. private _fowardAxis;
  38937. /**
  38938. * Gets or sets the minimum yaw angle that the bone can look to
  38939. */
  38940. minYaw: number;
  38941. /**
  38942. * Gets or sets the maximum yaw angle that the bone can look to
  38943. */
  38944. maxYaw: number;
  38945. /**
  38946. * Gets or sets the minimum pitch angle that the bone can look to
  38947. */
  38948. minPitch: number;
  38949. /**
  38950. * Gets or sets the maximum pitch angle that the bone can look to
  38951. */
  38952. maxPitch: number;
  38953. /**
  38954. * Create a BoneLookController
  38955. * @param mesh the mesh that the bone belongs to
  38956. * @param bone the bone that will be looking to the target
  38957. * @param target the target Vector3 to look at
  38958. * @param options optional settings:
  38959. * * maxYaw: the maximum angle the bone will yaw to
  38960. * * minYaw: the minimum angle the bone will yaw to
  38961. * * maxPitch: the maximum angle the bone will pitch to
  38962. * * minPitch: the minimum angle the bone will yaw to
  38963. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38964. * * upAxis: the up axis of the coordinate system
  38965. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38966. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38967. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38968. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38969. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38970. * * adjustRoll: used to make an adjustment to the roll of the bone
  38971. **/
  38972. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38973. maxYaw?: number;
  38974. minYaw?: number;
  38975. maxPitch?: number;
  38976. minPitch?: number;
  38977. slerpAmount?: number;
  38978. upAxis?: Vector3;
  38979. upAxisSpace?: Space;
  38980. yawAxis?: Vector3;
  38981. pitchAxis?: Vector3;
  38982. adjustYaw?: number;
  38983. adjustPitch?: number;
  38984. adjustRoll?: number;
  38985. });
  38986. /**
  38987. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38988. */
  38989. update(): void;
  38990. private _getAngleDiff;
  38991. private _getAngleBetween;
  38992. private _isAngleBetween;
  38993. }
  38994. }
  38995. declare module "babylonjs/Bones/index" {
  38996. export * from "babylonjs/Bones/bone";
  38997. export * from "babylonjs/Bones/boneIKController";
  38998. export * from "babylonjs/Bones/boneLookController";
  38999. export * from "babylonjs/Bones/skeleton";
  39000. }
  39001. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  39002. import { Nullable } from "babylonjs/types";
  39003. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39004. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39005. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39006. /**
  39007. * Manage the gamepad inputs to control an arc rotate camera.
  39008. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39009. */
  39010. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  39011. /**
  39012. * Defines the camera the input is attached to.
  39013. */
  39014. camera: ArcRotateCamera;
  39015. /**
  39016. * Defines the gamepad the input is gathering event from.
  39017. */
  39018. gamepad: Nullable<Gamepad>;
  39019. /**
  39020. * Defines the gamepad rotation sensiblity.
  39021. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39022. */
  39023. gamepadRotationSensibility: number;
  39024. /**
  39025. * Defines the gamepad move sensiblity.
  39026. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39027. */
  39028. gamepadMoveSensibility: number;
  39029. private _yAxisScale;
  39030. /**
  39031. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39032. */
  39033. invertYAxis: boolean;
  39034. private _onGamepadConnectedObserver;
  39035. private _onGamepadDisconnectedObserver;
  39036. /**
  39037. * Attach the input controls to a specific dom element to get the input from.
  39038. * @param element Defines the element the controls should be listened from
  39039. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39040. */
  39041. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39042. /**
  39043. * Detach the current controls from the specified dom element.
  39044. * @param element Defines the element to stop listening the inputs from
  39045. */
  39046. detachControl(element: Nullable<HTMLElement>): void;
  39047. /**
  39048. * Update the current camera state depending on the inputs that have been used this frame.
  39049. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39050. */
  39051. checkInputs(): void;
  39052. /**
  39053. * Gets the class name of the current intput.
  39054. * @returns the class name
  39055. */
  39056. getClassName(): string;
  39057. /**
  39058. * Get the friendly name associated with the input class.
  39059. * @returns the input friendly name
  39060. */
  39061. getSimpleName(): string;
  39062. }
  39063. }
  39064. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  39065. import { Nullable } from "babylonjs/types";
  39066. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39067. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39068. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39069. interface ArcRotateCameraInputsManager {
  39070. /**
  39071. * Add orientation input support to the input manager.
  39072. * @returns the current input manager
  39073. */
  39074. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  39075. }
  39076. }
  39077. /**
  39078. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  39079. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39080. */
  39081. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  39082. /**
  39083. * Defines the camera the input is attached to.
  39084. */
  39085. camera: ArcRotateCamera;
  39086. /**
  39087. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  39088. */
  39089. alphaCorrection: number;
  39090. /**
  39091. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  39092. */
  39093. gammaCorrection: number;
  39094. private _alpha;
  39095. private _gamma;
  39096. private _dirty;
  39097. private _deviceOrientationHandler;
  39098. /**
  39099. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  39100. */
  39101. constructor();
  39102. /**
  39103. * Attach the input controls to a specific dom element to get the input from.
  39104. * @param element Defines the element the controls should be listened from
  39105. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39106. */
  39107. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39108. /** @hidden */
  39109. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  39110. /**
  39111. * Update the current camera state depending on the inputs that have been used this frame.
  39112. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39113. */
  39114. checkInputs(): void;
  39115. /**
  39116. * Detach the current controls from the specified dom element.
  39117. * @param element Defines the element to stop listening the inputs from
  39118. */
  39119. detachControl(element: Nullable<HTMLElement>): void;
  39120. /**
  39121. * Gets the class name of the current intput.
  39122. * @returns the class name
  39123. */
  39124. getClassName(): string;
  39125. /**
  39126. * Get the friendly name associated with the input class.
  39127. * @returns the input friendly name
  39128. */
  39129. getSimpleName(): string;
  39130. }
  39131. }
  39132. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  39133. import { Nullable } from "babylonjs/types";
  39134. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39135. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39136. /**
  39137. * Listen to mouse events to control the camera.
  39138. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39139. */
  39140. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  39141. /**
  39142. * Defines the camera the input is attached to.
  39143. */
  39144. camera: FlyCamera;
  39145. /**
  39146. * Defines if touch is enabled. (Default is true.)
  39147. */
  39148. touchEnabled: boolean;
  39149. /**
  39150. * Defines the buttons associated with the input to handle camera rotation.
  39151. */
  39152. buttons: number[];
  39153. /**
  39154. * Assign buttons for Yaw control.
  39155. */
  39156. buttonsYaw: number[];
  39157. /**
  39158. * Assign buttons for Pitch control.
  39159. */
  39160. buttonsPitch: number[];
  39161. /**
  39162. * Assign buttons for Roll control.
  39163. */
  39164. buttonsRoll: number[];
  39165. /**
  39166. * Detect if any button is being pressed while mouse is moved.
  39167. * -1 = Mouse locked.
  39168. * 0 = Left button.
  39169. * 1 = Middle Button.
  39170. * 2 = Right Button.
  39171. */
  39172. activeButton: number;
  39173. /**
  39174. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  39175. * Higher values reduce its sensitivity.
  39176. */
  39177. angularSensibility: number;
  39178. private _mousemoveCallback;
  39179. private _observer;
  39180. private _rollObserver;
  39181. private previousPosition;
  39182. private noPreventDefault;
  39183. private element;
  39184. /**
  39185. * Listen to mouse events to control the camera.
  39186. * @param touchEnabled Define if touch is enabled. (Default is true.)
  39187. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39188. */
  39189. constructor(touchEnabled?: boolean);
  39190. /**
  39191. * Attach the mouse control to the HTML DOM element.
  39192. * @param element Defines the element that listens to the input events.
  39193. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  39194. */
  39195. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39196. /**
  39197. * Detach the current controls from the specified dom element.
  39198. * @param element Defines the element to stop listening the inputs from
  39199. */
  39200. detachControl(element: Nullable<HTMLElement>): void;
  39201. /**
  39202. * Gets the class name of the current input.
  39203. * @returns the class name.
  39204. */
  39205. getClassName(): string;
  39206. /**
  39207. * Get the friendly name associated with the input class.
  39208. * @returns the input's friendly name.
  39209. */
  39210. getSimpleName(): string;
  39211. private _pointerInput;
  39212. private _onMouseMove;
  39213. /**
  39214. * Rotate camera by mouse offset.
  39215. */
  39216. private rotateCamera;
  39217. }
  39218. }
  39219. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  39220. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39221. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39222. /**
  39223. * Default Inputs manager for the FlyCamera.
  39224. * It groups all the default supported inputs for ease of use.
  39225. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39226. */
  39227. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  39228. /**
  39229. * Instantiates a new FlyCameraInputsManager.
  39230. * @param camera Defines the camera the inputs belong to.
  39231. */
  39232. constructor(camera: FlyCamera);
  39233. /**
  39234. * Add keyboard input support to the input manager.
  39235. * @returns the new FlyCameraKeyboardMoveInput().
  39236. */
  39237. addKeyboard(): FlyCameraInputsManager;
  39238. /**
  39239. * Add mouse input support to the input manager.
  39240. * @param touchEnabled Enable touch screen support.
  39241. * @returns the new FlyCameraMouseInput().
  39242. */
  39243. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  39244. }
  39245. }
  39246. declare module "babylonjs/Cameras/flyCamera" {
  39247. import { Scene } from "babylonjs/scene";
  39248. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  39249. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39250. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39251. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  39252. /**
  39253. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39254. * such as in a 3D Space Shooter or a Flight Simulator.
  39255. */
  39256. export class FlyCamera extends TargetCamera {
  39257. /**
  39258. * Define the collision ellipsoid of the camera.
  39259. * This is helpful for simulating a camera body, like a player's body.
  39260. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39261. */
  39262. ellipsoid: Vector3;
  39263. /**
  39264. * Define an offset for the position of the ellipsoid around the camera.
  39265. * This can be helpful if the camera is attached away from the player's body center,
  39266. * such as at its head.
  39267. */
  39268. ellipsoidOffset: Vector3;
  39269. /**
  39270. * Enable or disable collisions of the camera with the rest of the scene objects.
  39271. */
  39272. checkCollisions: boolean;
  39273. /**
  39274. * Enable or disable gravity on the camera.
  39275. */
  39276. applyGravity: boolean;
  39277. /**
  39278. * Define the current direction the camera is moving to.
  39279. */
  39280. cameraDirection: Vector3;
  39281. /**
  39282. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  39283. * This overrides and empties cameraRotation.
  39284. */
  39285. rotationQuaternion: Quaternion;
  39286. /**
  39287. * Track Roll to maintain the wanted Rolling when looking around.
  39288. */
  39289. _trackRoll: number;
  39290. /**
  39291. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  39292. */
  39293. rollCorrect: number;
  39294. /**
  39295. * Mimic a banked turn, Rolling the camera when Yawing.
  39296. * It's recommended to use rollCorrect = 10 for faster banking correction.
  39297. */
  39298. bankedTurn: boolean;
  39299. /**
  39300. * Limit in radians for how much Roll banking will add. (Default: 90°)
  39301. */
  39302. bankedTurnLimit: number;
  39303. /**
  39304. * Value of 0 disables the banked Roll.
  39305. * Value of 1 is equal to the Yaw angle in radians.
  39306. */
  39307. bankedTurnMultiplier: number;
  39308. /**
  39309. * The inputs manager loads all the input sources, such as keyboard and mouse.
  39310. */
  39311. inputs: FlyCameraInputsManager;
  39312. /**
  39313. * Gets the input sensibility for mouse input.
  39314. * Higher values reduce sensitivity.
  39315. */
  39316. /**
  39317. * Sets the input sensibility for a mouse input.
  39318. * Higher values reduce sensitivity.
  39319. */
  39320. angularSensibility: number;
  39321. /**
  39322. * Get the keys for camera movement forward.
  39323. */
  39324. /**
  39325. * Set the keys for camera movement forward.
  39326. */
  39327. keysForward: number[];
  39328. /**
  39329. * Get the keys for camera movement backward.
  39330. */
  39331. keysBackward: number[];
  39332. /**
  39333. * Get the keys for camera movement up.
  39334. */
  39335. /**
  39336. * Set the keys for camera movement up.
  39337. */
  39338. keysUp: number[];
  39339. /**
  39340. * Get the keys for camera movement down.
  39341. */
  39342. /**
  39343. * Set the keys for camera movement down.
  39344. */
  39345. keysDown: number[];
  39346. /**
  39347. * Get the keys for camera movement left.
  39348. */
  39349. /**
  39350. * Set the keys for camera movement left.
  39351. */
  39352. keysLeft: number[];
  39353. /**
  39354. * Set the keys for camera movement right.
  39355. */
  39356. /**
  39357. * Set the keys for camera movement right.
  39358. */
  39359. keysRight: number[];
  39360. /**
  39361. * Event raised when the camera collides with a mesh in the scene.
  39362. */
  39363. onCollide: (collidedMesh: AbstractMesh) => void;
  39364. private _collider;
  39365. private _needMoveForGravity;
  39366. private _oldPosition;
  39367. private _diffPosition;
  39368. private _newPosition;
  39369. /** @hidden */
  39370. _localDirection: Vector3;
  39371. /** @hidden */
  39372. _transformedDirection: Vector3;
  39373. /**
  39374. * Instantiates a FlyCamera.
  39375. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39376. * such as in a 3D Space Shooter or a Flight Simulator.
  39377. * @param name Define the name of the camera in the scene.
  39378. * @param position Define the starting position of the camera in the scene.
  39379. * @param scene Define the scene the camera belongs to.
  39380. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39381. */
  39382. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39383. /**
  39384. * Attach a control to the HTML DOM element.
  39385. * @param element Defines the element that listens to the input events.
  39386. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39387. */
  39388. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39389. /**
  39390. * Detach a control from the HTML DOM element.
  39391. * The camera will stop reacting to that input.
  39392. * @param element Defines the element that listens to the input events.
  39393. */
  39394. detachControl(element: HTMLElement): void;
  39395. private _collisionMask;
  39396. /**
  39397. * Get the mask that the camera ignores in collision events.
  39398. */
  39399. /**
  39400. * Set the mask that the camera ignores in collision events.
  39401. */
  39402. collisionMask: number;
  39403. /** @hidden */
  39404. _collideWithWorld(displacement: Vector3): void;
  39405. /** @hidden */
  39406. private _onCollisionPositionChange;
  39407. /** @hidden */
  39408. _checkInputs(): void;
  39409. /** @hidden */
  39410. _decideIfNeedsToMove(): boolean;
  39411. /** @hidden */
  39412. _updatePosition(): void;
  39413. /**
  39414. * Restore the Roll to its target value at the rate specified.
  39415. * @param rate - Higher means slower restoring.
  39416. * @hidden
  39417. */
  39418. restoreRoll(rate: number): void;
  39419. /**
  39420. * Destroy the camera and release the current resources held by it.
  39421. */
  39422. dispose(): void;
  39423. /**
  39424. * Get the current object class name.
  39425. * @returns the class name.
  39426. */
  39427. getClassName(): string;
  39428. }
  39429. }
  39430. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39431. import { Nullable } from "babylonjs/types";
  39432. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39433. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39434. /**
  39435. * Listen to keyboard events to control the camera.
  39436. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39437. */
  39438. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39439. /**
  39440. * Defines the camera the input is attached to.
  39441. */
  39442. camera: FlyCamera;
  39443. /**
  39444. * The list of keyboard keys used to control the forward move of the camera.
  39445. */
  39446. keysForward: number[];
  39447. /**
  39448. * The list of keyboard keys used to control the backward move of the camera.
  39449. */
  39450. keysBackward: number[];
  39451. /**
  39452. * The list of keyboard keys used to control the forward move of the camera.
  39453. */
  39454. keysUp: number[];
  39455. /**
  39456. * The list of keyboard keys used to control the backward move of the camera.
  39457. */
  39458. keysDown: number[];
  39459. /**
  39460. * The list of keyboard keys used to control the right strafe move of the camera.
  39461. */
  39462. keysRight: number[];
  39463. /**
  39464. * The list of keyboard keys used to control the left strafe move of the camera.
  39465. */
  39466. keysLeft: number[];
  39467. private _keys;
  39468. private _onCanvasBlurObserver;
  39469. private _onKeyboardObserver;
  39470. private _engine;
  39471. private _scene;
  39472. /**
  39473. * Attach the input controls to a specific dom element to get the input from.
  39474. * @param element Defines the element the controls should be listened from
  39475. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39476. */
  39477. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39478. /**
  39479. * Detach the current controls from the specified dom element.
  39480. * @param element Defines the element to stop listening the inputs from
  39481. */
  39482. detachControl(element: Nullable<HTMLElement>): void;
  39483. /**
  39484. * Gets the class name of the current intput.
  39485. * @returns the class name
  39486. */
  39487. getClassName(): string;
  39488. /** @hidden */
  39489. _onLostFocus(e: FocusEvent): void;
  39490. /**
  39491. * Get the friendly name associated with the input class.
  39492. * @returns the input friendly name
  39493. */
  39494. getSimpleName(): string;
  39495. /**
  39496. * Update the current camera state depending on the inputs that have been used this frame.
  39497. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39498. */
  39499. checkInputs(): void;
  39500. }
  39501. }
  39502. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39503. import { Nullable } from "babylonjs/types";
  39504. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39505. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39506. /**
  39507. * Manage the mouse wheel inputs to control a follow camera.
  39508. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39509. */
  39510. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39511. /**
  39512. * Defines the camera the input is attached to.
  39513. */
  39514. camera: FollowCamera;
  39515. /**
  39516. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39517. */
  39518. axisControlRadius: boolean;
  39519. /**
  39520. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39521. */
  39522. axisControlHeight: boolean;
  39523. /**
  39524. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39525. */
  39526. axisControlRotation: boolean;
  39527. /**
  39528. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39529. * relation to mouseWheel events.
  39530. */
  39531. wheelPrecision: number;
  39532. /**
  39533. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39534. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39535. */
  39536. wheelDeltaPercentage: number;
  39537. private _wheel;
  39538. private _observer;
  39539. /**
  39540. * Attach the input controls to a specific dom element to get the input from.
  39541. * @param element Defines the element the controls should be listened from
  39542. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39543. */
  39544. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39545. /**
  39546. * Detach the current controls from the specified dom element.
  39547. * @param element Defines the element to stop listening the inputs from
  39548. */
  39549. detachControl(element: Nullable<HTMLElement>): void;
  39550. /**
  39551. * Gets the class name of the current intput.
  39552. * @returns the class name
  39553. */
  39554. getClassName(): string;
  39555. /**
  39556. * Get the friendly name associated with the input class.
  39557. * @returns the input friendly name
  39558. */
  39559. getSimpleName(): string;
  39560. }
  39561. }
  39562. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39563. import { Nullable } from "babylonjs/types";
  39564. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39565. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39566. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39567. /**
  39568. * Manage the pointers inputs to control an follow camera.
  39569. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39570. */
  39571. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39572. /**
  39573. * Defines the camera the input is attached to.
  39574. */
  39575. camera: FollowCamera;
  39576. /**
  39577. * Gets the class name of the current input.
  39578. * @returns the class name
  39579. */
  39580. getClassName(): string;
  39581. /**
  39582. * Defines the pointer angular sensibility along the X axis or how fast is
  39583. * the camera rotating.
  39584. * A negative number will reverse the axis direction.
  39585. */
  39586. angularSensibilityX: number;
  39587. /**
  39588. * Defines the pointer angular sensibility along the Y axis or how fast is
  39589. * the camera rotating.
  39590. * A negative number will reverse the axis direction.
  39591. */
  39592. angularSensibilityY: number;
  39593. /**
  39594. * Defines the pointer pinch precision or how fast is the camera zooming.
  39595. * A negative number will reverse the axis direction.
  39596. */
  39597. pinchPrecision: number;
  39598. /**
  39599. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39600. * from 0.
  39601. * It defines the percentage of current camera.radius to use as delta when
  39602. * pinch zoom is used.
  39603. */
  39604. pinchDeltaPercentage: number;
  39605. /**
  39606. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39607. */
  39608. axisXControlRadius: boolean;
  39609. /**
  39610. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39611. */
  39612. axisXControlHeight: boolean;
  39613. /**
  39614. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39615. */
  39616. axisXControlRotation: boolean;
  39617. /**
  39618. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39619. */
  39620. axisYControlRadius: boolean;
  39621. /**
  39622. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39623. */
  39624. axisYControlHeight: boolean;
  39625. /**
  39626. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39627. */
  39628. axisYControlRotation: boolean;
  39629. /**
  39630. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39631. */
  39632. axisPinchControlRadius: boolean;
  39633. /**
  39634. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39635. */
  39636. axisPinchControlHeight: boolean;
  39637. /**
  39638. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39639. */
  39640. axisPinchControlRotation: boolean;
  39641. /**
  39642. * Log error messages if basic misconfiguration has occurred.
  39643. */
  39644. warningEnable: boolean;
  39645. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39646. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39647. private _warningCounter;
  39648. private _warning;
  39649. }
  39650. }
  39651. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39652. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39653. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39654. /**
  39655. * Default Inputs manager for the FollowCamera.
  39656. * It groups all the default supported inputs for ease of use.
  39657. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39658. */
  39659. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39660. /**
  39661. * Instantiates a new FollowCameraInputsManager.
  39662. * @param camera Defines the camera the inputs belong to
  39663. */
  39664. constructor(camera: FollowCamera);
  39665. /**
  39666. * Add keyboard input support to the input manager.
  39667. * @returns the current input manager
  39668. */
  39669. addKeyboard(): FollowCameraInputsManager;
  39670. /**
  39671. * Add mouse wheel input support to the input manager.
  39672. * @returns the current input manager
  39673. */
  39674. addMouseWheel(): FollowCameraInputsManager;
  39675. /**
  39676. * Add pointers input support to the input manager.
  39677. * @returns the current input manager
  39678. */
  39679. addPointers(): FollowCameraInputsManager;
  39680. /**
  39681. * Add orientation input support to the input manager.
  39682. * @returns the current input manager
  39683. */
  39684. addVRDeviceOrientation(): FollowCameraInputsManager;
  39685. }
  39686. }
  39687. declare module "babylonjs/Cameras/followCamera" {
  39688. import { Nullable } from "babylonjs/types";
  39689. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39690. import { Scene } from "babylonjs/scene";
  39691. import { Vector3 } from "babylonjs/Maths/math.vector";
  39692. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39693. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39694. /**
  39695. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39696. * an arc rotate version arcFollowCamera are available.
  39697. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39698. */
  39699. export class FollowCamera extends TargetCamera {
  39700. /**
  39701. * Distance the follow camera should follow an object at
  39702. */
  39703. radius: number;
  39704. /**
  39705. * Minimum allowed distance of the camera to the axis of rotation
  39706. * (The camera can not get closer).
  39707. * This can help limiting how the Camera is able to move in the scene.
  39708. */
  39709. lowerRadiusLimit: Nullable<number>;
  39710. /**
  39711. * Maximum allowed distance of the camera to the axis of rotation
  39712. * (The camera can not get further).
  39713. * This can help limiting how the Camera is able to move in the scene.
  39714. */
  39715. upperRadiusLimit: Nullable<number>;
  39716. /**
  39717. * Define a rotation offset between the camera and the object it follows
  39718. */
  39719. rotationOffset: number;
  39720. /**
  39721. * Minimum allowed angle to camera position relative to target object.
  39722. * This can help limiting how the Camera is able to move in the scene.
  39723. */
  39724. lowerRotationOffsetLimit: Nullable<number>;
  39725. /**
  39726. * Maximum allowed angle to camera position relative to target object.
  39727. * This can help limiting how the Camera is able to move in the scene.
  39728. */
  39729. upperRotationOffsetLimit: Nullable<number>;
  39730. /**
  39731. * Define a height offset between the camera and the object it follows.
  39732. * It can help following an object from the top (like a car chaing a plane)
  39733. */
  39734. heightOffset: number;
  39735. /**
  39736. * Minimum allowed height of camera position relative to target object.
  39737. * This can help limiting how the Camera is able to move in the scene.
  39738. */
  39739. lowerHeightOffsetLimit: Nullable<number>;
  39740. /**
  39741. * Maximum allowed height of camera position relative to target object.
  39742. * This can help limiting how the Camera is able to move in the scene.
  39743. */
  39744. upperHeightOffsetLimit: Nullable<number>;
  39745. /**
  39746. * Define how fast the camera can accelerate to follow it s target.
  39747. */
  39748. cameraAcceleration: number;
  39749. /**
  39750. * Define the speed limit of the camera following an object.
  39751. */
  39752. maxCameraSpeed: number;
  39753. /**
  39754. * Define the target of the camera.
  39755. */
  39756. lockedTarget: Nullable<AbstractMesh>;
  39757. /**
  39758. * Defines the input associated with the camera.
  39759. */
  39760. inputs: FollowCameraInputsManager;
  39761. /**
  39762. * Instantiates the follow camera.
  39763. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39764. * @param name Define the name of the camera in the scene
  39765. * @param position Define the position of the camera
  39766. * @param scene Define the scene the camera belong to
  39767. * @param lockedTarget Define the target of the camera
  39768. */
  39769. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39770. private _follow;
  39771. /**
  39772. * Attached controls to the current camera.
  39773. * @param element Defines the element the controls should be listened from
  39774. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39775. */
  39776. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39777. /**
  39778. * Detach the current controls from the camera.
  39779. * The camera will stop reacting to inputs.
  39780. * @param element Defines the element to stop listening the inputs from
  39781. */
  39782. detachControl(element: HTMLElement): void;
  39783. /** @hidden */
  39784. _checkInputs(): void;
  39785. private _checkLimits;
  39786. /**
  39787. * Gets the camera class name.
  39788. * @returns the class name
  39789. */
  39790. getClassName(): string;
  39791. }
  39792. /**
  39793. * Arc Rotate version of the follow camera.
  39794. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39795. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39796. */
  39797. export class ArcFollowCamera extends TargetCamera {
  39798. /** The longitudinal angle of the camera */
  39799. alpha: number;
  39800. /** The latitudinal angle of the camera */
  39801. beta: number;
  39802. /** The radius of the camera from its target */
  39803. radius: number;
  39804. /** Define the camera target (the messh it should follow) */
  39805. target: Nullable<AbstractMesh>;
  39806. private _cartesianCoordinates;
  39807. /**
  39808. * Instantiates a new ArcFollowCamera
  39809. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39810. * @param name Define the name of the camera
  39811. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39812. * @param beta Define the rotation angle of the camera around the elevation axis
  39813. * @param radius Define the radius of the camera from its target point
  39814. * @param target Define the target of the camera
  39815. * @param scene Define the scene the camera belongs to
  39816. */
  39817. constructor(name: string,
  39818. /** The longitudinal angle of the camera */
  39819. alpha: number,
  39820. /** The latitudinal angle of the camera */
  39821. beta: number,
  39822. /** The radius of the camera from its target */
  39823. radius: number,
  39824. /** Define the camera target (the messh it should follow) */
  39825. target: Nullable<AbstractMesh>, scene: Scene);
  39826. private _follow;
  39827. /** @hidden */
  39828. _checkInputs(): void;
  39829. /**
  39830. * Returns the class name of the object.
  39831. * It is mostly used internally for serialization purposes.
  39832. */
  39833. getClassName(): string;
  39834. }
  39835. }
  39836. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39837. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39838. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39839. import { Nullable } from "babylonjs/types";
  39840. /**
  39841. * Manage the keyboard inputs to control the movement of a follow camera.
  39842. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39843. */
  39844. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39845. /**
  39846. * Defines the camera the input is attached to.
  39847. */
  39848. camera: FollowCamera;
  39849. /**
  39850. * Defines the list of key codes associated with the up action (increase heightOffset)
  39851. */
  39852. keysHeightOffsetIncr: number[];
  39853. /**
  39854. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39855. */
  39856. keysHeightOffsetDecr: number[];
  39857. /**
  39858. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39859. */
  39860. keysHeightOffsetModifierAlt: boolean;
  39861. /**
  39862. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39863. */
  39864. keysHeightOffsetModifierCtrl: boolean;
  39865. /**
  39866. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39867. */
  39868. keysHeightOffsetModifierShift: boolean;
  39869. /**
  39870. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39871. */
  39872. keysRotationOffsetIncr: number[];
  39873. /**
  39874. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39875. */
  39876. keysRotationOffsetDecr: number[];
  39877. /**
  39878. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39879. */
  39880. keysRotationOffsetModifierAlt: boolean;
  39881. /**
  39882. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39883. */
  39884. keysRotationOffsetModifierCtrl: boolean;
  39885. /**
  39886. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39887. */
  39888. keysRotationOffsetModifierShift: boolean;
  39889. /**
  39890. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39891. */
  39892. keysRadiusIncr: number[];
  39893. /**
  39894. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39895. */
  39896. keysRadiusDecr: number[];
  39897. /**
  39898. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39899. */
  39900. keysRadiusModifierAlt: boolean;
  39901. /**
  39902. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39903. */
  39904. keysRadiusModifierCtrl: boolean;
  39905. /**
  39906. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39907. */
  39908. keysRadiusModifierShift: boolean;
  39909. /**
  39910. * Defines the rate of change of heightOffset.
  39911. */
  39912. heightSensibility: number;
  39913. /**
  39914. * Defines the rate of change of rotationOffset.
  39915. */
  39916. rotationSensibility: number;
  39917. /**
  39918. * Defines the rate of change of radius.
  39919. */
  39920. radiusSensibility: number;
  39921. private _keys;
  39922. private _ctrlPressed;
  39923. private _altPressed;
  39924. private _shiftPressed;
  39925. private _onCanvasBlurObserver;
  39926. private _onKeyboardObserver;
  39927. private _engine;
  39928. private _scene;
  39929. /**
  39930. * Attach the input controls to a specific dom element to get the input from.
  39931. * @param element Defines the element the controls should be listened from
  39932. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39933. */
  39934. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39935. /**
  39936. * Detach the current controls from the specified dom element.
  39937. * @param element Defines the element to stop listening the inputs from
  39938. */
  39939. detachControl(element: Nullable<HTMLElement>): void;
  39940. /**
  39941. * Update the current camera state depending on the inputs that have been used this frame.
  39942. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39943. */
  39944. checkInputs(): void;
  39945. /**
  39946. * Gets the class name of the current input.
  39947. * @returns the class name
  39948. */
  39949. getClassName(): string;
  39950. /**
  39951. * Get the friendly name associated with the input class.
  39952. * @returns the input friendly name
  39953. */
  39954. getSimpleName(): string;
  39955. /**
  39956. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39957. * allow modification of the heightOffset value.
  39958. */
  39959. private _modifierHeightOffset;
  39960. /**
  39961. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39962. * allow modification of the rotationOffset value.
  39963. */
  39964. private _modifierRotationOffset;
  39965. /**
  39966. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39967. * allow modification of the radius value.
  39968. */
  39969. private _modifierRadius;
  39970. }
  39971. }
  39972. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39973. import { Nullable } from "babylonjs/types";
  39974. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39975. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39976. import { Observable } from "babylonjs/Misc/observable";
  39977. module "babylonjs/Cameras/freeCameraInputsManager" {
  39978. interface FreeCameraInputsManager {
  39979. /**
  39980. * @hidden
  39981. */
  39982. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39983. /**
  39984. * Add orientation input support to the input manager.
  39985. * @returns the current input manager
  39986. */
  39987. addDeviceOrientation(): FreeCameraInputsManager;
  39988. }
  39989. }
  39990. /**
  39991. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39992. * Screen rotation is taken into account.
  39993. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39994. */
  39995. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39996. private _camera;
  39997. private _screenOrientationAngle;
  39998. private _constantTranform;
  39999. private _screenQuaternion;
  40000. private _alpha;
  40001. private _beta;
  40002. private _gamma;
  40003. /**
  40004. * Can be used to detect if a device orientation sensor is availible on a device
  40005. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  40006. * @returns a promise that will resolve on orientation change
  40007. */
  40008. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  40009. /**
  40010. * @hidden
  40011. */
  40012. _onDeviceOrientationChangedObservable: Observable<void>;
  40013. /**
  40014. * Instantiates a new input
  40015. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40016. */
  40017. constructor();
  40018. /**
  40019. * Define the camera controlled by the input.
  40020. */
  40021. camera: FreeCamera;
  40022. /**
  40023. * Attach the input controls to a specific dom element to get the input from.
  40024. * @param element Defines the element the controls should be listened from
  40025. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40026. */
  40027. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40028. private _orientationChanged;
  40029. private _deviceOrientation;
  40030. /**
  40031. * Detach the current controls from the specified dom element.
  40032. * @param element Defines the element to stop listening the inputs from
  40033. */
  40034. detachControl(element: Nullable<HTMLElement>): void;
  40035. /**
  40036. * Update the current camera state depending on the inputs that have been used this frame.
  40037. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40038. */
  40039. checkInputs(): void;
  40040. /**
  40041. * Gets the class name of the current intput.
  40042. * @returns the class name
  40043. */
  40044. getClassName(): string;
  40045. /**
  40046. * Get the friendly name associated with the input class.
  40047. * @returns the input friendly name
  40048. */
  40049. getSimpleName(): string;
  40050. }
  40051. }
  40052. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  40053. import { Nullable } from "babylonjs/types";
  40054. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40055. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40056. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40057. /**
  40058. * Manage the gamepad inputs to control a free camera.
  40059. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40060. */
  40061. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  40062. /**
  40063. * Define the camera the input is attached to.
  40064. */
  40065. camera: FreeCamera;
  40066. /**
  40067. * Define the Gamepad controlling the input
  40068. */
  40069. gamepad: Nullable<Gamepad>;
  40070. /**
  40071. * Defines the gamepad rotation sensiblity.
  40072. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40073. */
  40074. gamepadAngularSensibility: number;
  40075. /**
  40076. * Defines the gamepad move sensiblity.
  40077. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40078. */
  40079. gamepadMoveSensibility: number;
  40080. private _yAxisScale;
  40081. /**
  40082. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  40083. */
  40084. invertYAxis: boolean;
  40085. private _onGamepadConnectedObserver;
  40086. private _onGamepadDisconnectedObserver;
  40087. private _cameraTransform;
  40088. private _deltaTransform;
  40089. private _vector3;
  40090. private _vector2;
  40091. /**
  40092. * Attach the input controls to a specific dom element to get the input from.
  40093. * @param element Defines the element the controls should be listened from
  40094. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40095. */
  40096. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40097. /**
  40098. * Detach the current controls from the specified dom element.
  40099. * @param element Defines the element to stop listening the inputs from
  40100. */
  40101. detachControl(element: Nullable<HTMLElement>): void;
  40102. /**
  40103. * Update the current camera state depending on the inputs that have been used this frame.
  40104. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40105. */
  40106. checkInputs(): void;
  40107. /**
  40108. * Gets the class name of the current intput.
  40109. * @returns the class name
  40110. */
  40111. getClassName(): string;
  40112. /**
  40113. * Get the friendly name associated with the input class.
  40114. * @returns the input friendly name
  40115. */
  40116. getSimpleName(): string;
  40117. }
  40118. }
  40119. declare module "babylonjs/Misc/virtualJoystick" {
  40120. import { Nullable } from "babylonjs/types";
  40121. import { Vector3 } from "babylonjs/Maths/math.vector";
  40122. /**
  40123. * Defines the potential axis of a Joystick
  40124. */
  40125. export enum JoystickAxis {
  40126. /** X axis */
  40127. X = 0,
  40128. /** Y axis */
  40129. Y = 1,
  40130. /** Z axis */
  40131. Z = 2
  40132. }
  40133. /**
  40134. * Class used to define virtual joystick (used in touch mode)
  40135. */
  40136. export class VirtualJoystick {
  40137. /**
  40138. * Gets or sets a boolean indicating that left and right values must be inverted
  40139. */
  40140. reverseLeftRight: boolean;
  40141. /**
  40142. * Gets or sets a boolean indicating that up and down values must be inverted
  40143. */
  40144. reverseUpDown: boolean;
  40145. /**
  40146. * Gets the offset value for the position (ie. the change of the position value)
  40147. */
  40148. deltaPosition: Vector3;
  40149. /**
  40150. * Gets a boolean indicating if the virtual joystick was pressed
  40151. */
  40152. pressed: boolean;
  40153. /**
  40154. * Canvas the virtual joystick will render onto, default z-index of this is 5
  40155. */
  40156. static Canvas: Nullable<HTMLCanvasElement>;
  40157. private static _globalJoystickIndex;
  40158. private static vjCanvasContext;
  40159. private static vjCanvasWidth;
  40160. private static vjCanvasHeight;
  40161. private static halfWidth;
  40162. private _action;
  40163. private _axisTargetedByLeftAndRight;
  40164. private _axisTargetedByUpAndDown;
  40165. private _joystickSensibility;
  40166. private _inversedSensibility;
  40167. private _joystickPointerID;
  40168. private _joystickColor;
  40169. private _joystickPointerPos;
  40170. private _joystickPreviousPointerPos;
  40171. private _joystickPointerStartPos;
  40172. private _deltaJoystickVector;
  40173. private _leftJoystick;
  40174. private _touches;
  40175. private _onPointerDownHandlerRef;
  40176. private _onPointerMoveHandlerRef;
  40177. private _onPointerUpHandlerRef;
  40178. private _onResize;
  40179. /**
  40180. * Creates a new virtual joystick
  40181. * @param leftJoystick defines that the joystick is for left hand (false by default)
  40182. */
  40183. constructor(leftJoystick?: boolean);
  40184. /**
  40185. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  40186. * @param newJoystickSensibility defines the new sensibility
  40187. */
  40188. setJoystickSensibility(newJoystickSensibility: number): void;
  40189. private _onPointerDown;
  40190. private _onPointerMove;
  40191. private _onPointerUp;
  40192. /**
  40193. * Change the color of the virtual joystick
  40194. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  40195. */
  40196. setJoystickColor(newColor: string): void;
  40197. /**
  40198. * Defines a callback to call when the joystick is touched
  40199. * @param action defines the callback
  40200. */
  40201. setActionOnTouch(action: () => any): void;
  40202. /**
  40203. * Defines which axis you'd like to control for left & right
  40204. * @param axis defines the axis to use
  40205. */
  40206. setAxisForLeftRight(axis: JoystickAxis): void;
  40207. /**
  40208. * Defines which axis you'd like to control for up & down
  40209. * @param axis defines the axis to use
  40210. */
  40211. setAxisForUpDown(axis: JoystickAxis): void;
  40212. private _drawVirtualJoystick;
  40213. /**
  40214. * Release internal HTML canvas
  40215. */
  40216. releaseCanvas(): void;
  40217. }
  40218. }
  40219. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  40220. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  40221. import { Nullable } from "babylonjs/types";
  40222. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40223. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40224. module "babylonjs/Cameras/freeCameraInputsManager" {
  40225. interface FreeCameraInputsManager {
  40226. /**
  40227. * Add virtual joystick input support to the input manager.
  40228. * @returns the current input manager
  40229. */
  40230. addVirtualJoystick(): FreeCameraInputsManager;
  40231. }
  40232. }
  40233. /**
  40234. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  40235. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40236. */
  40237. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  40238. /**
  40239. * Defines the camera the input is attached to.
  40240. */
  40241. camera: FreeCamera;
  40242. private _leftjoystick;
  40243. private _rightjoystick;
  40244. /**
  40245. * Gets the left stick of the virtual joystick.
  40246. * @returns The virtual Joystick
  40247. */
  40248. getLeftJoystick(): VirtualJoystick;
  40249. /**
  40250. * Gets the right stick of the virtual joystick.
  40251. * @returns The virtual Joystick
  40252. */
  40253. getRightJoystick(): VirtualJoystick;
  40254. /**
  40255. * Update the current camera state depending on the inputs that have been used this frame.
  40256. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40257. */
  40258. checkInputs(): void;
  40259. /**
  40260. * Attach the input controls to a specific dom element to get the input from.
  40261. * @param element Defines the element the controls should be listened from
  40262. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40263. */
  40264. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40265. /**
  40266. * Detach the current controls from the specified dom element.
  40267. * @param element Defines the element to stop listening the inputs from
  40268. */
  40269. detachControl(element: Nullable<HTMLElement>): void;
  40270. /**
  40271. * Gets the class name of the current intput.
  40272. * @returns the class name
  40273. */
  40274. getClassName(): string;
  40275. /**
  40276. * Get the friendly name associated with the input class.
  40277. * @returns the input friendly name
  40278. */
  40279. getSimpleName(): string;
  40280. }
  40281. }
  40282. declare module "babylonjs/Cameras/Inputs/index" {
  40283. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  40284. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  40285. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  40286. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  40287. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40288. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  40289. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  40290. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  40291. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  40292. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  40293. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40294. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  40295. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  40296. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  40297. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  40298. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40299. }
  40300. declare module "babylonjs/Cameras/touchCamera" {
  40301. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40302. import { Scene } from "babylonjs/scene";
  40303. import { Vector3 } from "babylonjs/Maths/math.vector";
  40304. /**
  40305. * This represents a FPS type of camera controlled by touch.
  40306. * This is like a universal camera minus the Gamepad controls.
  40307. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40308. */
  40309. export class TouchCamera extends FreeCamera {
  40310. /**
  40311. * Defines the touch sensibility for rotation.
  40312. * The higher the faster.
  40313. */
  40314. touchAngularSensibility: number;
  40315. /**
  40316. * Defines the touch sensibility for move.
  40317. * The higher the faster.
  40318. */
  40319. touchMoveSensibility: number;
  40320. /**
  40321. * Instantiates a new touch camera.
  40322. * This represents a FPS type of camera controlled by touch.
  40323. * This is like a universal camera minus the Gamepad controls.
  40324. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40325. * @param name Define the name of the camera in the scene
  40326. * @param position Define the start position of the camera in the scene
  40327. * @param scene Define the scene the camera belongs to
  40328. */
  40329. constructor(name: string, position: Vector3, scene: Scene);
  40330. /**
  40331. * Gets the current object class name.
  40332. * @return the class name
  40333. */
  40334. getClassName(): string;
  40335. /** @hidden */
  40336. _setupInputs(): void;
  40337. }
  40338. }
  40339. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40340. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40341. import { Scene } from "babylonjs/scene";
  40342. import { Vector3 } from "babylonjs/Maths/math.vector";
  40343. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40344. import { Axis } from "babylonjs/Maths/math.axis";
  40345. /**
  40346. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40347. * being tilted forward or back and left or right.
  40348. */
  40349. export class DeviceOrientationCamera extends FreeCamera {
  40350. private _initialQuaternion;
  40351. private _quaternionCache;
  40352. private _tmpDragQuaternion;
  40353. private _disablePointerInputWhenUsingDeviceOrientation;
  40354. /**
  40355. * Creates a new device orientation camera
  40356. * @param name The name of the camera
  40357. * @param position The start position camera
  40358. * @param scene The scene the camera belongs to
  40359. */
  40360. constructor(name: string, position: Vector3, scene: Scene);
  40361. /**
  40362. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40363. */
  40364. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40365. private _dragFactor;
  40366. /**
  40367. * Enabled turning on the y axis when the orientation sensor is active
  40368. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40369. */
  40370. enableHorizontalDragging(dragFactor?: number): void;
  40371. /**
  40372. * Gets the current instance class name ("DeviceOrientationCamera").
  40373. * This helps avoiding instanceof at run time.
  40374. * @returns the class name
  40375. */
  40376. getClassName(): string;
  40377. /**
  40378. * @hidden
  40379. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40380. */
  40381. _checkInputs(): void;
  40382. /**
  40383. * Reset the camera to its default orientation on the specified axis only.
  40384. * @param axis The axis to reset
  40385. */
  40386. resetToCurrentRotation(axis?: Axis): void;
  40387. }
  40388. }
  40389. declare module "babylonjs/Gamepads/xboxGamepad" {
  40390. import { Observable } from "babylonjs/Misc/observable";
  40391. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40392. /**
  40393. * Defines supported buttons for XBox360 compatible gamepads
  40394. */
  40395. export enum Xbox360Button {
  40396. /** A */
  40397. A = 0,
  40398. /** B */
  40399. B = 1,
  40400. /** X */
  40401. X = 2,
  40402. /** Y */
  40403. Y = 3,
  40404. /** Start */
  40405. Start = 4,
  40406. /** Back */
  40407. Back = 5,
  40408. /** Left button */
  40409. LB = 6,
  40410. /** Right button */
  40411. RB = 7,
  40412. /** Left stick */
  40413. LeftStick = 8,
  40414. /** Right stick */
  40415. RightStick = 9
  40416. }
  40417. /** Defines values for XBox360 DPad */
  40418. export enum Xbox360Dpad {
  40419. /** Up */
  40420. Up = 0,
  40421. /** Down */
  40422. Down = 1,
  40423. /** Left */
  40424. Left = 2,
  40425. /** Right */
  40426. Right = 3
  40427. }
  40428. /**
  40429. * Defines a XBox360 gamepad
  40430. */
  40431. export class Xbox360Pad extends Gamepad {
  40432. private _leftTrigger;
  40433. private _rightTrigger;
  40434. private _onlefttriggerchanged;
  40435. private _onrighttriggerchanged;
  40436. private _onbuttondown;
  40437. private _onbuttonup;
  40438. private _ondpaddown;
  40439. private _ondpadup;
  40440. /** Observable raised when a button is pressed */
  40441. onButtonDownObservable: Observable<Xbox360Button>;
  40442. /** Observable raised when a button is released */
  40443. onButtonUpObservable: Observable<Xbox360Button>;
  40444. /** Observable raised when a pad is pressed */
  40445. onPadDownObservable: Observable<Xbox360Dpad>;
  40446. /** Observable raised when a pad is released */
  40447. onPadUpObservable: Observable<Xbox360Dpad>;
  40448. private _buttonA;
  40449. private _buttonB;
  40450. private _buttonX;
  40451. private _buttonY;
  40452. private _buttonBack;
  40453. private _buttonStart;
  40454. private _buttonLB;
  40455. private _buttonRB;
  40456. private _buttonLeftStick;
  40457. private _buttonRightStick;
  40458. private _dPadUp;
  40459. private _dPadDown;
  40460. private _dPadLeft;
  40461. private _dPadRight;
  40462. private _isXboxOnePad;
  40463. /**
  40464. * Creates a new XBox360 gamepad object
  40465. * @param id defines the id of this gamepad
  40466. * @param index defines its index
  40467. * @param gamepad defines the internal HTML gamepad object
  40468. * @param xboxOne defines if it is a XBox One gamepad
  40469. */
  40470. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40471. /**
  40472. * Defines the callback to call when left trigger is pressed
  40473. * @param callback defines the callback to use
  40474. */
  40475. onlefttriggerchanged(callback: (value: number) => void): void;
  40476. /**
  40477. * Defines the callback to call when right trigger is pressed
  40478. * @param callback defines the callback to use
  40479. */
  40480. onrighttriggerchanged(callback: (value: number) => void): void;
  40481. /**
  40482. * Gets the left trigger value
  40483. */
  40484. /**
  40485. * Sets the left trigger value
  40486. */
  40487. leftTrigger: number;
  40488. /**
  40489. * Gets the right trigger value
  40490. */
  40491. /**
  40492. * Sets the right trigger value
  40493. */
  40494. rightTrigger: number;
  40495. /**
  40496. * Defines the callback to call when a button is pressed
  40497. * @param callback defines the callback to use
  40498. */
  40499. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40500. /**
  40501. * Defines the callback to call when a button is released
  40502. * @param callback defines the callback to use
  40503. */
  40504. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40505. /**
  40506. * Defines the callback to call when a pad is pressed
  40507. * @param callback defines the callback to use
  40508. */
  40509. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40510. /**
  40511. * Defines the callback to call when a pad is released
  40512. * @param callback defines the callback to use
  40513. */
  40514. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40515. private _setButtonValue;
  40516. private _setDPadValue;
  40517. /**
  40518. * Gets the value of the `A` button
  40519. */
  40520. /**
  40521. * Sets the value of the `A` button
  40522. */
  40523. buttonA: number;
  40524. /**
  40525. * Gets the value of the `B` button
  40526. */
  40527. /**
  40528. * Sets the value of the `B` button
  40529. */
  40530. buttonB: number;
  40531. /**
  40532. * Gets the value of the `X` button
  40533. */
  40534. /**
  40535. * Sets the value of the `X` button
  40536. */
  40537. buttonX: number;
  40538. /**
  40539. * Gets the value of the `Y` button
  40540. */
  40541. /**
  40542. * Sets the value of the `Y` button
  40543. */
  40544. buttonY: number;
  40545. /**
  40546. * Gets the value of the `Start` button
  40547. */
  40548. /**
  40549. * Sets the value of the `Start` button
  40550. */
  40551. buttonStart: number;
  40552. /**
  40553. * Gets the value of the `Back` button
  40554. */
  40555. /**
  40556. * Sets the value of the `Back` button
  40557. */
  40558. buttonBack: number;
  40559. /**
  40560. * Gets the value of the `Left` button
  40561. */
  40562. /**
  40563. * Sets the value of the `Left` button
  40564. */
  40565. buttonLB: number;
  40566. /**
  40567. * Gets the value of the `Right` button
  40568. */
  40569. /**
  40570. * Sets the value of the `Right` button
  40571. */
  40572. buttonRB: number;
  40573. /**
  40574. * Gets the value of the Left joystick
  40575. */
  40576. /**
  40577. * Sets the value of the Left joystick
  40578. */
  40579. buttonLeftStick: number;
  40580. /**
  40581. * Gets the value of the Right joystick
  40582. */
  40583. /**
  40584. * Sets the value of the Right joystick
  40585. */
  40586. buttonRightStick: number;
  40587. /**
  40588. * Gets the value of D-pad up
  40589. */
  40590. /**
  40591. * Sets the value of D-pad up
  40592. */
  40593. dPadUp: number;
  40594. /**
  40595. * Gets the value of D-pad down
  40596. */
  40597. /**
  40598. * Sets the value of D-pad down
  40599. */
  40600. dPadDown: number;
  40601. /**
  40602. * Gets the value of D-pad left
  40603. */
  40604. /**
  40605. * Sets the value of D-pad left
  40606. */
  40607. dPadLeft: number;
  40608. /**
  40609. * Gets the value of D-pad right
  40610. */
  40611. /**
  40612. * Sets the value of D-pad right
  40613. */
  40614. dPadRight: number;
  40615. /**
  40616. * Force the gamepad to synchronize with device values
  40617. */
  40618. update(): void;
  40619. /**
  40620. * Disposes the gamepad
  40621. */
  40622. dispose(): void;
  40623. }
  40624. }
  40625. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40626. import { Observable } from "babylonjs/Misc/observable";
  40627. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40628. /**
  40629. * Defines supported buttons for DualShock compatible gamepads
  40630. */
  40631. export enum DualShockButton {
  40632. /** Cross */
  40633. Cross = 0,
  40634. /** Circle */
  40635. Circle = 1,
  40636. /** Square */
  40637. Square = 2,
  40638. /** Triangle */
  40639. Triangle = 3,
  40640. /** Options */
  40641. Options = 4,
  40642. /** Share */
  40643. Share = 5,
  40644. /** L1 */
  40645. L1 = 6,
  40646. /** R1 */
  40647. R1 = 7,
  40648. /** Left stick */
  40649. LeftStick = 8,
  40650. /** Right stick */
  40651. RightStick = 9
  40652. }
  40653. /** Defines values for DualShock DPad */
  40654. export enum DualShockDpad {
  40655. /** Up */
  40656. Up = 0,
  40657. /** Down */
  40658. Down = 1,
  40659. /** Left */
  40660. Left = 2,
  40661. /** Right */
  40662. Right = 3
  40663. }
  40664. /**
  40665. * Defines a DualShock gamepad
  40666. */
  40667. export class DualShockPad extends Gamepad {
  40668. private _leftTrigger;
  40669. private _rightTrigger;
  40670. private _onlefttriggerchanged;
  40671. private _onrighttriggerchanged;
  40672. private _onbuttondown;
  40673. private _onbuttonup;
  40674. private _ondpaddown;
  40675. private _ondpadup;
  40676. /** Observable raised when a button is pressed */
  40677. onButtonDownObservable: Observable<DualShockButton>;
  40678. /** Observable raised when a button is released */
  40679. onButtonUpObservable: Observable<DualShockButton>;
  40680. /** Observable raised when a pad is pressed */
  40681. onPadDownObservable: Observable<DualShockDpad>;
  40682. /** Observable raised when a pad is released */
  40683. onPadUpObservable: Observable<DualShockDpad>;
  40684. private _buttonCross;
  40685. private _buttonCircle;
  40686. private _buttonSquare;
  40687. private _buttonTriangle;
  40688. private _buttonShare;
  40689. private _buttonOptions;
  40690. private _buttonL1;
  40691. private _buttonR1;
  40692. private _buttonLeftStick;
  40693. private _buttonRightStick;
  40694. private _dPadUp;
  40695. private _dPadDown;
  40696. private _dPadLeft;
  40697. private _dPadRight;
  40698. /**
  40699. * Creates a new DualShock gamepad object
  40700. * @param id defines the id of this gamepad
  40701. * @param index defines its index
  40702. * @param gamepad defines the internal HTML gamepad object
  40703. */
  40704. constructor(id: string, index: number, gamepad: any);
  40705. /**
  40706. * Defines the callback to call when left trigger is pressed
  40707. * @param callback defines the callback to use
  40708. */
  40709. onlefttriggerchanged(callback: (value: number) => void): void;
  40710. /**
  40711. * Defines the callback to call when right trigger is pressed
  40712. * @param callback defines the callback to use
  40713. */
  40714. onrighttriggerchanged(callback: (value: number) => void): void;
  40715. /**
  40716. * Gets the left trigger value
  40717. */
  40718. /**
  40719. * Sets the left trigger value
  40720. */
  40721. leftTrigger: number;
  40722. /**
  40723. * Gets the right trigger value
  40724. */
  40725. /**
  40726. * Sets the right trigger value
  40727. */
  40728. rightTrigger: number;
  40729. /**
  40730. * Defines the callback to call when a button is pressed
  40731. * @param callback defines the callback to use
  40732. */
  40733. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40734. /**
  40735. * Defines the callback to call when a button is released
  40736. * @param callback defines the callback to use
  40737. */
  40738. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40739. /**
  40740. * Defines the callback to call when a pad is pressed
  40741. * @param callback defines the callback to use
  40742. */
  40743. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40744. /**
  40745. * Defines the callback to call when a pad is released
  40746. * @param callback defines the callback to use
  40747. */
  40748. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40749. private _setButtonValue;
  40750. private _setDPadValue;
  40751. /**
  40752. * Gets the value of the `Cross` button
  40753. */
  40754. /**
  40755. * Sets the value of the `Cross` button
  40756. */
  40757. buttonCross: number;
  40758. /**
  40759. * Gets the value of the `Circle` button
  40760. */
  40761. /**
  40762. * Sets the value of the `Circle` button
  40763. */
  40764. buttonCircle: number;
  40765. /**
  40766. * Gets the value of the `Square` button
  40767. */
  40768. /**
  40769. * Sets the value of the `Square` button
  40770. */
  40771. buttonSquare: number;
  40772. /**
  40773. * Gets the value of the `Triangle` button
  40774. */
  40775. /**
  40776. * Sets the value of the `Triangle` button
  40777. */
  40778. buttonTriangle: number;
  40779. /**
  40780. * Gets the value of the `Options` button
  40781. */
  40782. /**
  40783. * Sets the value of the `Options` button
  40784. */
  40785. buttonOptions: number;
  40786. /**
  40787. * Gets the value of the `Share` button
  40788. */
  40789. /**
  40790. * Sets the value of the `Share` button
  40791. */
  40792. buttonShare: number;
  40793. /**
  40794. * Gets the value of the `L1` button
  40795. */
  40796. /**
  40797. * Sets the value of the `L1` button
  40798. */
  40799. buttonL1: number;
  40800. /**
  40801. * Gets the value of the `R1` button
  40802. */
  40803. /**
  40804. * Sets the value of the `R1` button
  40805. */
  40806. buttonR1: number;
  40807. /**
  40808. * Gets the value of the Left joystick
  40809. */
  40810. /**
  40811. * Sets the value of the Left joystick
  40812. */
  40813. buttonLeftStick: number;
  40814. /**
  40815. * Gets the value of the Right joystick
  40816. */
  40817. /**
  40818. * Sets the value of the Right joystick
  40819. */
  40820. buttonRightStick: number;
  40821. /**
  40822. * Gets the value of D-pad up
  40823. */
  40824. /**
  40825. * Sets the value of D-pad up
  40826. */
  40827. dPadUp: number;
  40828. /**
  40829. * Gets the value of D-pad down
  40830. */
  40831. /**
  40832. * Sets the value of D-pad down
  40833. */
  40834. dPadDown: number;
  40835. /**
  40836. * Gets the value of D-pad left
  40837. */
  40838. /**
  40839. * Sets the value of D-pad left
  40840. */
  40841. dPadLeft: number;
  40842. /**
  40843. * Gets the value of D-pad right
  40844. */
  40845. /**
  40846. * Sets the value of D-pad right
  40847. */
  40848. dPadRight: number;
  40849. /**
  40850. * Force the gamepad to synchronize with device values
  40851. */
  40852. update(): void;
  40853. /**
  40854. * Disposes the gamepad
  40855. */
  40856. dispose(): void;
  40857. }
  40858. }
  40859. declare module "babylonjs/Gamepads/gamepadManager" {
  40860. import { Observable } from "babylonjs/Misc/observable";
  40861. import { Nullable } from "babylonjs/types";
  40862. import { Scene } from "babylonjs/scene";
  40863. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40864. /**
  40865. * Manager for handling gamepads
  40866. */
  40867. export class GamepadManager {
  40868. private _scene?;
  40869. private _babylonGamepads;
  40870. private _oneGamepadConnected;
  40871. /** @hidden */
  40872. _isMonitoring: boolean;
  40873. private _gamepadEventSupported;
  40874. private _gamepadSupport;
  40875. /**
  40876. * observable to be triggered when the gamepad controller has been connected
  40877. */
  40878. onGamepadConnectedObservable: Observable<Gamepad>;
  40879. /**
  40880. * observable to be triggered when the gamepad controller has been disconnected
  40881. */
  40882. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40883. private _onGamepadConnectedEvent;
  40884. private _onGamepadDisconnectedEvent;
  40885. /**
  40886. * Initializes the gamepad manager
  40887. * @param _scene BabylonJS scene
  40888. */
  40889. constructor(_scene?: Scene | undefined);
  40890. /**
  40891. * The gamepads in the game pad manager
  40892. */
  40893. readonly gamepads: Gamepad[];
  40894. /**
  40895. * Get the gamepad controllers based on type
  40896. * @param type The type of gamepad controller
  40897. * @returns Nullable gamepad
  40898. */
  40899. getGamepadByType(type?: number): Nullable<Gamepad>;
  40900. /**
  40901. * Disposes the gamepad manager
  40902. */
  40903. dispose(): void;
  40904. private _addNewGamepad;
  40905. private _startMonitoringGamepads;
  40906. private _stopMonitoringGamepads;
  40907. /** @hidden */
  40908. _checkGamepadsStatus(): void;
  40909. private _updateGamepadObjects;
  40910. }
  40911. }
  40912. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40913. import { Nullable } from "babylonjs/types";
  40914. import { Scene } from "babylonjs/scene";
  40915. import { ISceneComponent } from "babylonjs/sceneComponent";
  40916. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40917. module "babylonjs/scene" {
  40918. interface Scene {
  40919. /** @hidden */
  40920. _gamepadManager: Nullable<GamepadManager>;
  40921. /**
  40922. * Gets the gamepad manager associated with the scene
  40923. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40924. */
  40925. gamepadManager: GamepadManager;
  40926. }
  40927. }
  40928. module "babylonjs/Cameras/freeCameraInputsManager" {
  40929. /**
  40930. * Interface representing a free camera inputs manager
  40931. */
  40932. interface FreeCameraInputsManager {
  40933. /**
  40934. * Adds gamepad input support to the FreeCameraInputsManager.
  40935. * @returns the FreeCameraInputsManager
  40936. */
  40937. addGamepad(): FreeCameraInputsManager;
  40938. }
  40939. }
  40940. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40941. /**
  40942. * Interface representing an arc rotate camera inputs manager
  40943. */
  40944. interface ArcRotateCameraInputsManager {
  40945. /**
  40946. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40947. * @returns the camera inputs manager
  40948. */
  40949. addGamepad(): ArcRotateCameraInputsManager;
  40950. }
  40951. }
  40952. /**
  40953. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40954. */
  40955. export class GamepadSystemSceneComponent implements ISceneComponent {
  40956. /**
  40957. * The component name helpfull to identify the component in the list of scene components.
  40958. */
  40959. readonly name: string;
  40960. /**
  40961. * The scene the component belongs to.
  40962. */
  40963. scene: Scene;
  40964. /**
  40965. * Creates a new instance of the component for the given scene
  40966. * @param scene Defines the scene to register the component in
  40967. */
  40968. constructor(scene: Scene);
  40969. /**
  40970. * Registers the component in a given scene
  40971. */
  40972. register(): void;
  40973. /**
  40974. * Rebuilds the elements related to this component in case of
  40975. * context lost for instance.
  40976. */
  40977. rebuild(): void;
  40978. /**
  40979. * Disposes the component and the associated ressources
  40980. */
  40981. dispose(): void;
  40982. private _beforeCameraUpdate;
  40983. }
  40984. }
  40985. declare module "babylonjs/Cameras/universalCamera" {
  40986. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40987. import { Scene } from "babylonjs/scene";
  40988. import { Vector3 } from "babylonjs/Maths/math.vector";
  40989. import "babylonjs/Gamepads/gamepadSceneComponent";
  40990. /**
  40991. * 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,
  40992. * which still works and will still be found in many Playgrounds.
  40993. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40994. */
  40995. export class UniversalCamera extends TouchCamera {
  40996. /**
  40997. * Defines the gamepad rotation sensiblity.
  40998. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40999. */
  41000. gamepadAngularSensibility: number;
  41001. /**
  41002. * Defines the gamepad move sensiblity.
  41003. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  41004. */
  41005. gamepadMoveSensibility: number;
  41006. /**
  41007. * 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,
  41008. * which still works and will still be found in many Playgrounds.
  41009. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41010. * @param name Define the name of the camera in the scene
  41011. * @param position Define the start position of the camera in the scene
  41012. * @param scene Define the scene the camera belongs to
  41013. */
  41014. constructor(name: string, position: Vector3, scene: Scene);
  41015. /**
  41016. * Gets the current object class name.
  41017. * @return the class name
  41018. */
  41019. getClassName(): string;
  41020. }
  41021. }
  41022. declare module "babylonjs/Cameras/gamepadCamera" {
  41023. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41024. import { Scene } from "babylonjs/scene";
  41025. import { Vector3 } from "babylonjs/Maths/math.vector";
  41026. /**
  41027. * This represents a FPS type of camera. This is only here for back compat purpose.
  41028. * Please use the UniversalCamera instead as both are identical.
  41029. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41030. */
  41031. export class GamepadCamera extends UniversalCamera {
  41032. /**
  41033. * Instantiates a new Gamepad Camera
  41034. * This represents a FPS type of camera. This is only here for back compat purpose.
  41035. * Please use the UniversalCamera instead as both are identical.
  41036. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41037. * @param name Define the name of the camera in the scene
  41038. * @param position Define the start position of the camera in the scene
  41039. * @param scene Define the scene the camera belongs to
  41040. */
  41041. constructor(name: string, position: Vector3, scene: Scene);
  41042. /**
  41043. * Gets the current object class name.
  41044. * @return the class name
  41045. */
  41046. getClassName(): string;
  41047. }
  41048. }
  41049. declare module "babylonjs/Shaders/pass.fragment" {
  41050. /** @hidden */
  41051. export var passPixelShader: {
  41052. name: string;
  41053. shader: string;
  41054. };
  41055. }
  41056. declare module "babylonjs/Shaders/passCube.fragment" {
  41057. /** @hidden */
  41058. export var passCubePixelShader: {
  41059. name: string;
  41060. shader: string;
  41061. };
  41062. }
  41063. declare module "babylonjs/PostProcesses/passPostProcess" {
  41064. import { Nullable } from "babylonjs/types";
  41065. import { Camera } from "babylonjs/Cameras/camera";
  41066. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41067. import { Engine } from "babylonjs/Engines/engine";
  41068. import "babylonjs/Shaders/pass.fragment";
  41069. import "babylonjs/Shaders/passCube.fragment";
  41070. /**
  41071. * PassPostProcess which produces an output the same as it's input
  41072. */
  41073. export class PassPostProcess extends PostProcess {
  41074. /**
  41075. * Creates the PassPostProcess
  41076. * @param name The name of the effect.
  41077. * @param options The required width/height ratio to downsize to before computing the render pass.
  41078. * @param camera The camera to apply the render pass to.
  41079. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41080. * @param engine The engine which the post process will be applied. (default: current engine)
  41081. * @param reusable If the post process can be reused on the same frame. (default: false)
  41082. * @param textureType The type of texture to be used when performing the post processing.
  41083. * @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)
  41084. */
  41085. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41086. }
  41087. /**
  41088. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  41089. */
  41090. export class PassCubePostProcess extends PostProcess {
  41091. private _face;
  41092. /**
  41093. * Gets or sets the cube face to display.
  41094. * * 0 is +X
  41095. * * 1 is -X
  41096. * * 2 is +Y
  41097. * * 3 is -Y
  41098. * * 4 is +Z
  41099. * * 5 is -Z
  41100. */
  41101. face: number;
  41102. /**
  41103. * Creates the PassCubePostProcess
  41104. * @param name The name of the effect.
  41105. * @param options The required width/height ratio to downsize to before computing the render pass.
  41106. * @param camera The camera to apply the render pass to.
  41107. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41108. * @param engine The engine which the post process will be applied. (default: current engine)
  41109. * @param reusable If the post process can be reused on the same frame. (default: false)
  41110. * @param textureType The type of texture to be used when performing the post processing.
  41111. * @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)
  41112. */
  41113. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41114. }
  41115. }
  41116. declare module "babylonjs/Shaders/anaglyph.fragment" {
  41117. /** @hidden */
  41118. export var anaglyphPixelShader: {
  41119. name: string;
  41120. shader: string;
  41121. };
  41122. }
  41123. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  41124. import { Engine } from "babylonjs/Engines/engine";
  41125. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41126. import { Camera } from "babylonjs/Cameras/camera";
  41127. import "babylonjs/Shaders/anaglyph.fragment";
  41128. /**
  41129. * Postprocess used to generate anaglyphic rendering
  41130. */
  41131. export class AnaglyphPostProcess extends PostProcess {
  41132. private _passedProcess;
  41133. /**
  41134. * Creates a new AnaglyphPostProcess
  41135. * @param name defines postprocess name
  41136. * @param options defines creation options or target ratio scale
  41137. * @param rigCameras defines cameras using this postprocess
  41138. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  41139. * @param engine defines hosting engine
  41140. * @param reusable defines if the postprocess will be reused multiple times per frame
  41141. */
  41142. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  41143. }
  41144. }
  41145. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  41146. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  41147. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41148. import { Scene } from "babylonjs/scene";
  41149. import { Vector3 } from "babylonjs/Maths/math.vector";
  41150. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41151. /**
  41152. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  41153. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41154. */
  41155. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  41156. /**
  41157. * Creates a new AnaglyphArcRotateCamera
  41158. * @param name defines camera name
  41159. * @param alpha defines alpha angle (in radians)
  41160. * @param beta defines beta angle (in radians)
  41161. * @param radius defines radius
  41162. * @param target defines camera target
  41163. * @param interaxialDistance defines distance between each color axis
  41164. * @param scene defines the hosting scene
  41165. */
  41166. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  41167. /**
  41168. * Gets camera class name
  41169. * @returns AnaglyphArcRotateCamera
  41170. */
  41171. getClassName(): string;
  41172. }
  41173. }
  41174. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  41175. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41176. import { Scene } from "babylonjs/scene";
  41177. import { Vector3 } from "babylonjs/Maths/math.vector";
  41178. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41179. /**
  41180. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  41181. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41182. */
  41183. export class AnaglyphFreeCamera extends FreeCamera {
  41184. /**
  41185. * Creates a new AnaglyphFreeCamera
  41186. * @param name defines camera name
  41187. * @param position defines initial position
  41188. * @param interaxialDistance defines distance between each color axis
  41189. * @param scene defines the hosting scene
  41190. */
  41191. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41192. /**
  41193. * Gets camera class name
  41194. * @returns AnaglyphFreeCamera
  41195. */
  41196. getClassName(): string;
  41197. }
  41198. }
  41199. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  41200. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41201. import { Scene } from "babylonjs/scene";
  41202. import { Vector3 } from "babylonjs/Maths/math.vector";
  41203. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41204. /**
  41205. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  41206. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41207. */
  41208. export class AnaglyphGamepadCamera extends GamepadCamera {
  41209. /**
  41210. * Creates a new AnaglyphGamepadCamera
  41211. * @param name defines camera name
  41212. * @param position defines initial position
  41213. * @param interaxialDistance defines distance between each color axis
  41214. * @param scene defines the hosting scene
  41215. */
  41216. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41217. /**
  41218. * Gets camera class name
  41219. * @returns AnaglyphGamepadCamera
  41220. */
  41221. getClassName(): string;
  41222. }
  41223. }
  41224. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  41225. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41226. import { Scene } from "babylonjs/scene";
  41227. import { Vector3 } from "babylonjs/Maths/math.vector";
  41228. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41229. /**
  41230. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  41231. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41232. */
  41233. export class AnaglyphUniversalCamera extends UniversalCamera {
  41234. /**
  41235. * Creates a new AnaglyphUniversalCamera
  41236. * @param name defines camera name
  41237. * @param position defines initial position
  41238. * @param interaxialDistance defines distance between each color axis
  41239. * @param scene defines the hosting scene
  41240. */
  41241. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41242. /**
  41243. * Gets camera class name
  41244. * @returns AnaglyphUniversalCamera
  41245. */
  41246. getClassName(): string;
  41247. }
  41248. }
  41249. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  41250. /** @hidden */
  41251. export var stereoscopicInterlacePixelShader: {
  41252. name: string;
  41253. shader: string;
  41254. };
  41255. }
  41256. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  41257. import { Camera } from "babylonjs/Cameras/camera";
  41258. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41259. import { Engine } from "babylonjs/Engines/engine";
  41260. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  41261. /**
  41262. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  41263. */
  41264. export class StereoscopicInterlacePostProcess extends PostProcess {
  41265. private _stepSize;
  41266. private _passedProcess;
  41267. /**
  41268. * Initializes a StereoscopicInterlacePostProcess
  41269. * @param name The name of the effect.
  41270. * @param rigCameras The rig cameras to be appled to the post process
  41271. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  41272. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41273. * @param engine The engine which the post process will be applied. (default: current engine)
  41274. * @param reusable If the post process can be reused on the same frame. (default: false)
  41275. */
  41276. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  41277. }
  41278. }
  41279. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  41280. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  41281. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41282. import { Scene } from "babylonjs/scene";
  41283. import { Vector3 } from "babylonjs/Maths/math.vector";
  41284. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41285. /**
  41286. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  41287. * @see http://doc.babylonjs.com/features/cameras
  41288. */
  41289. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  41290. /**
  41291. * Creates a new StereoscopicArcRotateCamera
  41292. * @param name defines camera name
  41293. * @param alpha defines alpha angle (in radians)
  41294. * @param beta defines beta angle (in radians)
  41295. * @param radius defines radius
  41296. * @param target defines camera target
  41297. * @param interaxialDistance defines distance between each color axis
  41298. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41299. * @param scene defines the hosting scene
  41300. */
  41301. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41302. /**
  41303. * Gets camera class name
  41304. * @returns StereoscopicArcRotateCamera
  41305. */
  41306. getClassName(): string;
  41307. }
  41308. }
  41309. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  41310. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41311. import { Scene } from "babylonjs/scene";
  41312. import { Vector3 } from "babylonjs/Maths/math.vector";
  41313. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41314. /**
  41315. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  41316. * @see http://doc.babylonjs.com/features/cameras
  41317. */
  41318. export class StereoscopicFreeCamera extends FreeCamera {
  41319. /**
  41320. * Creates a new StereoscopicFreeCamera
  41321. * @param name defines camera name
  41322. * @param position defines initial position
  41323. * @param interaxialDistance defines distance between each color axis
  41324. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41325. * @param scene defines the hosting scene
  41326. */
  41327. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41328. /**
  41329. * Gets camera class name
  41330. * @returns StereoscopicFreeCamera
  41331. */
  41332. getClassName(): string;
  41333. }
  41334. }
  41335. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41336. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41337. import { Scene } from "babylonjs/scene";
  41338. import { Vector3 } from "babylonjs/Maths/math.vector";
  41339. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41340. /**
  41341. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41342. * @see http://doc.babylonjs.com/features/cameras
  41343. */
  41344. export class StereoscopicGamepadCamera extends GamepadCamera {
  41345. /**
  41346. * Creates a new StereoscopicGamepadCamera
  41347. * @param name defines camera name
  41348. * @param position defines initial position
  41349. * @param interaxialDistance defines distance between each color axis
  41350. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41351. * @param scene defines the hosting scene
  41352. */
  41353. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41354. /**
  41355. * Gets camera class name
  41356. * @returns StereoscopicGamepadCamera
  41357. */
  41358. getClassName(): string;
  41359. }
  41360. }
  41361. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41362. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41363. import { Scene } from "babylonjs/scene";
  41364. import { Vector3 } from "babylonjs/Maths/math.vector";
  41365. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41366. /**
  41367. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41368. * @see http://doc.babylonjs.com/features/cameras
  41369. */
  41370. export class StereoscopicUniversalCamera extends UniversalCamera {
  41371. /**
  41372. * Creates a new StereoscopicUniversalCamera
  41373. * @param name defines camera name
  41374. * @param position defines initial position
  41375. * @param interaxialDistance defines distance between each color axis
  41376. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41377. * @param scene defines the hosting scene
  41378. */
  41379. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41380. /**
  41381. * Gets camera class name
  41382. * @returns StereoscopicUniversalCamera
  41383. */
  41384. getClassName(): string;
  41385. }
  41386. }
  41387. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41388. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41389. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41390. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41391. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41392. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41393. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41394. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41395. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41396. }
  41397. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41398. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41399. import { Scene } from "babylonjs/scene";
  41400. import { Vector3 } from "babylonjs/Maths/math.vector";
  41401. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41402. /**
  41403. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41404. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41405. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41406. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41407. */
  41408. export class VirtualJoysticksCamera extends FreeCamera {
  41409. /**
  41410. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41411. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41412. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41413. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41414. * @param name Define the name of the camera in the scene
  41415. * @param position Define the start position of the camera in the scene
  41416. * @param scene Define the scene the camera belongs to
  41417. */
  41418. constructor(name: string, position: Vector3, scene: Scene);
  41419. /**
  41420. * Gets the current object class name.
  41421. * @return the class name
  41422. */
  41423. getClassName(): string;
  41424. }
  41425. }
  41426. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41427. import { Matrix } from "babylonjs/Maths/math.vector";
  41428. /**
  41429. * This represents all the required metrics to create a VR camera.
  41430. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41431. */
  41432. export class VRCameraMetrics {
  41433. /**
  41434. * Define the horizontal resolution off the screen.
  41435. */
  41436. hResolution: number;
  41437. /**
  41438. * Define the vertical resolution off the screen.
  41439. */
  41440. vResolution: number;
  41441. /**
  41442. * Define the horizontal screen size.
  41443. */
  41444. hScreenSize: number;
  41445. /**
  41446. * Define the vertical screen size.
  41447. */
  41448. vScreenSize: number;
  41449. /**
  41450. * Define the vertical screen center position.
  41451. */
  41452. vScreenCenter: number;
  41453. /**
  41454. * Define the distance of the eyes to the screen.
  41455. */
  41456. eyeToScreenDistance: number;
  41457. /**
  41458. * Define the distance between both lenses
  41459. */
  41460. lensSeparationDistance: number;
  41461. /**
  41462. * Define the distance between both viewer's eyes.
  41463. */
  41464. interpupillaryDistance: number;
  41465. /**
  41466. * Define the distortion factor of the VR postprocess.
  41467. * Please, touch with care.
  41468. */
  41469. distortionK: number[];
  41470. /**
  41471. * Define the chromatic aberration correction factors for the VR post process.
  41472. */
  41473. chromaAbCorrection: number[];
  41474. /**
  41475. * Define the scale factor of the post process.
  41476. * The smaller the better but the slower.
  41477. */
  41478. postProcessScaleFactor: number;
  41479. /**
  41480. * Define an offset for the lens center.
  41481. */
  41482. lensCenterOffset: number;
  41483. /**
  41484. * Define if the current vr camera should compensate the distortion of the lense or not.
  41485. */
  41486. compensateDistortion: boolean;
  41487. /**
  41488. * Defines if multiview should be enabled when rendering (Default: false)
  41489. */
  41490. multiviewEnabled: boolean;
  41491. /**
  41492. * Gets the rendering aspect ratio based on the provided resolutions.
  41493. */
  41494. readonly aspectRatio: number;
  41495. /**
  41496. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41497. */
  41498. readonly aspectRatioFov: number;
  41499. /**
  41500. * @hidden
  41501. */
  41502. readonly leftHMatrix: Matrix;
  41503. /**
  41504. * @hidden
  41505. */
  41506. readonly rightHMatrix: Matrix;
  41507. /**
  41508. * @hidden
  41509. */
  41510. readonly leftPreViewMatrix: Matrix;
  41511. /**
  41512. * @hidden
  41513. */
  41514. readonly rightPreViewMatrix: Matrix;
  41515. /**
  41516. * Get the default VRMetrics based on the most generic setup.
  41517. * @returns the default vr metrics
  41518. */
  41519. static GetDefault(): VRCameraMetrics;
  41520. }
  41521. }
  41522. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41523. /** @hidden */
  41524. export var vrDistortionCorrectionPixelShader: {
  41525. name: string;
  41526. shader: string;
  41527. };
  41528. }
  41529. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41530. import { Camera } from "babylonjs/Cameras/camera";
  41531. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41532. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41533. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41534. /**
  41535. * VRDistortionCorrectionPostProcess used for mobile VR
  41536. */
  41537. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41538. private _isRightEye;
  41539. private _distortionFactors;
  41540. private _postProcessScaleFactor;
  41541. private _lensCenterOffset;
  41542. private _scaleIn;
  41543. private _scaleFactor;
  41544. private _lensCenter;
  41545. /**
  41546. * Initializes the VRDistortionCorrectionPostProcess
  41547. * @param name The name of the effect.
  41548. * @param camera The camera to apply the render pass to.
  41549. * @param isRightEye If this is for the right eye distortion
  41550. * @param vrMetrics All the required metrics for the VR camera
  41551. */
  41552. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41553. }
  41554. }
  41555. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41556. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41557. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41558. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41559. import { Scene } from "babylonjs/scene";
  41560. import { Vector3 } from "babylonjs/Maths/math.vector";
  41561. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41562. import "babylonjs/Cameras/RigModes/vrRigMode";
  41563. /**
  41564. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41565. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41566. */
  41567. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41568. /**
  41569. * Creates a new VRDeviceOrientationArcRotateCamera
  41570. * @param name defines camera name
  41571. * @param alpha defines the camera rotation along the logitudinal axis
  41572. * @param beta defines the camera rotation along the latitudinal axis
  41573. * @param radius defines the camera distance from its target
  41574. * @param target defines the camera target
  41575. * @param scene defines the scene the camera belongs to
  41576. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41577. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41578. */
  41579. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41580. /**
  41581. * Gets camera class name
  41582. * @returns VRDeviceOrientationArcRotateCamera
  41583. */
  41584. getClassName(): string;
  41585. }
  41586. }
  41587. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41588. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41589. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41590. import { Scene } from "babylonjs/scene";
  41591. import { Vector3 } from "babylonjs/Maths/math.vector";
  41592. import "babylonjs/Cameras/RigModes/vrRigMode";
  41593. /**
  41594. * Camera used to simulate VR rendering (based on FreeCamera)
  41595. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41596. */
  41597. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41598. /**
  41599. * Creates a new VRDeviceOrientationFreeCamera
  41600. * @param name defines camera name
  41601. * @param position defines the start position of the camera
  41602. * @param scene defines the scene the camera belongs to
  41603. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41604. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41605. */
  41606. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41607. /**
  41608. * Gets camera class name
  41609. * @returns VRDeviceOrientationFreeCamera
  41610. */
  41611. getClassName(): string;
  41612. }
  41613. }
  41614. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41615. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41616. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41617. import { Scene } from "babylonjs/scene";
  41618. import { Vector3 } from "babylonjs/Maths/math.vector";
  41619. import "babylonjs/Gamepads/gamepadSceneComponent";
  41620. /**
  41621. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41622. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41623. */
  41624. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41625. /**
  41626. * Creates a new VRDeviceOrientationGamepadCamera
  41627. * @param name defines camera name
  41628. * @param position defines the start position of the camera
  41629. * @param scene defines the scene the camera belongs to
  41630. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41631. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41632. */
  41633. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41634. /**
  41635. * Gets camera class name
  41636. * @returns VRDeviceOrientationGamepadCamera
  41637. */
  41638. getClassName(): string;
  41639. }
  41640. }
  41641. declare module "babylonjs/Materials/pushMaterial" {
  41642. import { Nullable } from "babylonjs/types";
  41643. import { Scene } from "babylonjs/scene";
  41644. import { Matrix } from "babylonjs/Maths/math.vector";
  41645. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41646. import { Mesh } from "babylonjs/Meshes/mesh";
  41647. import { Material } from "babylonjs/Materials/material";
  41648. import { Effect } from "babylonjs/Materials/effect";
  41649. /**
  41650. * Base class of materials working in push mode in babylon JS
  41651. * @hidden
  41652. */
  41653. export class PushMaterial extends Material {
  41654. protected _activeEffect: Effect;
  41655. protected _normalMatrix: Matrix;
  41656. /**
  41657. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41658. * This means that the material can keep using a previous shader while a new one is being compiled.
  41659. * This is mostly used when shader parallel compilation is supported (true by default)
  41660. */
  41661. allowShaderHotSwapping: boolean;
  41662. constructor(name: string, scene: Scene);
  41663. getEffect(): Effect;
  41664. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41665. /**
  41666. * Binds the given world matrix to the active effect
  41667. *
  41668. * @param world the matrix to bind
  41669. */
  41670. bindOnlyWorldMatrix(world: Matrix): void;
  41671. /**
  41672. * Binds the given normal matrix to the active effect
  41673. *
  41674. * @param normalMatrix the matrix to bind
  41675. */
  41676. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41677. bind(world: Matrix, mesh?: Mesh): void;
  41678. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41679. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41680. }
  41681. }
  41682. declare module "babylonjs/Materials/materialFlags" {
  41683. /**
  41684. * This groups all the flags used to control the materials channel.
  41685. */
  41686. export class MaterialFlags {
  41687. private static _DiffuseTextureEnabled;
  41688. /**
  41689. * Are diffuse textures enabled in the application.
  41690. */
  41691. static DiffuseTextureEnabled: boolean;
  41692. private static _AmbientTextureEnabled;
  41693. /**
  41694. * Are ambient textures enabled in the application.
  41695. */
  41696. static AmbientTextureEnabled: boolean;
  41697. private static _OpacityTextureEnabled;
  41698. /**
  41699. * Are opacity textures enabled in the application.
  41700. */
  41701. static OpacityTextureEnabled: boolean;
  41702. private static _ReflectionTextureEnabled;
  41703. /**
  41704. * Are reflection textures enabled in the application.
  41705. */
  41706. static ReflectionTextureEnabled: boolean;
  41707. private static _EmissiveTextureEnabled;
  41708. /**
  41709. * Are emissive textures enabled in the application.
  41710. */
  41711. static EmissiveTextureEnabled: boolean;
  41712. private static _SpecularTextureEnabled;
  41713. /**
  41714. * Are specular textures enabled in the application.
  41715. */
  41716. static SpecularTextureEnabled: boolean;
  41717. private static _BumpTextureEnabled;
  41718. /**
  41719. * Are bump textures enabled in the application.
  41720. */
  41721. static BumpTextureEnabled: boolean;
  41722. private static _LightmapTextureEnabled;
  41723. /**
  41724. * Are lightmap textures enabled in the application.
  41725. */
  41726. static LightmapTextureEnabled: boolean;
  41727. private static _RefractionTextureEnabled;
  41728. /**
  41729. * Are refraction textures enabled in the application.
  41730. */
  41731. static RefractionTextureEnabled: boolean;
  41732. private static _ColorGradingTextureEnabled;
  41733. /**
  41734. * Are color grading textures enabled in the application.
  41735. */
  41736. static ColorGradingTextureEnabled: boolean;
  41737. private static _FresnelEnabled;
  41738. /**
  41739. * Are fresnels enabled in the application.
  41740. */
  41741. static FresnelEnabled: boolean;
  41742. private static _ClearCoatTextureEnabled;
  41743. /**
  41744. * Are clear coat textures enabled in the application.
  41745. */
  41746. static ClearCoatTextureEnabled: boolean;
  41747. private static _ClearCoatBumpTextureEnabled;
  41748. /**
  41749. * Are clear coat bump textures enabled in the application.
  41750. */
  41751. static ClearCoatBumpTextureEnabled: boolean;
  41752. private static _ClearCoatTintTextureEnabled;
  41753. /**
  41754. * Are clear coat tint textures enabled in the application.
  41755. */
  41756. static ClearCoatTintTextureEnabled: boolean;
  41757. private static _SheenTextureEnabled;
  41758. /**
  41759. * Are sheen textures enabled in the application.
  41760. */
  41761. static SheenTextureEnabled: boolean;
  41762. private static _AnisotropicTextureEnabled;
  41763. /**
  41764. * Are anisotropic textures enabled in the application.
  41765. */
  41766. static AnisotropicTextureEnabled: boolean;
  41767. private static _ThicknessTextureEnabled;
  41768. /**
  41769. * Are thickness textures enabled in the application.
  41770. */
  41771. static ThicknessTextureEnabled: boolean;
  41772. }
  41773. }
  41774. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41775. /** @hidden */
  41776. export var defaultFragmentDeclaration: {
  41777. name: string;
  41778. shader: string;
  41779. };
  41780. }
  41781. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41782. /** @hidden */
  41783. export var defaultUboDeclaration: {
  41784. name: string;
  41785. shader: string;
  41786. };
  41787. }
  41788. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41789. /** @hidden */
  41790. export var lightFragmentDeclaration: {
  41791. name: string;
  41792. shader: string;
  41793. };
  41794. }
  41795. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41796. /** @hidden */
  41797. export var lightUboDeclaration: {
  41798. name: string;
  41799. shader: string;
  41800. };
  41801. }
  41802. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41803. /** @hidden */
  41804. export var lightsFragmentFunctions: {
  41805. name: string;
  41806. shader: string;
  41807. };
  41808. }
  41809. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41810. /** @hidden */
  41811. export var shadowsFragmentFunctions: {
  41812. name: string;
  41813. shader: string;
  41814. };
  41815. }
  41816. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41817. /** @hidden */
  41818. export var fresnelFunction: {
  41819. name: string;
  41820. shader: string;
  41821. };
  41822. }
  41823. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41824. /** @hidden */
  41825. export var reflectionFunction: {
  41826. name: string;
  41827. shader: string;
  41828. };
  41829. }
  41830. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41831. /** @hidden */
  41832. export var bumpFragmentFunctions: {
  41833. name: string;
  41834. shader: string;
  41835. };
  41836. }
  41837. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41838. /** @hidden */
  41839. export var logDepthDeclaration: {
  41840. name: string;
  41841. shader: string;
  41842. };
  41843. }
  41844. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41845. /** @hidden */
  41846. export var bumpFragment: {
  41847. name: string;
  41848. shader: string;
  41849. };
  41850. }
  41851. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41852. /** @hidden */
  41853. export var depthPrePass: {
  41854. name: string;
  41855. shader: string;
  41856. };
  41857. }
  41858. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41859. /** @hidden */
  41860. export var lightFragment: {
  41861. name: string;
  41862. shader: string;
  41863. };
  41864. }
  41865. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41866. /** @hidden */
  41867. export var logDepthFragment: {
  41868. name: string;
  41869. shader: string;
  41870. };
  41871. }
  41872. declare module "babylonjs/Shaders/default.fragment" {
  41873. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41874. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41875. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41876. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41877. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41878. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41879. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41880. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41881. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41882. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41883. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41884. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41885. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41886. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41887. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41888. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41889. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41890. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41891. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41892. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41893. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41894. /** @hidden */
  41895. export var defaultPixelShader: {
  41896. name: string;
  41897. shader: string;
  41898. };
  41899. }
  41900. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41901. /** @hidden */
  41902. export var defaultVertexDeclaration: {
  41903. name: string;
  41904. shader: string;
  41905. };
  41906. }
  41907. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41908. /** @hidden */
  41909. export var bumpVertexDeclaration: {
  41910. name: string;
  41911. shader: string;
  41912. };
  41913. }
  41914. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41915. /** @hidden */
  41916. export var bumpVertex: {
  41917. name: string;
  41918. shader: string;
  41919. };
  41920. }
  41921. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41922. /** @hidden */
  41923. export var fogVertex: {
  41924. name: string;
  41925. shader: string;
  41926. };
  41927. }
  41928. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41929. /** @hidden */
  41930. export var shadowsVertex: {
  41931. name: string;
  41932. shader: string;
  41933. };
  41934. }
  41935. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41936. /** @hidden */
  41937. export var pointCloudVertex: {
  41938. name: string;
  41939. shader: string;
  41940. };
  41941. }
  41942. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41943. /** @hidden */
  41944. export var logDepthVertex: {
  41945. name: string;
  41946. shader: string;
  41947. };
  41948. }
  41949. declare module "babylonjs/Shaders/default.vertex" {
  41950. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41951. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41952. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41953. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41954. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41955. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41956. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41957. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41958. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41959. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41960. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41961. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41962. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41963. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41964. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41965. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41966. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41967. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41968. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41969. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41970. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41971. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41972. /** @hidden */
  41973. export var defaultVertexShader: {
  41974. name: string;
  41975. shader: string;
  41976. };
  41977. }
  41978. declare module "babylonjs/Materials/standardMaterial" {
  41979. import { SmartArray } from "babylonjs/Misc/smartArray";
  41980. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41981. import { Nullable } from "babylonjs/types";
  41982. import { Scene } from "babylonjs/scene";
  41983. import { Matrix } from "babylonjs/Maths/math.vector";
  41984. import { Color3 } from "babylonjs/Maths/math.color";
  41985. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41987. import { Mesh } from "babylonjs/Meshes/mesh";
  41988. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41989. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41990. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41991. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41992. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41993. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41994. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41995. import "babylonjs/Shaders/default.fragment";
  41996. import "babylonjs/Shaders/default.vertex";
  41997. /** @hidden */
  41998. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41999. MAINUV1: boolean;
  42000. MAINUV2: boolean;
  42001. DIFFUSE: boolean;
  42002. DIFFUSEDIRECTUV: number;
  42003. AMBIENT: boolean;
  42004. AMBIENTDIRECTUV: number;
  42005. OPACITY: boolean;
  42006. OPACITYDIRECTUV: number;
  42007. OPACITYRGB: boolean;
  42008. REFLECTION: boolean;
  42009. EMISSIVE: boolean;
  42010. EMISSIVEDIRECTUV: number;
  42011. SPECULAR: boolean;
  42012. SPECULARDIRECTUV: number;
  42013. BUMP: boolean;
  42014. BUMPDIRECTUV: number;
  42015. PARALLAX: boolean;
  42016. PARALLAXOCCLUSION: boolean;
  42017. SPECULAROVERALPHA: boolean;
  42018. CLIPPLANE: boolean;
  42019. CLIPPLANE2: boolean;
  42020. CLIPPLANE3: boolean;
  42021. CLIPPLANE4: boolean;
  42022. ALPHATEST: boolean;
  42023. DEPTHPREPASS: boolean;
  42024. ALPHAFROMDIFFUSE: boolean;
  42025. POINTSIZE: boolean;
  42026. FOG: boolean;
  42027. SPECULARTERM: boolean;
  42028. DIFFUSEFRESNEL: boolean;
  42029. OPACITYFRESNEL: boolean;
  42030. REFLECTIONFRESNEL: boolean;
  42031. REFRACTIONFRESNEL: boolean;
  42032. EMISSIVEFRESNEL: boolean;
  42033. FRESNEL: boolean;
  42034. NORMAL: boolean;
  42035. UV1: boolean;
  42036. UV2: boolean;
  42037. VERTEXCOLOR: boolean;
  42038. VERTEXALPHA: boolean;
  42039. NUM_BONE_INFLUENCERS: number;
  42040. BonesPerMesh: number;
  42041. BONETEXTURE: boolean;
  42042. INSTANCES: boolean;
  42043. GLOSSINESS: boolean;
  42044. ROUGHNESS: boolean;
  42045. EMISSIVEASILLUMINATION: boolean;
  42046. LINKEMISSIVEWITHDIFFUSE: boolean;
  42047. REFLECTIONFRESNELFROMSPECULAR: boolean;
  42048. LIGHTMAP: boolean;
  42049. LIGHTMAPDIRECTUV: number;
  42050. OBJECTSPACE_NORMALMAP: boolean;
  42051. USELIGHTMAPASSHADOWMAP: boolean;
  42052. REFLECTIONMAP_3D: boolean;
  42053. REFLECTIONMAP_SPHERICAL: boolean;
  42054. REFLECTIONMAP_PLANAR: boolean;
  42055. REFLECTIONMAP_CUBIC: boolean;
  42056. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  42057. REFLECTIONMAP_PROJECTION: boolean;
  42058. REFLECTIONMAP_SKYBOX: boolean;
  42059. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  42060. REFLECTIONMAP_EXPLICIT: boolean;
  42061. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  42062. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  42063. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  42064. INVERTCUBICMAP: boolean;
  42065. LOGARITHMICDEPTH: boolean;
  42066. REFRACTION: boolean;
  42067. REFRACTIONMAP_3D: boolean;
  42068. REFLECTIONOVERALPHA: boolean;
  42069. TWOSIDEDLIGHTING: boolean;
  42070. SHADOWFLOAT: boolean;
  42071. MORPHTARGETS: boolean;
  42072. MORPHTARGETS_NORMAL: boolean;
  42073. MORPHTARGETS_TANGENT: boolean;
  42074. MORPHTARGETS_UV: boolean;
  42075. NUM_MORPH_INFLUENCERS: number;
  42076. NONUNIFORMSCALING: boolean;
  42077. PREMULTIPLYALPHA: boolean;
  42078. IMAGEPROCESSING: boolean;
  42079. VIGNETTE: boolean;
  42080. VIGNETTEBLENDMODEMULTIPLY: boolean;
  42081. VIGNETTEBLENDMODEOPAQUE: boolean;
  42082. TONEMAPPING: boolean;
  42083. TONEMAPPING_ACES: boolean;
  42084. CONTRAST: boolean;
  42085. COLORCURVES: boolean;
  42086. COLORGRADING: boolean;
  42087. COLORGRADING3D: boolean;
  42088. SAMPLER3DGREENDEPTH: boolean;
  42089. SAMPLER3DBGRMAP: boolean;
  42090. IMAGEPROCESSINGPOSTPROCESS: boolean;
  42091. MULTIVIEW: boolean;
  42092. /**
  42093. * If the reflection texture on this material is in linear color space
  42094. * @hidden
  42095. */
  42096. IS_REFLECTION_LINEAR: boolean;
  42097. /**
  42098. * If the refraction texture on this material is in linear color space
  42099. * @hidden
  42100. */
  42101. IS_REFRACTION_LINEAR: boolean;
  42102. EXPOSURE: boolean;
  42103. constructor();
  42104. setReflectionMode(modeToEnable: string): void;
  42105. }
  42106. /**
  42107. * This is the default material used in Babylon. It is the best trade off between quality
  42108. * and performances.
  42109. * @see http://doc.babylonjs.com/babylon101/materials
  42110. */
  42111. export class StandardMaterial extends PushMaterial {
  42112. private _diffuseTexture;
  42113. /**
  42114. * The basic texture of the material as viewed under a light.
  42115. */
  42116. diffuseTexture: Nullable<BaseTexture>;
  42117. private _ambientTexture;
  42118. /**
  42119. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  42120. */
  42121. ambientTexture: Nullable<BaseTexture>;
  42122. private _opacityTexture;
  42123. /**
  42124. * Define the transparency of the material from a texture.
  42125. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  42126. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  42127. */
  42128. opacityTexture: Nullable<BaseTexture>;
  42129. private _reflectionTexture;
  42130. /**
  42131. * Define the texture used to display the reflection.
  42132. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42133. */
  42134. reflectionTexture: Nullable<BaseTexture>;
  42135. private _emissiveTexture;
  42136. /**
  42137. * Define texture of the material as if self lit.
  42138. * This will be mixed in the final result even in the absence of light.
  42139. */
  42140. emissiveTexture: Nullable<BaseTexture>;
  42141. private _specularTexture;
  42142. /**
  42143. * Define how the color and intensity of the highlight given by the light in the material.
  42144. */
  42145. specularTexture: Nullable<BaseTexture>;
  42146. private _bumpTexture;
  42147. /**
  42148. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  42149. * 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.
  42150. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  42151. */
  42152. bumpTexture: Nullable<BaseTexture>;
  42153. private _lightmapTexture;
  42154. /**
  42155. * Complex lighting can be computationally expensive to compute at runtime.
  42156. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  42157. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  42158. */
  42159. lightmapTexture: Nullable<BaseTexture>;
  42160. private _refractionTexture;
  42161. /**
  42162. * Define the texture used to display the refraction.
  42163. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42164. */
  42165. refractionTexture: Nullable<BaseTexture>;
  42166. /**
  42167. * The color of the material lit by the environmental background lighting.
  42168. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  42169. */
  42170. ambientColor: Color3;
  42171. /**
  42172. * The basic color of the material as viewed under a light.
  42173. */
  42174. diffuseColor: Color3;
  42175. /**
  42176. * Define how the color and intensity of the highlight given by the light in the material.
  42177. */
  42178. specularColor: Color3;
  42179. /**
  42180. * Define the color of the material as if self lit.
  42181. * This will be mixed in the final result even in the absence of light.
  42182. */
  42183. emissiveColor: Color3;
  42184. /**
  42185. * Defines how sharp are the highlights in the material.
  42186. * The bigger the value the sharper giving a more glossy feeling to the result.
  42187. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  42188. */
  42189. specularPower: number;
  42190. private _useAlphaFromDiffuseTexture;
  42191. /**
  42192. * Does the transparency come from the diffuse texture alpha channel.
  42193. */
  42194. useAlphaFromDiffuseTexture: boolean;
  42195. private _useEmissiveAsIllumination;
  42196. /**
  42197. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  42198. */
  42199. useEmissiveAsIllumination: boolean;
  42200. private _linkEmissiveWithDiffuse;
  42201. /**
  42202. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  42203. * the emissive level when the final color is close to one.
  42204. */
  42205. linkEmissiveWithDiffuse: boolean;
  42206. private _useSpecularOverAlpha;
  42207. /**
  42208. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  42209. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  42210. */
  42211. useSpecularOverAlpha: boolean;
  42212. private _useReflectionOverAlpha;
  42213. /**
  42214. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  42215. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  42216. */
  42217. useReflectionOverAlpha: boolean;
  42218. private _disableLighting;
  42219. /**
  42220. * Does lights from the scene impacts this material.
  42221. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  42222. */
  42223. disableLighting: boolean;
  42224. private _useObjectSpaceNormalMap;
  42225. /**
  42226. * Allows using an object space normal map (instead of tangent space).
  42227. */
  42228. useObjectSpaceNormalMap: boolean;
  42229. private _useParallax;
  42230. /**
  42231. * Is parallax enabled or not.
  42232. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42233. */
  42234. useParallax: boolean;
  42235. private _useParallaxOcclusion;
  42236. /**
  42237. * Is parallax occlusion enabled or not.
  42238. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  42239. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42240. */
  42241. useParallaxOcclusion: boolean;
  42242. /**
  42243. * 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.
  42244. */
  42245. parallaxScaleBias: number;
  42246. private _roughness;
  42247. /**
  42248. * Helps to define how blurry the reflections should appears in the material.
  42249. */
  42250. roughness: number;
  42251. /**
  42252. * In case of refraction, define the value of the index of refraction.
  42253. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42254. */
  42255. indexOfRefraction: number;
  42256. /**
  42257. * Invert the refraction texture alongside the y axis.
  42258. * It can be useful with procedural textures or probe for instance.
  42259. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42260. */
  42261. invertRefractionY: boolean;
  42262. /**
  42263. * Defines the alpha limits in alpha test mode.
  42264. */
  42265. alphaCutOff: number;
  42266. private _useLightmapAsShadowmap;
  42267. /**
  42268. * In case of light mapping, define whether the map contains light or shadow informations.
  42269. */
  42270. useLightmapAsShadowmap: boolean;
  42271. private _diffuseFresnelParameters;
  42272. /**
  42273. * Define the diffuse fresnel parameters of the material.
  42274. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42275. */
  42276. diffuseFresnelParameters: FresnelParameters;
  42277. private _opacityFresnelParameters;
  42278. /**
  42279. * Define the opacity fresnel parameters of the material.
  42280. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42281. */
  42282. opacityFresnelParameters: FresnelParameters;
  42283. private _reflectionFresnelParameters;
  42284. /**
  42285. * Define the reflection fresnel parameters of the material.
  42286. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42287. */
  42288. reflectionFresnelParameters: FresnelParameters;
  42289. private _refractionFresnelParameters;
  42290. /**
  42291. * Define the refraction fresnel parameters of the material.
  42292. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42293. */
  42294. refractionFresnelParameters: FresnelParameters;
  42295. private _emissiveFresnelParameters;
  42296. /**
  42297. * Define the emissive fresnel parameters of the material.
  42298. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42299. */
  42300. emissiveFresnelParameters: FresnelParameters;
  42301. private _useReflectionFresnelFromSpecular;
  42302. /**
  42303. * If true automatically deducts the fresnels values from the material specularity.
  42304. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42305. */
  42306. useReflectionFresnelFromSpecular: boolean;
  42307. private _useGlossinessFromSpecularMapAlpha;
  42308. /**
  42309. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  42310. */
  42311. useGlossinessFromSpecularMapAlpha: boolean;
  42312. private _maxSimultaneousLights;
  42313. /**
  42314. * Defines the maximum number of lights that can be used in the material
  42315. */
  42316. maxSimultaneousLights: number;
  42317. private _invertNormalMapX;
  42318. /**
  42319. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42320. */
  42321. invertNormalMapX: boolean;
  42322. private _invertNormalMapY;
  42323. /**
  42324. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42325. */
  42326. invertNormalMapY: boolean;
  42327. private _twoSidedLighting;
  42328. /**
  42329. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42330. */
  42331. twoSidedLighting: boolean;
  42332. /**
  42333. * Default configuration related to image processing available in the standard Material.
  42334. */
  42335. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42336. /**
  42337. * Gets the image processing configuration used either in this material.
  42338. */
  42339. /**
  42340. * Sets the Default image processing configuration used either in the this material.
  42341. *
  42342. * If sets to null, the scene one is in use.
  42343. */
  42344. imageProcessingConfiguration: ImageProcessingConfiguration;
  42345. /**
  42346. * Keep track of the image processing observer to allow dispose and replace.
  42347. */
  42348. private _imageProcessingObserver;
  42349. /**
  42350. * Attaches a new image processing configuration to the Standard Material.
  42351. * @param configuration
  42352. */
  42353. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42354. /**
  42355. * Gets wether the color curves effect is enabled.
  42356. */
  42357. /**
  42358. * Sets wether the color curves effect is enabled.
  42359. */
  42360. cameraColorCurvesEnabled: boolean;
  42361. /**
  42362. * Gets wether the color grading effect is enabled.
  42363. */
  42364. /**
  42365. * Gets wether the color grading effect is enabled.
  42366. */
  42367. cameraColorGradingEnabled: boolean;
  42368. /**
  42369. * Gets wether tonemapping is enabled or not.
  42370. */
  42371. /**
  42372. * Sets wether tonemapping is enabled or not
  42373. */
  42374. cameraToneMappingEnabled: boolean;
  42375. /**
  42376. * The camera exposure used on this material.
  42377. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42378. * This corresponds to a photographic exposure.
  42379. */
  42380. /**
  42381. * The camera exposure used on this material.
  42382. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42383. * This corresponds to a photographic exposure.
  42384. */
  42385. cameraExposure: number;
  42386. /**
  42387. * Gets The camera contrast used on this material.
  42388. */
  42389. /**
  42390. * Sets The camera contrast used on this material.
  42391. */
  42392. cameraContrast: number;
  42393. /**
  42394. * Gets the Color Grading 2D Lookup Texture.
  42395. */
  42396. /**
  42397. * Sets the Color Grading 2D Lookup Texture.
  42398. */
  42399. cameraColorGradingTexture: Nullable<BaseTexture>;
  42400. /**
  42401. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42402. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42403. * 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;
  42404. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42405. */
  42406. /**
  42407. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42408. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42409. * 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;
  42410. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42411. */
  42412. cameraColorCurves: Nullable<ColorCurves>;
  42413. /**
  42414. * Custom callback helping to override the default shader used in the material.
  42415. */
  42416. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42417. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42418. protected _worldViewProjectionMatrix: Matrix;
  42419. protected _globalAmbientColor: Color3;
  42420. protected _useLogarithmicDepth: boolean;
  42421. protected _rebuildInParallel: boolean;
  42422. /**
  42423. * Instantiates a new standard material.
  42424. * This is the default material used in Babylon. It is the best trade off between quality
  42425. * and performances.
  42426. * @see http://doc.babylonjs.com/babylon101/materials
  42427. * @param name Define the name of the material in the scene
  42428. * @param scene Define the scene the material belong to
  42429. */
  42430. constructor(name: string, scene: Scene);
  42431. /**
  42432. * Gets a boolean indicating that current material needs to register RTT
  42433. */
  42434. readonly hasRenderTargetTextures: boolean;
  42435. /**
  42436. * Gets the current class name of the material e.g. "StandardMaterial"
  42437. * Mainly use in serialization.
  42438. * @returns the class name
  42439. */
  42440. getClassName(): string;
  42441. /**
  42442. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42443. * You can try switching to logarithmic depth.
  42444. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42445. */
  42446. useLogarithmicDepth: boolean;
  42447. /**
  42448. * Specifies if the material will require alpha blending
  42449. * @returns a boolean specifying if alpha blending is needed
  42450. */
  42451. needAlphaBlending(): boolean;
  42452. /**
  42453. * Specifies if this material should be rendered in alpha test mode
  42454. * @returns a boolean specifying if an alpha test is needed.
  42455. */
  42456. needAlphaTesting(): boolean;
  42457. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42458. /**
  42459. * Get the texture used for alpha test purpose.
  42460. * @returns the diffuse texture in case of the standard material.
  42461. */
  42462. getAlphaTestTexture(): Nullable<BaseTexture>;
  42463. /**
  42464. * Get if the submesh is ready to be used and all its information available.
  42465. * Child classes can use it to update shaders
  42466. * @param mesh defines the mesh to check
  42467. * @param subMesh defines which submesh to check
  42468. * @param useInstances specifies that instances should be used
  42469. * @returns a boolean indicating that the submesh is ready or not
  42470. */
  42471. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42472. /**
  42473. * Builds the material UBO layouts.
  42474. * Used internally during the effect preparation.
  42475. */
  42476. buildUniformLayout(): void;
  42477. /**
  42478. * Unbinds the material from the mesh
  42479. */
  42480. unbind(): void;
  42481. /**
  42482. * Binds the submesh to this material by preparing the effect and shader to draw
  42483. * @param world defines the world transformation matrix
  42484. * @param mesh defines the mesh containing the submesh
  42485. * @param subMesh defines the submesh to bind the material to
  42486. */
  42487. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42488. /**
  42489. * Get the list of animatables in the material.
  42490. * @returns the list of animatables object used in the material
  42491. */
  42492. getAnimatables(): IAnimatable[];
  42493. /**
  42494. * Gets the active textures from the material
  42495. * @returns an array of textures
  42496. */
  42497. getActiveTextures(): BaseTexture[];
  42498. /**
  42499. * Specifies if the material uses a texture
  42500. * @param texture defines the texture to check against the material
  42501. * @returns a boolean specifying if the material uses the texture
  42502. */
  42503. hasTexture(texture: BaseTexture): boolean;
  42504. /**
  42505. * Disposes the material
  42506. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42507. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42508. */
  42509. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42510. /**
  42511. * Makes a duplicate of the material, and gives it a new name
  42512. * @param name defines the new name for the duplicated material
  42513. * @returns the cloned material
  42514. */
  42515. clone(name: string): StandardMaterial;
  42516. /**
  42517. * Serializes this material in a JSON representation
  42518. * @returns the serialized material object
  42519. */
  42520. serialize(): any;
  42521. /**
  42522. * Creates a standard material from parsed material data
  42523. * @param source defines the JSON representation of the material
  42524. * @param scene defines the hosting scene
  42525. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42526. * @returns a new standard material
  42527. */
  42528. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42529. /**
  42530. * Are diffuse textures enabled in the application.
  42531. */
  42532. static DiffuseTextureEnabled: boolean;
  42533. /**
  42534. * Are ambient textures enabled in the application.
  42535. */
  42536. static AmbientTextureEnabled: boolean;
  42537. /**
  42538. * Are opacity textures enabled in the application.
  42539. */
  42540. static OpacityTextureEnabled: boolean;
  42541. /**
  42542. * Are reflection textures enabled in the application.
  42543. */
  42544. static ReflectionTextureEnabled: boolean;
  42545. /**
  42546. * Are emissive textures enabled in the application.
  42547. */
  42548. static EmissiveTextureEnabled: boolean;
  42549. /**
  42550. * Are specular textures enabled in the application.
  42551. */
  42552. static SpecularTextureEnabled: boolean;
  42553. /**
  42554. * Are bump textures enabled in the application.
  42555. */
  42556. static BumpTextureEnabled: boolean;
  42557. /**
  42558. * Are lightmap textures enabled in the application.
  42559. */
  42560. static LightmapTextureEnabled: boolean;
  42561. /**
  42562. * Are refraction textures enabled in the application.
  42563. */
  42564. static RefractionTextureEnabled: boolean;
  42565. /**
  42566. * Are color grading textures enabled in the application.
  42567. */
  42568. static ColorGradingTextureEnabled: boolean;
  42569. /**
  42570. * Are fresnels enabled in the application.
  42571. */
  42572. static FresnelEnabled: boolean;
  42573. }
  42574. }
  42575. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42576. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42577. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42578. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42579. /** @hidden */
  42580. export var imageProcessingPixelShader: {
  42581. name: string;
  42582. shader: string;
  42583. };
  42584. }
  42585. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42586. import { Nullable } from "babylonjs/types";
  42587. import { Color4 } from "babylonjs/Maths/math.color";
  42588. import { Camera } from "babylonjs/Cameras/camera";
  42589. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42590. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42591. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42592. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42593. import { Engine } from "babylonjs/Engines/engine";
  42594. import "babylonjs/Shaders/imageProcessing.fragment";
  42595. import "babylonjs/Shaders/postprocess.vertex";
  42596. /**
  42597. * ImageProcessingPostProcess
  42598. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42599. */
  42600. export class ImageProcessingPostProcess extends PostProcess {
  42601. /**
  42602. * Default configuration related to image processing available in the PBR Material.
  42603. */
  42604. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42605. /**
  42606. * Gets the image processing configuration used either in this material.
  42607. */
  42608. /**
  42609. * Sets the Default image processing configuration used either in the this material.
  42610. *
  42611. * If sets to null, the scene one is in use.
  42612. */
  42613. imageProcessingConfiguration: ImageProcessingConfiguration;
  42614. /**
  42615. * Keep track of the image processing observer to allow dispose and replace.
  42616. */
  42617. private _imageProcessingObserver;
  42618. /**
  42619. * Attaches a new image processing configuration to the PBR Material.
  42620. * @param configuration
  42621. */
  42622. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42623. /**
  42624. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42625. */
  42626. /**
  42627. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42628. */
  42629. colorCurves: Nullable<ColorCurves>;
  42630. /**
  42631. * Gets wether the color curves effect is enabled.
  42632. */
  42633. /**
  42634. * Sets wether the color curves effect is enabled.
  42635. */
  42636. colorCurvesEnabled: boolean;
  42637. /**
  42638. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42639. */
  42640. /**
  42641. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42642. */
  42643. colorGradingTexture: Nullable<BaseTexture>;
  42644. /**
  42645. * Gets wether the color grading effect is enabled.
  42646. */
  42647. /**
  42648. * Gets wether the color grading effect is enabled.
  42649. */
  42650. colorGradingEnabled: boolean;
  42651. /**
  42652. * Gets exposure used in the effect.
  42653. */
  42654. /**
  42655. * Sets exposure used in the effect.
  42656. */
  42657. exposure: number;
  42658. /**
  42659. * Gets wether tonemapping is enabled or not.
  42660. */
  42661. /**
  42662. * Sets wether tonemapping is enabled or not
  42663. */
  42664. toneMappingEnabled: boolean;
  42665. /**
  42666. * Gets the type of tone mapping effect.
  42667. */
  42668. /**
  42669. * Sets the type of tone mapping effect.
  42670. */
  42671. toneMappingType: number;
  42672. /**
  42673. * Gets contrast used in the effect.
  42674. */
  42675. /**
  42676. * Sets contrast used in the effect.
  42677. */
  42678. contrast: number;
  42679. /**
  42680. * Gets Vignette stretch size.
  42681. */
  42682. /**
  42683. * Sets Vignette stretch size.
  42684. */
  42685. vignetteStretch: number;
  42686. /**
  42687. * Gets Vignette centre X Offset.
  42688. */
  42689. /**
  42690. * Sets Vignette centre X Offset.
  42691. */
  42692. vignetteCentreX: number;
  42693. /**
  42694. * Gets Vignette centre Y Offset.
  42695. */
  42696. /**
  42697. * Sets Vignette centre Y Offset.
  42698. */
  42699. vignetteCentreY: number;
  42700. /**
  42701. * Gets Vignette weight or intensity of the vignette effect.
  42702. */
  42703. /**
  42704. * Sets Vignette weight or intensity of the vignette effect.
  42705. */
  42706. vignetteWeight: number;
  42707. /**
  42708. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42709. * if vignetteEnabled is set to true.
  42710. */
  42711. /**
  42712. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42713. * if vignetteEnabled is set to true.
  42714. */
  42715. vignetteColor: Color4;
  42716. /**
  42717. * Gets Camera field of view used by the Vignette effect.
  42718. */
  42719. /**
  42720. * Sets Camera field of view used by the Vignette effect.
  42721. */
  42722. vignetteCameraFov: number;
  42723. /**
  42724. * Gets the vignette blend mode allowing different kind of effect.
  42725. */
  42726. /**
  42727. * Sets the vignette blend mode allowing different kind of effect.
  42728. */
  42729. vignetteBlendMode: number;
  42730. /**
  42731. * Gets wether the vignette effect is enabled.
  42732. */
  42733. /**
  42734. * Sets wether the vignette effect is enabled.
  42735. */
  42736. vignetteEnabled: boolean;
  42737. private _fromLinearSpace;
  42738. /**
  42739. * Gets wether the input of the processing is in Gamma or Linear Space.
  42740. */
  42741. /**
  42742. * Sets wether the input of the processing is in Gamma or Linear Space.
  42743. */
  42744. fromLinearSpace: boolean;
  42745. /**
  42746. * Defines cache preventing GC.
  42747. */
  42748. private _defines;
  42749. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42750. /**
  42751. * "ImageProcessingPostProcess"
  42752. * @returns "ImageProcessingPostProcess"
  42753. */
  42754. getClassName(): string;
  42755. protected _updateParameters(): void;
  42756. dispose(camera?: Camera): void;
  42757. }
  42758. }
  42759. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42760. import { Scene } from "babylonjs/scene";
  42761. import { Color3 } from "babylonjs/Maths/math.color";
  42762. import { Mesh } from "babylonjs/Meshes/mesh";
  42763. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42764. import { Nullable } from "babylonjs/types";
  42765. /**
  42766. * Class containing static functions to help procedurally build meshes
  42767. */
  42768. export class GroundBuilder {
  42769. /**
  42770. * Creates a ground mesh
  42771. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42772. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42773. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42774. * @param name defines the name of the mesh
  42775. * @param options defines the options used to create the mesh
  42776. * @param scene defines the hosting scene
  42777. * @returns the ground mesh
  42778. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42779. */
  42780. static CreateGround(name: string, options: {
  42781. width?: number;
  42782. height?: number;
  42783. subdivisions?: number;
  42784. subdivisionsX?: number;
  42785. subdivisionsY?: number;
  42786. updatable?: boolean;
  42787. }, scene: any): Mesh;
  42788. /**
  42789. * Creates a tiled ground mesh
  42790. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42791. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42792. * * 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
  42793. * * 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
  42794. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42795. * @param name defines the name of the mesh
  42796. * @param options defines the options used to create the mesh
  42797. * @param scene defines the hosting scene
  42798. * @returns the tiled ground mesh
  42799. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42800. */
  42801. static CreateTiledGround(name: string, options: {
  42802. xmin: number;
  42803. zmin: number;
  42804. xmax: number;
  42805. zmax: number;
  42806. subdivisions?: {
  42807. w: number;
  42808. h: number;
  42809. };
  42810. precision?: {
  42811. w: number;
  42812. h: number;
  42813. };
  42814. updatable?: boolean;
  42815. }, scene?: Nullable<Scene>): Mesh;
  42816. /**
  42817. * Creates a ground mesh from a height map
  42818. * * The parameter `url` sets the URL of the height map image resource.
  42819. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42820. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42821. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42822. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42823. * * 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.
  42824. * * 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).
  42825. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42826. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42827. * @param name defines the name of the mesh
  42828. * @param url defines the url to the height map
  42829. * @param options defines the options used to create the mesh
  42830. * @param scene defines the hosting scene
  42831. * @returns the ground mesh
  42832. * @see https://doc.babylonjs.com/babylon101/height_map
  42833. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42834. */
  42835. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42836. width?: number;
  42837. height?: number;
  42838. subdivisions?: number;
  42839. minHeight?: number;
  42840. maxHeight?: number;
  42841. colorFilter?: Color3;
  42842. alphaFilter?: number;
  42843. updatable?: boolean;
  42844. onReady?: (mesh: GroundMesh) => void;
  42845. }, scene?: Nullable<Scene>): GroundMesh;
  42846. }
  42847. }
  42848. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42849. import { Vector4 } from "babylonjs/Maths/math.vector";
  42850. import { Mesh } from "babylonjs/Meshes/mesh";
  42851. /**
  42852. * Class containing static functions to help procedurally build meshes
  42853. */
  42854. export class TorusBuilder {
  42855. /**
  42856. * Creates a torus mesh
  42857. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42858. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42859. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42860. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42861. * * 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
  42862. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42863. * @param name defines the name of the mesh
  42864. * @param options defines the options used to create the mesh
  42865. * @param scene defines the hosting scene
  42866. * @returns the torus mesh
  42867. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42868. */
  42869. static CreateTorus(name: string, options: {
  42870. diameter?: number;
  42871. thickness?: number;
  42872. tessellation?: number;
  42873. updatable?: boolean;
  42874. sideOrientation?: number;
  42875. frontUVs?: Vector4;
  42876. backUVs?: Vector4;
  42877. }, scene: any): Mesh;
  42878. }
  42879. }
  42880. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42881. import { Vector4 } from "babylonjs/Maths/math.vector";
  42882. import { Color4 } from "babylonjs/Maths/math.color";
  42883. import { Mesh } from "babylonjs/Meshes/mesh";
  42884. /**
  42885. * Class containing static functions to help procedurally build meshes
  42886. */
  42887. export class CylinderBuilder {
  42888. /**
  42889. * Creates a cylinder or a cone mesh
  42890. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42891. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42892. * * 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.
  42893. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42894. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42895. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42896. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42897. * * 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).
  42898. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42899. * * 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).
  42900. * * 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
  42901. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42902. * * 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
  42903. * * 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.
  42904. * * If `enclose` is false, a ring surface is one element.
  42905. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42906. * * 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
  42907. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42908. * * 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
  42909. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42910. * @param name defines the name of the mesh
  42911. * @param options defines the options used to create the mesh
  42912. * @param scene defines the hosting scene
  42913. * @returns the cylinder mesh
  42914. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42915. */
  42916. static CreateCylinder(name: string, options: {
  42917. height?: number;
  42918. diameterTop?: number;
  42919. diameterBottom?: number;
  42920. diameter?: number;
  42921. tessellation?: number;
  42922. subdivisions?: number;
  42923. arc?: number;
  42924. faceColors?: Color4[];
  42925. faceUV?: Vector4[];
  42926. updatable?: boolean;
  42927. hasRings?: boolean;
  42928. enclose?: boolean;
  42929. cap?: number;
  42930. sideOrientation?: number;
  42931. frontUVs?: Vector4;
  42932. backUVs?: Vector4;
  42933. }, scene: any): Mesh;
  42934. }
  42935. }
  42936. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42937. import { Observable } from "babylonjs/Misc/observable";
  42938. import { Nullable } from "babylonjs/types";
  42939. import { Camera } from "babylonjs/Cameras/camera";
  42940. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42941. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42942. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42943. import { Scene } from "babylonjs/scene";
  42944. import { Vector3 } from "babylonjs/Maths/math.vector";
  42945. import { Color3 } from "babylonjs/Maths/math.color";
  42946. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42947. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42948. import { Mesh } from "babylonjs/Meshes/mesh";
  42949. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42950. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42951. import "babylonjs/Meshes/Builders/groundBuilder";
  42952. import "babylonjs/Meshes/Builders/torusBuilder";
  42953. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42954. import "babylonjs/Gamepads/gamepadSceneComponent";
  42955. import "babylonjs/Animations/animatable";
  42956. /**
  42957. * Options to modify the vr teleportation behavior.
  42958. */
  42959. export interface VRTeleportationOptions {
  42960. /**
  42961. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42962. */
  42963. floorMeshName?: string;
  42964. /**
  42965. * A list of meshes to be used as the teleportation floor. (default: empty)
  42966. */
  42967. floorMeshes?: Mesh[];
  42968. }
  42969. /**
  42970. * Options to modify the vr experience helper's behavior.
  42971. */
  42972. export interface VRExperienceHelperOptions extends WebVROptions {
  42973. /**
  42974. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42975. */
  42976. createDeviceOrientationCamera?: boolean;
  42977. /**
  42978. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42979. */
  42980. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42981. /**
  42982. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42983. */
  42984. laserToggle?: boolean;
  42985. /**
  42986. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42987. */
  42988. floorMeshes?: Mesh[];
  42989. /**
  42990. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42991. */
  42992. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42993. }
  42994. /**
  42995. * Event containing information after VR has been entered
  42996. */
  42997. export class OnAfterEnteringVRObservableEvent {
  42998. /**
  42999. * If entering vr was successful
  43000. */
  43001. success: boolean;
  43002. }
  43003. /**
  43004. * Helps to quickly add VR support to an existing scene.
  43005. * See http://doc.babylonjs.com/how_to/webvr_helper
  43006. */
  43007. export class VRExperienceHelper {
  43008. /** Options to modify the vr experience helper's behavior. */
  43009. webVROptions: VRExperienceHelperOptions;
  43010. private _scene;
  43011. private _position;
  43012. private _btnVR;
  43013. private _btnVRDisplayed;
  43014. private _webVRsupported;
  43015. private _webVRready;
  43016. private _webVRrequesting;
  43017. private _webVRpresenting;
  43018. private _hasEnteredVR;
  43019. private _fullscreenVRpresenting;
  43020. private _inputElement;
  43021. private _webVRCamera;
  43022. private _vrDeviceOrientationCamera;
  43023. private _deviceOrientationCamera;
  43024. private _existingCamera;
  43025. private _onKeyDown;
  43026. private _onVrDisplayPresentChange;
  43027. private _onVRDisplayChanged;
  43028. private _onVRRequestPresentStart;
  43029. private _onVRRequestPresentComplete;
  43030. /**
  43031. * 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)
  43032. */
  43033. enableGazeEvenWhenNoPointerLock: boolean;
  43034. /**
  43035. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  43036. */
  43037. exitVROnDoubleTap: boolean;
  43038. /**
  43039. * Observable raised right before entering VR.
  43040. */
  43041. onEnteringVRObservable: Observable<VRExperienceHelper>;
  43042. /**
  43043. * Observable raised when entering VR has completed.
  43044. */
  43045. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  43046. /**
  43047. * Observable raised when exiting VR.
  43048. */
  43049. onExitingVRObservable: Observable<VRExperienceHelper>;
  43050. /**
  43051. * Observable raised when controller mesh is loaded.
  43052. */
  43053. onControllerMeshLoadedObservable: Observable<WebVRController>;
  43054. /** Return this.onEnteringVRObservable
  43055. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  43056. */
  43057. readonly onEnteringVR: Observable<VRExperienceHelper>;
  43058. /** Return this.onExitingVRObservable
  43059. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  43060. */
  43061. readonly onExitingVR: Observable<VRExperienceHelper>;
  43062. /** Return this.onControllerMeshLoadedObservable
  43063. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  43064. */
  43065. readonly onControllerMeshLoaded: Observable<WebVRController>;
  43066. private _rayLength;
  43067. private _useCustomVRButton;
  43068. private _teleportationRequested;
  43069. private _teleportActive;
  43070. private _floorMeshName;
  43071. private _floorMeshesCollection;
  43072. private _rotationAllowed;
  43073. private _teleportBackwardsVector;
  43074. private _teleportationTarget;
  43075. private _isDefaultTeleportationTarget;
  43076. private _postProcessMove;
  43077. private _teleportationFillColor;
  43078. private _teleportationBorderColor;
  43079. private _rotationAngle;
  43080. private _haloCenter;
  43081. private _cameraGazer;
  43082. private _padSensibilityUp;
  43083. private _padSensibilityDown;
  43084. private _leftController;
  43085. private _rightController;
  43086. /**
  43087. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  43088. */
  43089. onNewMeshSelected: Observable<AbstractMesh>;
  43090. /**
  43091. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  43092. * This observable will provide the mesh and the controller used to select the mesh
  43093. */
  43094. onMeshSelectedWithController: Observable<{
  43095. mesh: AbstractMesh;
  43096. controller: WebVRController;
  43097. }>;
  43098. /**
  43099. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  43100. */
  43101. onNewMeshPicked: Observable<PickingInfo>;
  43102. private _circleEase;
  43103. /**
  43104. * Observable raised before camera teleportation
  43105. */
  43106. onBeforeCameraTeleport: Observable<Vector3>;
  43107. /**
  43108. * Observable raised after camera teleportation
  43109. */
  43110. onAfterCameraTeleport: Observable<Vector3>;
  43111. /**
  43112. * Observable raised when current selected mesh gets unselected
  43113. */
  43114. onSelectedMeshUnselected: Observable<AbstractMesh>;
  43115. private _raySelectionPredicate;
  43116. /**
  43117. * To be optionaly changed by user to define custom ray selection
  43118. */
  43119. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  43120. /**
  43121. * To be optionaly changed by user to define custom selection logic (after ray selection)
  43122. */
  43123. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  43124. /**
  43125. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  43126. */
  43127. teleportationEnabled: boolean;
  43128. private _defaultHeight;
  43129. private _teleportationInitialized;
  43130. private _interactionsEnabled;
  43131. private _interactionsRequested;
  43132. private _displayGaze;
  43133. private _displayLaserPointer;
  43134. /**
  43135. * The mesh used to display where the user is going to teleport.
  43136. */
  43137. /**
  43138. * Sets the mesh to be used to display where the user is going to teleport.
  43139. */
  43140. teleportationTarget: Mesh;
  43141. /**
  43142. * 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
  43143. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  43144. * See http://doc.babylonjs.com/resources/baking_transformations
  43145. */
  43146. gazeTrackerMesh: Mesh;
  43147. /**
  43148. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  43149. */
  43150. updateGazeTrackerScale: boolean;
  43151. /**
  43152. * If the gaze trackers color should be updated when selecting meshes
  43153. */
  43154. updateGazeTrackerColor: boolean;
  43155. /**
  43156. * If the controller laser color should be updated when selecting meshes
  43157. */
  43158. updateControllerLaserColor: boolean;
  43159. /**
  43160. * The gaze tracking mesh corresponding to the left controller
  43161. */
  43162. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  43163. /**
  43164. * The gaze tracking mesh corresponding to the right controller
  43165. */
  43166. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  43167. /**
  43168. * If the ray of the gaze should be displayed.
  43169. */
  43170. /**
  43171. * Sets if the ray of the gaze should be displayed.
  43172. */
  43173. displayGaze: boolean;
  43174. /**
  43175. * If the ray of the LaserPointer should be displayed.
  43176. */
  43177. /**
  43178. * Sets if the ray of the LaserPointer should be displayed.
  43179. */
  43180. displayLaserPointer: boolean;
  43181. /**
  43182. * The deviceOrientationCamera used as the camera when not in VR.
  43183. */
  43184. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  43185. /**
  43186. * Based on the current WebVR support, returns the current VR camera used.
  43187. */
  43188. readonly currentVRCamera: Nullable<Camera>;
  43189. /**
  43190. * The webVRCamera which is used when in VR.
  43191. */
  43192. readonly webVRCamera: WebVRFreeCamera;
  43193. /**
  43194. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  43195. */
  43196. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  43197. /**
  43198. * The html button that is used to trigger entering into VR.
  43199. */
  43200. readonly vrButton: Nullable<HTMLButtonElement>;
  43201. private readonly _teleportationRequestInitiated;
  43202. /**
  43203. * Defines wether or not Pointer lock should be requested when switching to
  43204. * full screen.
  43205. */
  43206. requestPointerLockOnFullScreen: boolean;
  43207. /**
  43208. * Instantiates a VRExperienceHelper.
  43209. * Helps to quickly add VR support to an existing scene.
  43210. * @param scene The scene the VRExperienceHelper belongs to.
  43211. * @param webVROptions Options to modify the vr experience helper's behavior.
  43212. */
  43213. constructor(scene: Scene,
  43214. /** Options to modify the vr experience helper's behavior. */
  43215. webVROptions?: VRExperienceHelperOptions);
  43216. private _onDefaultMeshLoaded;
  43217. private _onResize;
  43218. private _onFullscreenChange;
  43219. /**
  43220. * Gets a value indicating if we are currently in VR mode.
  43221. */
  43222. readonly isInVRMode: boolean;
  43223. private onVrDisplayPresentChange;
  43224. private onVRDisplayChanged;
  43225. private moveButtonToBottomRight;
  43226. private displayVRButton;
  43227. private updateButtonVisibility;
  43228. private _cachedAngularSensibility;
  43229. /**
  43230. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  43231. * Otherwise, will use the fullscreen API.
  43232. */
  43233. enterVR(): void;
  43234. /**
  43235. * Attempt to exit VR, or fullscreen.
  43236. */
  43237. exitVR(): void;
  43238. /**
  43239. * The position of the vr experience helper.
  43240. */
  43241. /**
  43242. * Sets the position of the vr experience helper.
  43243. */
  43244. position: Vector3;
  43245. /**
  43246. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  43247. */
  43248. enableInteractions(): void;
  43249. private readonly _noControllerIsActive;
  43250. private beforeRender;
  43251. private _isTeleportationFloor;
  43252. /**
  43253. * Adds a floor mesh to be used for teleportation.
  43254. * @param floorMesh the mesh to be used for teleportation.
  43255. */
  43256. addFloorMesh(floorMesh: Mesh): void;
  43257. /**
  43258. * Removes a floor mesh from being used for teleportation.
  43259. * @param floorMesh the mesh to be removed.
  43260. */
  43261. removeFloorMesh(floorMesh: Mesh): void;
  43262. /**
  43263. * Enables interactions and teleportation using the VR controllers and gaze.
  43264. * @param vrTeleportationOptions options to modify teleportation behavior.
  43265. */
  43266. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  43267. private _onNewGamepadConnected;
  43268. private _tryEnableInteractionOnController;
  43269. private _onNewGamepadDisconnected;
  43270. private _enableInteractionOnController;
  43271. private _checkTeleportWithRay;
  43272. private _checkRotate;
  43273. private _checkTeleportBackwards;
  43274. private _enableTeleportationOnController;
  43275. private _createTeleportationCircles;
  43276. private _displayTeleportationTarget;
  43277. private _hideTeleportationTarget;
  43278. private _rotateCamera;
  43279. private _moveTeleportationSelectorTo;
  43280. private _workingVector;
  43281. private _workingQuaternion;
  43282. private _workingMatrix;
  43283. /**
  43284. * Teleports the users feet to the desired location
  43285. * @param location The location where the user's feet should be placed
  43286. */
  43287. teleportCamera(location: Vector3): void;
  43288. private _convertNormalToDirectionOfRay;
  43289. private _castRayAndSelectObject;
  43290. private _notifySelectedMeshUnselected;
  43291. /**
  43292. * Sets the color of the laser ray from the vr controllers.
  43293. * @param color new color for the ray.
  43294. */
  43295. changeLaserColor(color: Color3): void;
  43296. /**
  43297. * Sets the color of the ray from the vr headsets gaze.
  43298. * @param color new color for the ray.
  43299. */
  43300. changeGazeColor(color: Color3): void;
  43301. /**
  43302. * Exits VR and disposes of the vr experience helper
  43303. */
  43304. dispose(): void;
  43305. /**
  43306. * Gets the name of the VRExperienceHelper class
  43307. * @returns "VRExperienceHelper"
  43308. */
  43309. getClassName(): string;
  43310. }
  43311. }
  43312. declare module "babylonjs/Cameras/VR/index" {
  43313. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  43314. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  43315. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43316. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  43317. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  43318. export * from "babylonjs/Cameras/VR/webVRCamera";
  43319. }
  43320. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43321. import { Nullable } from "babylonjs/types";
  43322. import { IDisposable } from "babylonjs/scene";
  43323. /**
  43324. * States of the webXR experience
  43325. */
  43326. export enum WebXRState {
  43327. /**
  43328. * Transitioning to being in XR mode
  43329. */
  43330. ENTERING_XR = 0,
  43331. /**
  43332. * Transitioning to non XR mode
  43333. */
  43334. EXITING_XR = 1,
  43335. /**
  43336. * In XR mode and presenting
  43337. */
  43338. IN_XR = 2,
  43339. /**
  43340. * Not entered XR mode
  43341. */
  43342. NOT_IN_XR = 3
  43343. }
  43344. /**
  43345. * Abstraction of the XR render target
  43346. */
  43347. export interface WebXRRenderTarget extends IDisposable {
  43348. /**
  43349. * xrpresent context of the canvas which can be used to display/mirror xr content
  43350. */
  43351. canvasContext: WebGLRenderingContext;
  43352. /**
  43353. * xr layer for the canvas
  43354. */
  43355. xrLayer: Nullable<XRWebGLLayer>;
  43356. /**
  43357. * Initializes the xr layer for the session
  43358. * @param xrSession xr session
  43359. * @returns a promise that will resolve once the XR Layer has been created
  43360. */
  43361. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43362. }
  43363. }
  43364. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43365. import { Nullable } from "babylonjs/types";
  43366. import { Observable } from "babylonjs/Misc/observable";
  43367. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43368. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43369. /**
  43370. * COnfiguration object for WebXR output canvas
  43371. */
  43372. export class WebXRManagedOutputCanvasOptions {
  43373. /**
  43374. * Options for this XR Layer output
  43375. */
  43376. canvasOptions: XRWebGLLayerOptions;
  43377. /**
  43378. * CSS styling for a newly created canvas (if not provided)
  43379. */
  43380. newCanvasCssStyle?: string;
  43381. /**
  43382. * Get the default values of the configuration object
  43383. * @returns default values of this configuration object
  43384. */
  43385. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  43386. }
  43387. /**
  43388. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43389. */
  43390. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43391. private configuration;
  43392. private _engine;
  43393. private _canvas;
  43394. /**
  43395. * xrpresent context of the canvas which can be used to display/mirror xr content
  43396. */
  43397. canvasContext: WebGLRenderingContext;
  43398. /**
  43399. * xr layer for the canvas
  43400. */
  43401. xrLayer: Nullable<XRWebGLLayer>;
  43402. /**
  43403. * Initializes the xr layer for the session
  43404. * @param xrSession xr session
  43405. * @returns a promise that will resolve once the XR Layer has been created
  43406. */
  43407. initializeXRLayerAsync(xrSession: any): any;
  43408. /**
  43409. * Initializes the canvas to be added/removed upon entering/exiting xr
  43410. * @param engine the Babylon engine
  43411. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43412. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43413. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  43414. */
  43415. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  43416. /**
  43417. * Disposes of the object
  43418. */
  43419. dispose(): void;
  43420. private _setManagedOutputCanvas;
  43421. private _addCanvas;
  43422. private _removeCanvas;
  43423. }
  43424. }
  43425. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43426. import { Observable } from "babylonjs/Misc/observable";
  43427. import { Nullable } from "babylonjs/types";
  43428. import { IDisposable, Scene } from "babylonjs/scene";
  43429. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43430. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43431. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43432. /**
  43433. * Manages an XRSession to work with Babylon's engine
  43434. * @see https://doc.babylonjs.com/how_to/webxr
  43435. */
  43436. export class WebXRSessionManager implements IDisposable {
  43437. private scene;
  43438. /**
  43439. * Fires every time a new xrFrame arrives which can be used to update the camera
  43440. */
  43441. onXRFrameObservable: Observable<any>;
  43442. /**
  43443. * Fires when the xr session is ended either by the device or manually done
  43444. */
  43445. onXRSessionEnded: Observable<any>;
  43446. /**
  43447. * Underlying xr session
  43448. */
  43449. session: XRSession;
  43450. /**
  43451. * Type of reference space used when creating the session
  43452. */
  43453. referenceSpace: XRReferenceSpace;
  43454. /**
  43455. * Current XR frame
  43456. */
  43457. currentFrame: Nullable<XRFrame>;
  43458. private _xrNavigator;
  43459. private baseLayer;
  43460. private _rttProvider;
  43461. private _sessionEnded;
  43462. /**
  43463. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43464. * @param scene The scene which the session should be created for
  43465. */
  43466. constructor(scene: Scene);
  43467. /**
  43468. * Initializes the manager
  43469. * After initialization enterXR can be called to start an XR session
  43470. * @returns Promise which resolves after it is initialized
  43471. */
  43472. initializeAsync(): Promise<void>;
  43473. /**
  43474. * Initializes an xr session
  43475. * @param xrSessionMode mode to initialize
  43476. * @param optionalFeatures defines optional values to pass to the session builder
  43477. * @returns a promise which will resolve once the session has been initialized
  43478. */
  43479. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  43480. /**
  43481. * Sets the reference space on the xr session
  43482. * @param referenceSpace space to set
  43483. * @returns a promise that will resolve once the reference space has been set
  43484. */
  43485. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43486. /**
  43487. * Updates the render state of the session
  43488. * @param state state to set
  43489. * @returns a promise that resolves once the render state has been updated
  43490. */
  43491. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43492. /**
  43493. * Starts rendering to the xr layer
  43494. * @returns a promise that will resolve once rendering has started
  43495. */
  43496. startRenderingToXRAsync(): Promise<void>;
  43497. /**
  43498. * Gets the correct render target texture to be rendered this frame for this eye
  43499. * @param eye the eye for which to get the render target
  43500. * @returns the render target for the specified eye
  43501. */
  43502. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43503. /**
  43504. * Stops the xrSession and restores the renderloop
  43505. * @returns Promise which resolves after it exits XR
  43506. */
  43507. exitXRAsync(): Promise<void>;
  43508. /**
  43509. * Checks if a session would be supported for the creation options specified
  43510. * @param sessionMode session mode to check if supported eg. immersive-vr
  43511. * @returns true if supported
  43512. */
  43513. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43514. /**
  43515. * Creates a WebXRRenderTarget object for the XR session
  43516. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43517. * @param options optional options to provide when creating a new render target
  43518. * @returns a WebXR render target to which the session can render
  43519. */
  43520. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  43521. /**
  43522. * @hidden
  43523. * Converts the render layer of xrSession to a render target
  43524. * @param session session to create render target for
  43525. * @param scene scene the new render target should be created for
  43526. */
  43527. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43528. /**
  43529. * Disposes of the session manager
  43530. */
  43531. dispose(): void;
  43532. }
  43533. }
  43534. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43535. import { Scene } from "babylonjs/scene";
  43536. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43537. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43538. /**
  43539. * WebXR Camera which holds the views for the xrSession
  43540. * @see https://doc.babylonjs.com/how_to/webxr
  43541. */
  43542. export class WebXRCamera extends FreeCamera {
  43543. /**
  43544. * Is the camera in debug mode. Used when using an emulator
  43545. */
  43546. debugMode: boolean;
  43547. /**
  43548. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43549. * @param name the name of the camera
  43550. * @param scene the scene to add the camera to
  43551. */
  43552. constructor(name: string, scene: Scene);
  43553. private _updateNumberOfRigCameras;
  43554. /** @hidden */
  43555. _updateForDualEyeDebugging(): void;
  43556. /**
  43557. * Updates the cameras position from the current pose information of the XR session
  43558. * @param xrSessionManager the session containing pose information
  43559. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43560. */
  43561. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43562. }
  43563. }
  43564. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43565. import { Observable } from "babylonjs/Misc/observable";
  43566. import { IDisposable, Scene } from "babylonjs/scene";
  43567. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43568. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43569. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43570. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43571. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43572. /**
  43573. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43574. * @see https://doc.babylonjs.com/how_to/webxr
  43575. */
  43576. export class WebXRExperienceHelper implements IDisposable {
  43577. private scene;
  43578. /**
  43579. * 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
  43580. */
  43581. container: AbstractMesh;
  43582. /**
  43583. * Camera used to render xr content
  43584. */
  43585. camera: WebXRCamera;
  43586. /**
  43587. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43588. */
  43589. state: WebXRState;
  43590. private _setState;
  43591. private static _TmpVector;
  43592. /**
  43593. * Fires when the state of the experience helper has changed
  43594. */
  43595. onStateChangedObservable: Observable<WebXRState>;
  43596. /** Session manager used to keep track of xr session */
  43597. sessionManager: WebXRSessionManager;
  43598. private _nonVRCamera;
  43599. private _originalSceneAutoClear;
  43600. private _supported;
  43601. /**
  43602. * Creates the experience helper
  43603. * @param scene the scene to attach the experience helper to
  43604. * @returns a promise for the experience helper
  43605. */
  43606. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43607. /**
  43608. * Creates a WebXRExperienceHelper
  43609. * @param scene The scene the helper should be created in
  43610. */
  43611. private constructor();
  43612. /**
  43613. * Exits XR mode and returns the scene to its original state
  43614. * @returns promise that resolves after xr mode has exited
  43615. */
  43616. exitXRAsync(): Promise<void>;
  43617. /**
  43618. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43619. * @param sessionMode options for the XR session
  43620. * @param referenceSpaceType frame of reference of the XR session
  43621. * @param renderTarget the output canvas that will be used to enter XR mode
  43622. * @returns promise that resolves after xr mode has entered
  43623. */
  43624. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  43625. /**
  43626. * Updates the global position of the camera by moving the camera's container
  43627. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43628. * @param position The desired global position of the camera
  43629. */
  43630. setPositionOfCameraUsingContainer(position: Vector3): void;
  43631. /**
  43632. * Rotates the xr camera by rotating the camera's container around the camera's position
  43633. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43634. * @param rotation the desired quaternion rotation to apply to the camera
  43635. */
  43636. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43637. /**
  43638. * Disposes of the experience helper
  43639. */
  43640. dispose(): void;
  43641. }
  43642. }
  43643. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43644. import { Nullable } from "babylonjs/types";
  43645. import { Observable } from "babylonjs/Misc/observable";
  43646. import { IDisposable, Scene } from "babylonjs/scene";
  43647. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43648. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43649. /**
  43650. * Button which can be used to enter a different mode of XR
  43651. */
  43652. export class WebXREnterExitUIButton {
  43653. /** button element */
  43654. element: HTMLElement;
  43655. /** XR initialization options for the button */
  43656. sessionMode: XRSessionMode;
  43657. /** Reference space type */
  43658. referenceSpaceType: XRReferenceSpaceType;
  43659. /**
  43660. * Creates a WebXREnterExitUIButton
  43661. * @param element button element
  43662. * @param sessionMode XR initialization session mode
  43663. * @param referenceSpaceType the type of reference space to be used
  43664. */
  43665. constructor(
  43666. /** button element */
  43667. element: HTMLElement,
  43668. /** XR initialization options for the button */
  43669. sessionMode: XRSessionMode,
  43670. /** Reference space type */
  43671. referenceSpaceType: XRReferenceSpaceType);
  43672. /**
  43673. * Overwritable function which can be used to update the button's visuals when the state changes
  43674. * @param activeButton the current active button in the UI
  43675. */
  43676. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43677. }
  43678. /**
  43679. * Options to create the webXR UI
  43680. */
  43681. export class WebXREnterExitUIOptions {
  43682. /**
  43683. * Context to enter xr with
  43684. */
  43685. renderTarget?: Nullable<WebXRRenderTarget>;
  43686. /**
  43687. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43688. */
  43689. customButtons?: Array<WebXREnterExitUIButton>;
  43690. }
  43691. /**
  43692. * UI to allow the user to enter/exit XR mode
  43693. */
  43694. export class WebXREnterExitUI implements IDisposable {
  43695. private scene;
  43696. private _overlay;
  43697. private _buttons;
  43698. private _activeButton;
  43699. /**
  43700. * Fired every time the active button is changed.
  43701. *
  43702. * When xr is entered via a button that launches xr that button will be the callback parameter
  43703. *
  43704. * When exiting xr the callback parameter will be null)
  43705. */
  43706. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43707. /**
  43708. * Creates UI to allow the user to enter/exit XR mode
  43709. * @param scene the scene to add the ui to
  43710. * @param helper the xr experience helper to enter/exit xr with
  43711. * @param options options to configure the UI
  43712. * @returns the created ui
  43713. */
  43714. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43715. private constructor();
  43716. private _updateButtons;
  43717. /**
  43718. * Disposes of the object
  43719. */
  43720. dispose(): void;
  43721. }
  43722. }
  43723. declare module "babylonjs/Cameras/XR/webXRController" {
  43724. import { Nullable } from "babylonjs/types";
  43725. import { Observable } from "babylonjs/Misc/observable";
  43726. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43727. import { Ray } from "babylonjs/Culling/ray";
  43728. import { Scene } from "babylonjs/scene";
  43729. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43730. /**
  43731. * Represents an XR input
  43732. */
  43733. export class WebXRController {
  43734. private scene;
  43735. /** The underlying input source for the controller */
  43736. inputSource: XRInputSource;
  43737. private parentContainer;
  43738. /**
  43739. * 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
  43740. */
  43741. grip?: AbstractMesh;
  43742. /**
  43743. * Pointer which can be used to select objects or attach a visible laser to
  43744. */
  43745. pointer: AbstractMesh;
  43746. private _gamepadMode;
  43747. /**
  43748. * If available, this is the gamepad object related to this controller.
  43749. * Using this object it is possible to get click events and trackpad changes of the
  43750. * webxr controller that is currently being used.
  43751. */
  43752. gamepadController?: WebVRController;
  43753. /**
  43754. * Event that fires when the controller is removed/disposed
  43755. */
  43756. onDisposeObservable: Observable<{}>;
  43757. private _tmpMatrix;
  43758. private _tmpQuaternion;
  43759. private _tmpVector;
  43760. /**
  43761. * Creates the controller
  43762. * @see https://doc.babylonjs.com/how_to/webxr
  43763. * @param scene the scene which the controller should be associated to
  43764. * @param inputSource the underlying input source for the controller
  43765. * @param parentContainer parent that the controller meshes should be children of
  43766. */
  43767. constructor(scene: Scene,
  43768. /** The underlying input source for the controller */
  43769. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43770. /**
  43771. * Updates the controller pose based on the given XRFrame
  43772. * @param xrFrame xr frame to update the pose with
  43773. * @param referenceSpace reference space to use
  43774. */
  43775. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43776. /**
  43777. * Gets a world space ray coming from the controller
  43778. * @param result the resulting ray
  43779. */
  43780. getWorldPointerRayToRef(result: Ray): void;
  43781. /**
  43782. * Get the scene associated with this controller
  43783. * @returns the scene object
  43784. */
  43785. getScene(): Scene;
  43786. /**
  43787. * Disposes of the object
  43788. */
  43789. dispose(): void;
  43790. }
  43791. }
  43792. declare module "babylonjs/Cameras/XR/webXRInput" {
  43793. import { Observable } from "babylonjs/Misc/observable";
  43794. import { IDisposable } from "babylonjs/scene";
  43795. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43796. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43797. /**
  43798. * XR input used to track XR inputs such as controllers/rays
  43799. */
  43800. export class WebXRInput implements IDisposable {
  43801. /**
  43802. * Base experience the input listens to
  43803. */
  43804. baseExperience: WebXRExperienceHelper;
  43805. /**
  43806. * XR controllers being tracked
  43807. */
  43808. controllers: Array<WebXRController>;
  43809. private _frameObserver;
  43810. private _stateObserver;
  43811. /**
  43812. * Event when a controller has been connected/added
  43813. */
  43814. onControllerAddedObservable: Observable<WebXRController>;
  43815. /**
  43816. * Event when a controller has been removed/disconnected
  43817. */
  43818. onControllerRemovedObservable: Observable<WebXRController>;
  43819. /**
  43820. * Initializes the WebXRInput
  43821. * @param baseExperience experience helper which the input should be created for
  43822. */
  43823. constructor(
  43824. /**
  43825. * Base experience the input listens to
  43826. */
  43827. baseExperience: WebXRExperienceHelper);
  43828. private _onInputSourcesChange;
  43829. private _addAndRemoveControllers;
  43830. /**
  43831. * Disposes of the object
  43832. */
  43833. dispose(): void;
  43834. }
  43835. }
  43836. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43838. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43839. /**
  43840. * Enables teleportation
  43841. */
  43842. export class WebXRControllerTeleportation {
  43843. private _teleportationFillColor;
  43844. private _teleportationBorderColor;
  43845. private _tmpRay;
  43846. private _tmpVector;
  43847. /**
  43848. * Creates a WebXRControllerTeleportation
  43849. * @param input input manager to add teleportation to
  43850. * @param floorMeshes floormeshes which can be teleported to
  43851. */
  43852. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43853. }
  43854. }
  43855. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43856. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43857. /**
  43858. * Handles pointer input automatically for the pointer of XR controllers
  43859. */
  43860. export class WebXRControllerPointerSelection {
  43861. private static _idCounter;
  43862. private _tmpRay;
  43863. /**
  43864. * Creates a WebXRControllerPointerSelection
  43865. * @param input input manager to setup pointer selection
  43866. */
  43867. constructor(input: WebXRInput);
  43868. private _convertNormalToDirectionOfRay;
  43869. private _updatePointerDistance;
  43870. }
  43871. }
  43872. declare module "babylonjs/Loading/sceneLoader" {
  43873. import { Observable } from "babylonjs/Misc/observable";
  43874. import { Nullable } from "babylonjs/types";
  43875. import { Scene } from "babylonjs/scene";
  43876. import { Engine } from "babylonjs/Engines/engine";
  43877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43878. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43879. import { AssetContainer } from "babylonjs/assetContainer";
  43880. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43881. import { Skeleton } from "babylonjs/Bones/skeleton";
  43882. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43883. import { WebRequest } from "babylonjs/Misc/webRequest";
  43884. /**
  43885. * Class used to represent data loading progression
  43886. */
  43887. export class SceneLoaderProgressEvent {
  43888. /** defines if data length to load can be evaluated */
  43889. readonly lengthComputable: boolean;
  43890. /** defines the loaded data length */
  43891. readonly loaded: number;
  43892. /** defines the data length to load */
  43893. readonly total: number;
  43894. /**
  43895. * Create a new progress event
  43896. * @param lengthComputable defines if data length to load can be evaluated
  43897. * @param loaded defines the loaded data length
  43898. * @param total defines the data length to load
  43899. */
  43900. constructor(
  43901. /** defines if data length to load can be evaluated */
  43902. lengthComputable: boolean,
  43903. /** defines the loaded data length */
  43904. loaded: number,
  43905. /** defines the data length to load */
  43906. total: number);
  43907. /**
  43908. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43909. * @param event defines the source event
  43910. * @returns a new SceneLoaderProgressEvent
  43911. */
  43912. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43913. }
  43914. /**
  43915. * Interface used by SceneLoader plugins to define supported file extensions
  43916. */
  43917. export interface ISceneLoaderPluginExtensions {
  43918. /**
  43919. * Defines the list of supported extensions
  43920. */
  43921. [extension: string]: {
  43922. isBinary: boolean;
  43923. };
  43924. }
  43925. /**
  43926. * Interface used by SceneLoader plugin factory
  43927. */
  43928. export interface ISceneLoaderPluginFactory {
  43929. /**
  43930. * Defines the name of the factory
  43931. */
  43932. name: string;
  43933. /**
  43934. * Function called to create a new plugin
  43935. * @return the new plugin
  43936. */
  43937. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43938. /**
  43939. * The callback that returns true if the data can be directly loaded.
  43940. * @param data string containing the file data
  43941. * @returns if the data can be loaded directly
  43942. */
  43943. canDirectLoad?(data: string): boolean;
  43944. }
  43945. /**
  43946. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43947. */
  43948. export interface ISceneLoaderPluginBase {
  43949. /**
  43950. * The friendly name of this plugin.
  43951. */
  43952. name: string;
  43953. /**
  43954. * The file extensions supported by this plugin.
  43955. */
  43956. extensions: string | ISceneLoaderPluginExtensions;
  43957. /**
  43958. * The callback called when loading from a url.
  43959. * @param scene scene loading this url
  43960. * @param url url to load
  43961. * @param onSuccess callback called when the file successfully loads
  43962. * @param onProgress callback called while file is loading (if the server supports this mode)
  43963. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43964. * @param onError callback called when the file fails to load
  43965. * @returns a file request object
  43966. */
  43967. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43968. /**
  43969. * The callback called when loading from a file object.
  43970. * @param scene scene loading this file
  43971. * @param file defines the file to load
  43972. * @param onSuccess defines the callback to call when data is loaded
  43973. * @param onProgress defines the callback to call during loading process
  43974. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43975. * @param onError defines the callback to call when an error occurs
  43976. * @returns a file request object
  43977. */
  43978. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43979. /**
  43980. * The callback that returns true if the data can be directly loaded.
  43981. * @param data string containing the file data
  43982. * @returns if the data can be loaded directly
  43983. */
  43984. canDirectLoad?(data: string): boolean;
  43985. /**
  43986. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43987. * @param scene scene loading this data
  43988. * @param data string containing the data
  43989. * @returns data to pass to the plugin
  43990. */
  43991. directLoad?(scene: Scene, data: string): any;
  43992. /**
  43993. * The callback that allows custom handling of the root url based on the response url.
  43994. * @param rootUrl the original root url
  43995. * @param responseURL the response url if available
  43996. * @returns the new root url
  43997. */
  43998. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43999. }
  44000. /**
  44001. * Interface used to define a SceneLoader plugin
  44002. */
  44003. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  44004. /**
  44005. * Import meshes into a scene.
  44006. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44007. * @param scene The scene to import into
  44008. * @param data The data to import
  44009. * @param rootUrl The root url for scene and resources
  44010. * @param meshes The meshes array to import into
  44011. * @param particleSystems The particle systems array to import into
  44012. * @param skeletons The skeletons array to import into
  44013. * @param onError The callback when import fails
  44014. * @returns True if successful or false otherwise
  44015. */
  44016. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  44017. /**
  44018. * Load into a scene.
  44019. * @param scene The scene to load into
  44020. * @param data The data to import
  44021. * @param rootUrl The root url for scene and resources
  44022. * @param onError The callback when import fails
  44023. * @returns True if successful or false otherwise
  44024. */
  44025. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  44026. /**
  44027. * Load into an asset container.
  44028. * @param scene The scene to load into
  44029. * @param data The data to import
  44030. * @param rootUrl The root url for scene and resources
  44031. * @param onError The callback when import fails
  44032. * @returns The loaded asset container
  44033. */
  44034. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  44035. }
  44036. /**
  44037. * Interface used to define an async SceneLoader plugin
  44038. */
  44039. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  44040. /**
  44041. * Import meshes into a scene.
  44042. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44043. * @param scene The scene to import into
  44044. * @param data The data to import
  44045. * @param rootUrl The root url for scene and resources
  44046. * @param onProgress The callback when the load progresses
  44047. * @param fileName Defines the name of the file to load
  44048. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  44049. */
  44050. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  44051. meshes: AbstractMesh[];
  44052. particleSystems: IParticleSystem[];
  44053. skeletons: Skeleton[];
  44054. animationGroups: AnimationGroup[];
  44055. }>;
  44056. /**
  44057. * Load into a scene.
  44058. * @param scene The scene to load into
  44059. * @param data The data to import
  44060. * @param rootUrl The root url for scene and resources
  44061. * @param onProgress The callback when the load progresses
  44062. * @param fileName Defines the name of the file to load
  44063. * @returns Nothing
  44064. */
  44065. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  44066. /**
  44067. * Load into an asset container.
  44068. * @param scene The scene to load into
  44069. * @param data The data to import
  44070. * @param rootUrl The root url for scene and resources
  44071. * @param onProgress The callback when the load progresses
  44072. * @param fileName Defines the name of the file to load
  44073. * @returns The loaded asset container
  44074. */
  44075. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  44076. }
  44077. /**
  44078. * Class used to load scene from various file formats using registered plugins
  44079. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  44080. */
  44081. export class SceneLoader {
  44082. /**
  44083. * No logging while loading
  44084. */
  44085. static readonly NO_LOGGING: number;
  44086. /**
  44087. * Minimal logging while loading
  44088. */
  44089. static readonly MINIMAL_LOGGING: number;
  44090. /**
  44091. * Summary logging while loading
  44092. */
  44093. static readonly SUMMARY_LOGGING: number;
  44094. /**
  44095. * Detailled logging while loading
  44096. */
  44097. static readonly DETAILED_LOGGING: number;
  44098. /**
  44099. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  44100. */
  44101. static ForceFullSceneLoadingForIncremental: boolean;
  44102. /**
  44103. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  44104. */
  44105. static ShowLoadingScreen: boolean;
  44106. /**
  44107. * Defines the current logging level (while loading the scene)
  44108. * @ignorenaming
  44109. */
  44110. static loggingLevel: number;
  44111. /**
  44112. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  44113. */
  44114. static CleanBoneMatrixWeights: boolean;
  44115. /**
  44116. * Event raised when a plugin is used to load a scene
  44117. */
  44118. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44119. private static _registeredPlugins;
  44120. private static _getDefaultPlugin;
  44121. private static _getPluginForExtension;
  44122. private static _getPluginForDirectLoad;
  44123. private static _getPluginForFilename;
  44124. private static _getDirectLoad;
  44125. private static _loadData;
  44126. private static _getFileInfo;
  44127. /**
  44128. * Gets a plugin that can load the given extension
  44129. * @param extension defines the extension to load
  44130. * @returns a plugin or null if none works
  44131. */
  44132. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  44133. /**
  44134. * Gets a boolean indicating that the given extension can be loaded
  44135. * @param extension defines the extension to load
  44136. * @returns true if the extension is supported
  44137. */
  44138. static IsPluginForExtensionAvailable(extension: string): boolean;
  44139. /**
  44140. * Adds a new plugin to the list of registered plugins
  44141. * @param plugin defines the plugin to add
  44142. */
  44143. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44144. /**
  44145. * Import meshes into a scene
  44146. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44147. * @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)
  44148. * @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)
  44149. * @param scene the instance of BABYLON.Scene to append to
  44150. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44151. * @param onProgress a callback with a progress event for each file being loaded
  44152. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44153. * @param pluginExtension the extension used to determine the plugin
  44154. * @returns The loaded plugin
  44155. */
  44156. 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>;
  44157. /**
  44158. * Import meshes into a scene
  44159. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44160. * @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)
  44161. * @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)
  44162. * @param scene the instance of BABYLON.Scene to append to
  44163. * @param onProgress a callback with a progress event for each file being loaded
  44164. * @param pluginExtension the extension used to determine the plugin
  44165. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44166. */
  44167. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44168. meshes: AbstractMesh[];
  44169. particleSystems: IParticleSystem[];
  44170. skeletons: Skeleton[];
  44171. animationGroups: AnimationGroup[];
  44172. }>;
  44173. /**
  44174. * Load a scene
  44175. * @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)
  44176. * @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)
  44177. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44178. * @param onSuccess a callback with the scene when import succeeds
  44179. * @param onProgress a callback with a progress event for each file being loaded
  44180. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44181. * @param pluginExtension the extension used to determine the plugin
  44182. * @returns The loaded plugin
  44183. */
  44184. 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>;
  44185. /**
  44186. * Load a scene
  44187. * @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)
  44188. * @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)
  44189. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44190. * @param onProgress a callback with a progress event for each file being loaded
  44191. * @param pluginExtension the extension used to determine the plugin
  44192. * @returns The loaded scene
  44193. */
  44194. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44195. /**
  44196. * Append a scene
  44197. * @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)
  44198. * @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)
  44199. * @param scene is the instance of BABYLON.Scene to append to
  44200. * @param onSuccess a callback with the scene when import succeeds
  44201. * @param onProgress a callback with a progress event for each file being loaded
  44202. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44203. * @param pluginExtension the extension used to determine the plugin
  44204. * @returns The loaded plugin
  44205. */
  44206. 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>;
  44207. /**
  44208. * Append a scene
  44209. * @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)
  44210. * @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)
  44211. * @param scene is the instance of BABYLON.Scene to append to
  44212. * @param onProgress a callback with a progress event for each file being loaded
  44213. * @param pluginExtension the extension used to determine the plugin
  44214. * @returns The given scene
  44215. */
  44216. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44217. /**
  44218. * Load a scene into an asset container
  44219. * @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)
  44220. * @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)
  44221. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44222. * @param onSuccess a callback with the scene when import succeeds
  44223. * @param onProgress a callback with a progress event for each file being loaded
  44224. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44225. * @param pluginExtension the extension used to determine the plugin
  44226. * @returns The loaded plugin
  44227. */
  44228. 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>;
  44229. /**
  44230. * Load a scene into an asset container
  44231. * @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)
  44232. * @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)
  44233. * @param scene is the instance of Scene to append to
  44234. * @param onProgress a callback with a progress event for each file being loaded
  44235. * @param pluginExtension the extension used to determine the plugin
  44236. * @returns The loaded asset container
  44237. */
  44238. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44239. }
  44240. }
  44241. declare module "babylonjs/Gamepads/Controllers/genericController" {
  44242. import { Scene } from "babylonjs/scene";
  44243. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44244. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44245. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44246. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44247. /**
  44248. * Generic Controller
  44249. */
  44250. export class GenericController extends WebVRController {
  44251. /**
  44252. * Base Url for the controller model.
  44253. */
  44254. static readonly MODEL_BASE_URL: string;
  44255. /**
  44256. * File name for the controller model.
  44257. */
  44258. static readonly MODEL_FILENAME: string;
  44259. /**
  44260. * Creates a new GenericController from a gamepad
  44261. * @param vrGamepad the gamepad that the controller should be created from
  44262. */
  44263. constructor(vrGamepad: any);
  44264. /**
  44265. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44266. * @param scene scene in which to add meshes
  44267. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44268. */
  44269. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44270. /**
  44271. * Called once for each button that changed state since the last frame
  44272. * @param buttonIdx Which button index changed
  44273. * @param state New state of the button
  44274. * @param changes Which properties on the state changed since last frame
  44275. */
  44276. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44277. }
  44278. }
  44279. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  44280. import { Observable } from "babylonjs/Misc/observable";
  44281. import { Scene } from "babylonjs/scene";
  44282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44283. import { Ray } from "babylonjs/Culling/ray";
  44284. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44285. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44286. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44287. /**
  44288. * Defines the WindowsMotionController object that the state of the windows motion controller
  44289. */
  44290. export class WindowsMotionController extends WebVRController {
  44291. /**
  44292. * The base url used to load the left and right controller models
  44293. */
  44294. static MODEL_BASE_URL: string;
  44295. /**
  44296. * The name of the left controller model file
  44297. */
  44298. static MODEL_LEFT_FILENAME: string;
  44299. /**
  44300. * The name of the right controller model file
  44301. */
  44302. static MODEL_RIGHT_FILENAME: string;
  44303. /**
  44304. * The controller name prefix for this controller type
  44305. */
  44306. static readonly GAMEPAD_ID_PREFIX: string;
  44307. /**
  44308. * The controller id pattern for this controller type
  44309. */
  44310. private static readonly GAMEPAD_ID_PATTERN;
  44311. private _loadedMeshInfo;
  44312. private readonly _mapping;
  44313. /**
  44314. * Fired when the trackpad on this controller is clicked
  44315. */
  44316. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  44317. /**
  44318. * Fired when the trackpad on this controller is modified
  44319. */
  44320. onTrackpadValuesChangedObservable: Observable<StickValues>;
  44321. /**
  44322. * The current x and y values of this controller's trackpad
  44323. */
  44324. trackpad: StickValues;
  44325. /**
  44326. * Creates a new WindowsMotionController from a gamepad
  44327. * @param vrGamepad the gamepad that the controller should be created from
  44328. */
  44329. constructor(vrGamepad: any);
  44330. /**
  44331. * Fired when the trigger on this controller is modified
  44332. */
  44333. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44334. /**
  44335. * Fired when the menu button on this controller is modified
  44336. */
  44337. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44338. /**
  44339. * Fired when the grip button on this controller is modified
  44340. */
  44341. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44342. /**
  44343. * Fired when the thumbstick button on this controller is modified
  44344. */
  44345. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44346. /**
  44347. * Fired when the touchpad button on this controller is modified
  44348. */
  44349. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44350. /**
  44351. * Fired when the touchpad values on this controller are modified
  44352. */
  44353. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44354. private _updateTrackpad;
  44355. /**
  44356. * Called once per frame by the engine.
  44357. */
  44358. update(): void;
  44359. /**
  44360. * Called once for each button that changed state since the last frame
  44361. * @param buttonIdx Which button index changed
  44362. * @param state New state of the button
  44363. * @param changes Which properties on the state changed since last frame
  44364. */
  44365. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44366. /**
  44367. * Moves the buttons on the controller mesh based on their current state
  44368. * @param buttonName the name of the button to move
  44369. * @param buttonValue the value of the button which determines the buttons new position
  44370. */
  44371. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44372. /**
  44373. * Moves the axis on the controller mesh based on its current state
  44374. * @param axis the index of the axis
  44375. * @param axisValue the value of the axis which determines the meshes new position
  44376. * @hidden
  44377. */
  44378. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44379. /**
  44380. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44381. * @param scene scene in which to add meshes
  44382. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44383. */
  44384. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44385. /**
  44386. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44387. * can be transformed by button presses and axes values, based on this._mapping.
  44388. *
  44389. * @param scene scene in which the meshes exist
  44390. * @param meshes list of meshes that make up the controller model to process
  44391. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44392. */
  44393. private processModel;
  44394. private createMeshInfo;
  44395. /**
  44396. * Gets the ray of the controller in the direction the controller is pointing
  44397. * @param length the length the resulting ray should be
  44398. * @returns a ray in the direction the controller is pointing
  44399. */
  44400. getForwardRay(length?: number): Ray;
  44401. /**
  44402. * Disposes of the controller
  44403. */
  44404. dispose(): void;
  44405. }
  44406. }
  44407. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44408. import { Observable } from "babylonjs/Misc/observable";
  44409. import { Scene } from "babylonjs/scene";
  44410. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44411. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44412. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44413. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44414. /**
  44415. * Oculus Touch Controller
  44416. */
  44417. export class OculusTouchController extends WebVRController {
  44418. /**
  44419. * Base Url for the controller model.
  44420. */
  44421. static MODEL_BASE_URL: string;
  44422. /**
  44423. * File name for the left controller model.
  44424. */
  44425. static MODEL_LEFT_FILENAME: string;
  44426. /**
  44427. * File name for the right controller model.
  44428. */
  44429. static MODEL_RIGHT_FILENAME: string;
  44430. /**
  44431. * Base Url for the Quest controller model.
  44432. */
  44433. static QUEST_MODEL_BASE_URL: string;
  44434. /**
  44435. * @hidden
  44436. * If the controllers are running on a device that needs the updated Quest controller models
  44437. */
  44438. static _IsQuest: boolean;
  44439. /**
  44440. * Fired when the secondary trigger on this controller is modified
  44441. */
  44442. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44443. /**
  44444. * Fired when the thumb rest on this controller is modified
  44445. */
  44446. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44447. /**
  44448. * Creates a new OculusTouchController from a gamepad
  44449. * @param vrGamepad the gamepad that the controller should be created from
  44450. */
  44451. constructor(vrGamepad: any);
  44452. /**
  44453. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44454. * @param scene scene in which to add meshes
  44455. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44456. */
  44457. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44458. /**
  44459. * Fired when the A button on this controller is modified
  44460. */
  44461. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44462. /**
  44463. * Fired when the B button on this controller is modified
  44464. */
  44465. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44466. /**
  44467. * Fired when the X button on this controller is modified
  44468. */
  44469. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44470. /**
  44471. * Fired when the Y button on this controller is modified
  44472. */
  44473. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44474. /**
  44475. * Called once for each button that changed state since the last frame
  44476. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44477. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44478. * 2) secondary trigger (same)
  44479. * 3) A (right) X (left), touch, pressed = value
  44480. * 4) B / Y
  44481. * 5) thumb rest
  44482. * @param buttonIdx Which button index changed
  44483. * @param state New state of the button
  44484. * @param changes Which properties on the state changed since last frame
  44485. */
  44486. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44487. }
  44488. }
  44489. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44490. import { Scene } from "babylonjs/scene";
  44491. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44492. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44493. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44494. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44495. import { Observable } from "babylonjs/Misc/observable";
  44496. /**
  44497. * Vive Controller
  44498. */
  44499. export class ViveController extends WebVRController {
  44500. /**
  44501. * Base Url for the controller model.
  44502. */
  44503. static MODEL_BASE_URL: string;
  44504. /**
  44505. * File name for the controller model.
  44506. */
  44507. static MODEL_FILENAME: string;
  44508. /**
  44509. * Creates a new ViveController from a gamepad
  44510. * @param vrGamepad the gamepad that the controller should be created from
  44511. */
  44512. constructor(vrGamepad: any);
  44513. /**
  44514. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44515. * @param scene scene in which to add meshes
  44516. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44517. */
  44518. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44519. /**
  44520. * Fired when the left button on this controller is modified
  44521. */
  44522. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44523. /**
  44524. * Fired when the right button on this controller is modified
  44525. */
  44526. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44527. /**
  44528. * Fired when the menu button on this controller is modified
  44529. */
  44530. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44531. /**
  44532. * Called once for each button that changed state since the last frame
  44533. * Vive mapping:
  44534. * 0: touchpad
  44535. * 1: trigger
  44536. * 2: left AND right buttons
  44537. * 3: menu button
  44538. * @param buttonIdx Which button index changed
  44539. * @param state New state of the button
  44540. * @param changes Which properties on the state changed since last frame
  44541. */
  44542. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44543. }
  44544. }
  44545. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44546. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44547. /**
  44548. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44549. */
  44550. export class WebXRControllerModelLoader {
  44551. /**
  44552. * Creates the WebXRControllerModelLoader
  44553. * @param input xr input that creates the controllers
  44554. */
  44555. constructor(input: WebXRInput);
  44556. }
  44557. }
  44558. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  44559. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44560. import { Scene } from "babylonjs/scene";
  44561. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44562. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44563. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44564. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44565. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  44566. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  44567. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44568. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44569. /**
  44570. * Options for the default xr helper
  44571. */
  44572. export class WebXRDefaultExperienceOptions {
  44573. /**
  44574. * Floor meshes that should be used for teleporting
  44575. */
  44576. floorMeshes: Array<AbstractMesh>;
  44577. /**
  44578. * Enable or disable default UI to enter XR
  44579. */
  44580. disableDefaultUI: boolean;
  44581. /**
  44582. * optional configuration for the output canvas
  44583. */
  44584. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  44585. }
  44586. /**
  44587. * Default experience which provides a similar setup to the previous webVRExperience
  44588. */
  44589. export class WebXRDefaultExperience {
  44590. /**
  44591. * Base experience
  44592. */
  44593. baseExperience: WebXRExperienceHelper;
  44594. /**
  44595. * Input experience extension
  44596. */
  44597. input: WebXRInput;
  44598. /**
  44599. * Loads the controller models
  44600. */
  44601. controllerModelLoader: WebXRControllerModelLoader;
  44602. /**
  44603. * Enables laser pointer and selection
  44604. */
  44605. pointerSelection: WebXRControllerPointerSelection;
  44606. /**
  44607. * Enables teleportation
  44608. */
  44609. teleportation: WebXRControllerTeleportation;
  44610. /**
  44611. * Enables ui for enetering/exiting xr
  44612. */
  44613. enterExitUI: WebXREnterExitUI;
  44614. /**
  44615. * Default target xr should render to
  44616. */
  44617. renderTarget: WebXRRenderTarget;
  44618. /**
  44619. * Creates the default xr experience
  44620. * @param scene scene
  44621. * @param options options for basic configuration
  44622. * @returns resulting WebXRDefaultExperience
  44623. */
  44624. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  44625. private constructor();
  44626. /**
  44627. * DIsposes of the experience helper
  44628. */
  44629. dispose(): void;
  44630. }
  44631. }
  44632. declare module "babylonjs/Cameras/XR/index" {
  44633. export * from "babylonjs/Cameras/XR/webXRCamera";
  44634. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44635. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44636. export * from "babylonjs/Cameras/XR/webXRInput";
  44637. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44638. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44639. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44640. export * from "babylonjs/Cameras/XR/webXRController";
  44641. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44642. export * from "babylonjs/Cameras/XR/webXRTypes";
  44643. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44644. export * from "babylonjs/Cameras/XR/webXRDefaultExperience";
  44645. }
  44646. declare module "babylonjs/Cameras/RigModes/index" {
  44647. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44648. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44649. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44650. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44651. }
  44652. declare module "babylonjs/Cameras/index" {
  44653. export * from "babylonjs/Cameras/Inputs/index";
  44654. export * from "babylonjs/Cameras/cameraInputsManager";
  44655. export * from "babylonjs/Cameras/camera";
  44656. export * from "babylonjs/Cameras/targetCamera";
  44657. export * from "babylonjs/Cameras/freeCamera";
  44658. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44659. export * from "babylonjs/Cameras/touchCamera";
  44660. export * from "babylonjs/Cameras/arcRotateCamera";
  44661. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44662. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44663. export * from "babylonjs/Cameras/flyCamera";
  44664. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44665. export * from "babylonjs/Cameras/followCamera";
  44666. export * from "babylonjs/Cameras/followCameraInputsManager";
  44667. export * from "babylonjs/Cameras/gamepadCamera";
  44668. export * from "babylonjs/Cameras/Stereoscopic/index";
  44669. export * from "babylonjs/Cameras/universalCamera";
  44670. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44671. export * from "babylonjs/Cameras/VR/index";
  44672. export * from "babylonjs/Cameras/XR/index";
  44673. export * from "babylonjs/Cameras/RigModes/index";
  44674. }
  44675. declare module "babylonjs/Collisions/index" {
  44676. export * from "babylonjs/Collisions/collider";
  44677. export * from "babylonjs/Collisions/collisionCoordinator";
  44678. export * from "babylonjs/Collisions/pickingInfo";
  44679. export * from "babylonjs/Collisions/intersectionInfo";
  44680. export * from "babylonjs/Collisions/meshCollisionData";
  44681. }
  44682. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44683. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44684. import { Vector3 } from "babylonjs/Maths/math.vector";
  44685. import { Ray } from "babylonjs/Culling/ray";
  44686. import { Plane } from "babylonjs/Maths/math.plane";
  44687. /**
  44688. * Contains an array of blocks representing the octree
  44689. */
  44690. export interface IOctreeContainer<T> {
  44691. /**
  44692. * Blocks within the octree
  44693. */
  44694. blocks: Array<OctreeBlock<T>>;
  44695. }
  44696. /**
  44697. * Class used to store a cell in an octree
  44698. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44699. */
  44700. export class OctreeBlock<T> {
  44701. /**
  44702. * Gets the content of the current block
  44703. */
  44704. entries: T[];
  44705. /**
  44706. * Gets the list of block children
  44707. */
  44708. blocks: Array<OctreeBlock<T>>;
  44709. private _depth;
  44710. private _maxDepth;
  44711. private _capacity;
  44712. private _minPoint;
  44713. private _maxPoint;
  44714. private _boundingVectors;
  44715. private _creationFunc;
  44716. /**
  44717. * Creates a new block
  44718. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44719. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44720. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44721. * @param depth defines the current depth of this block in the octree
  44722. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44723. * @param creationFunc defines a callback to call when an element is added to the block
  44724. */
  44725. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44726. /**
  44727. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44728. */
  44729. readonly capacity: number;
  44730. /**
  44731. * Gets the minimum vector (in world space) of the block's bounding box
  44732. */
  44733. readonly minPoint: Vector3;
  44734. /**
  44735. * Gets the maximum vector (in world space) of the block's bounding box
  44736. */
  44737. readonly maxPoint: Vector3;
  44738. /**
  44739. * Add a new element to this block
  44740. * @param entry defines the element to add
  44741. */
  44742. addEntry(entry: T): void;
  44743. /**
  44744. * Remove an element from this block
  44745. * @param entry defines the element to remove
  44746. */
  44747. removeEntry(entry: T): void;
  44748. /**
  44749. * Add an array of elements to this block
  44750. * @param entries defines the array of elements to add
  44751. */
  44752. addEntries(entries: T[]): void;
  44753. /**
  44754. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44755. * @param frustumPlanes defines the frustum planes to test
  44756. * @param selection defines the array to store current content if selection is positive
  44757. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44758. */
  44759. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44760. /**
  44761. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44762. * @param sphereCenter defines the bounding sphere center
  44763. * @param sphereRadius defines the bounding sphere radius
  44764. * @param selection defines the array to store current content if selection is positive
  44765. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44766. */
  44767. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44768. /**
  44769. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44770. * @param ray defines the ray to test with
  44771. * @param selection defines the array to store current content if selection is positive
  44772. */
  44773. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44774. /**
  44775. * Subdivide the content into child blocks (this block will then be empty)
  44776. */
  44777. createInnerBlocks(): void;
  44778. /**
  44779. * @hidden
  44780. */
  44781. 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;
  44782. }
  44783. }
  44784. declare module "babylonjs/Culling/Octrees/octree" {
  44785. import { SmartArray } from "babylonjs/Misc/smartArray";
  44786. import { Vector3 } from "babylonjs/Maths/math.vector";
  44787. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44788. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44789. import { Ray } from "babylonjs/Culling/ray";
  44790. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44791. import { Plane } from "babylonjs/Maths/math.plane";
  44792. /**
  44793. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44794. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44795. */
  44796. export class Octree<T> {
  44797. /** 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.) */
  44798. maxDepth: number;
  44799. /**
  44800. * Blocks within the octree containing objects
  44801. */
  44802. blocks: Array<OctreeBlock<T>>;
  44803. /**
  44804. * Content stored in the octree
  44805. */
  44806. dynamicContent: T[];
  44807. private _maxBlockCapacity;
  44808. private _selectionContent;
  44809. private _creationFunc;
  44810. /**
  44811. * Creates a octree
  44812. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44813. * @param creationFunc function to be used to instatiate the octree
  44814. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44815. * @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.)
  44816. */
  44817. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44818. /** 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.) */
  44819. maxDepth?: number);
  44820. /**
  44821. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44822. * @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);
  44823. * @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);
  44824. * @param entries meshes to be added to the octree blocks
  44825. */
  44826. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44827. /**
  44828. * Adds a mesh to the octree
  44829. * @param entry Mesh to add to the octree
  44830. */
  44831. addMesh(entry: T): void;
  44832. /**
  44833. * Remove an element from the octree
  44834. * @param entry defines the element to remove
  44835. */
  44836. removeMesh(entry: T): void;
  44837. /**
  44838. * Selects an array of meshes within the frustum
  44839. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44840. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44841. * @returns array of meshes within the frustum
  44842. */
  44843. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44844. /**
  44845. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44846. * @param sphereCenter defines the bounding sphere center
  44847. * @param sphereRadius defines the bounding sphere radius
  44848. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44849. * @returns an array of objects that intersect the sphere
  44850. */
  44851. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44852. /**
  44853. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44854. * @param ray defines the ray to test with
  44855. * @returns array of intersected objects
  44856. */
  44857. intersectsRay(ray: Ray): SmartArray<T>;
  44858. /**
  44859. * Adds a mesh into the octree block if it intersects the block
  44860. */
  44861. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44862. /**
  44863. * Adds a submesh into the octree block if it intersects the block
  44864. */
  44865. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44866. }
  44867. }
  44868. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44869. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44870. import { Scene } from "babylonjs/scene";
  44871. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44872. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44873. import { Ray } from "babylonjs/Culling/ray";
  44874. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44875. import { Collider } from "babylonjs/Collisions/collider";
  44876. module "babylonjs/scene" {
  44877. interface Scene {
  44878. /**
  44879. * @hidden
  44880. * Backing Filed
  44881. */
  44882. _selectionOctree: Octree<AbstractMesh>;
  44883. /**
  44884. * Gets the octree used to boost mesh selection (picking)
  44885. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44886. */
  44887. selectionOctree: Octree<AbstractMesh>;
  44888. /**
  44889. * Creates or updates the octree used to boost selection (picking)
  44890. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44891. * @param maxCapacity defines the maximum capacity per leaf
  44892. * @param maxDepth defines the maximum depth of the octree
  44893. * @returns an octree of AbstractMesh
  44894. */
  44895. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44896. }
  44897. }
  44898. module "babylonjs/Meshes/abstractMesh" {
  44899. interface AbstractMesh {
  44900. /**
  44901. * @hidden
  44902. * Backing Field
  44903. */
  44904. _submeshesOctree: Octree<SubMesh>;
  44905. /**
  44906. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44907. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44908. * @param maxCapacity defines the maximum size of each block (64 by default)
  44909. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44910. * @returns the new octree
  44911. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44912. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44913. */
  44914. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44915. }
  44916. }
  44917. /**
  44918. * Defines the octree scene component responsible to manage any octrees
  44919. * in a given scene.
  44920. */
  44921. export class OctreeSceneComponent {
  44922. /**
  44923. * The component name help to identify the component in the list of scene components.
  44924. */
  44925. readonly name: string;
  44926. /**
  44927. * The scene the component belongs to.
  44928. */
  44929. scene: Scene;
  44930. /**
  44931. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44932. */
  44933. readonly checksIsEnabled: boolean;
  44934. /**
  44935. * Creates a new instance of the component for the given scene
  44936. * @param scene Defines the scene to register the component in
  44937. */
  44938. constructor(scene: Scene);
  44939. /**
  44940. * Registers the component in a given scene
  44941. */
  44942. register(): void;
  44943. /**
  44944. * Return the list of active meshes
  44945. * @returns the list of active meshes
  44946. */
  44947. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44948. /**
  44949. * Return the list of active sub meshes
  44950. * @param mesh The mesh to get the candidates sub meshes from
  44951. * @returns the list of active sub meshes
  44952. */
  44953. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44954. private _tempRay;
  44955. /**
  44956. * Return the list of sub meshes intersecting with a given local ray
  44957. * @param mesh defines the mesh to find the submesh for
  44958. * @param localRay defines the ray in local space
  44959. * @returns the list of intersecting sub meshes
  44960. */
  44961. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44962. /**
  44963. * Return the list of sub meshes colliding with a collider
  44964. * @param mesh defines the mesh to find the submesh for
  44965. * @param collider defines the collider to evaluate the collision against
  44966. * @returns the list of colliding sub meshes
  44967. */
  44968. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44969. /**
  44970. * Rebuilds the elements related to this component in case of
  44971. * context lost for instance.
  44972. */
  44973. rebuild(): void;
  44974. /**
  44975. * Disposes the component and the associated ressources.
  44976. */
  44977. dispose(): void;
  44978. }
  44979. }
  44980. declare module "babylonjs/Culling/Octrees/index" {
  44981. export * from "babylonjs/Culling/Octrees/octree";
  44982. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44983. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44984. }
  44985. declare module "babylonjs/Culling/index" {
  44986. export * from "babylonjs/Culling/boundingBox";
  44987. export * from "babylonjs/Culling/boundingInfo";
  44988. export * from "babylonjs/Culling/boundingSphere";
  44989. export * from "babylonjs/Culling/Octrees/index";
  44990. export * from "babylonjs/Culling/ray";
  44991. }
  44992. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44993. import { IDisposable, Scene } from "babylonjs/scene";
  44994. import { Nullable } from "babylonjs/types";
  44995. import { Observable } from "babylonjs/Misc/observable";
  44996. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44997. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44998. import { Camera } from "babylonjs/Cameras/camera";
  44999. /**
  45000. * Renders a layer on top of an existing scene
  45001. */
  45002. export class UtilityLayerRenderer implements IDisposable {
  45003. /** the original scene that will be rendered on top of */
  45004. originalScene: Scene;
  45005. private _pointerCaptures;
  45006. private _lastPointerEvents;
  45007. private static _DefaultUtilityLayer;
  45008. private static _DefaultKeepDepthUtilityLayer;
  45009. private _sharedGizmoLight;
  45010. private _renderCamera;
  45011. /**
  45012. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  45013. * @returns the camera that is used when rendering the utility layer
  45014. */
  45015. getRenderCamera(): Nullable<Camera>;
  45016. /**
  45017. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  45018. * @param cam the camera that should be used when rendering the utility layer
  45019. */
  45020. setRenderCamera(cam: Nullable<Camera>): void;
  45021. /**
  45022. * @hidden
  45023. * Light which used by gizmos to get light shading
  45024. */
  45025. _getSharedGizmoLight(): HemisphericLight;
  45026. /**
  45027. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  45028. */
  45029. pickUtilitySceneFirst: boolean;
  45030. /**
  45031. * 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)
  45032. */
  45033. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  45034. /**
  45035. * 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)
  45036. */
  45037. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  45038. /**
  45039. * The scene that is rendered on top of the original scene
  45040. */
  45041. utilityLayerScene: Scene;
  45042. /**
  45043. * If the utility layer should automatically be rendered on top of existing scene
  45044. */
  45045. shouldRender: boolean;
  45046. /**
  45047. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  45048. */
  45049. onlyCheckPointerDownEvents: boolean;
  45050. /**
  45051. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  45052. */
  45053. processAllEvents: boolean;
  45054. /**
  45055. * Observable raised when the pointer move from the utility layer scene to the main scene
  45056. */
  45057. onPointerOutObservable: Observable<number>;
  45058. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  45059. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  45060. private _afterRenderObserver;
  45061. private _sceneDisposeObserver;
  45062. private _originalPointerObserver;
  45063. /**
  45064. * Instantiates a UtilityLayerRenderer
  45065. * @param originalScene the original scene that will be rendered on top of
  45066. * @param handleEvents boolean indicating if the utility layer should handle events
  45067. */
  45068. constructor(
  45069. /** the original scene that will be rendered on top of */
  45070. originalScene: Scene, handleEvents?: boolean);
  45071. private _notifyObservers;
  45072. /**
  45073. * Renders the utility layers scene on top of the original scene
  45074. */
  45075. render(): void;
  45076. /**
  45077. * Disposes of the renderer
  45078. */
  45079. dispose(): void;
  45080. private _updateCamera;
  45081. }
  45082. }
  45083. declare module "babylonjs/Gizmos/gizmo" {
  45084. import { Nullable } from "babylonjs/types";
  45085. import { IDisposable } from "babylonjs/scene";
  45086. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45087. import { Mesh } from "babylonjs/Meshes/mesh";
  45088. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45089. /**
  45090. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  45091. */
  45092. export class Gizmo implements IDisposable {
  45093. /** The utility layer the gizmo will be added to */
  45094. gizmoLayer: UtilityLayerRenderer;
  45095. /**
  45096. * The root mesh of the gizmo
  45097. */
  45098. _rootMesh: Mesh;
  45099. private _attachedMesh;
  45100. /**
  45101. * Ratio for the scale of the gizmo (Default: 1)
  45102. */
  45103. scaleRatio: number;
  45104. /**
  45105. * If a custom mesh has been set (Default: false)
  45106. */
  45107. protected _customMeshSet: boolean;
  45108. /**
  45109. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  45110. * * When set, interactions will be enabled
  45111. */
  45112. attachedMesh: Nullable<AbstractMesh>;
  45113. /**
  45114. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45115. * @param mesh The mesh to replace the default mesh of the gizmo
  45116. */
  45117. setCustomMesh(mesh: Mesh): void;
  45118. /**
  45119. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  45120. */
  45121. updateGizmoRotationToMatchAttachedMesh: boolean;
  45122. /**
  45123. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  45124. */
  45125. updateGizmoPositionToMatchAttachedMesh: boolean;
  45126. /**
  45127. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  45128. */
  45129. updateScale: boolean;
  45130. protected _interactionsEnabled: boolean;
  45131. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45132. private _beforeRenderObserver;
  45133. private _tempVector;
  45134. /**
  45135. * Creates a gizmo
  45136. * @param gizmoLayer The utility layer the gizmo will be added to
  45137. */
  45138. constructor(
  45139. /** The utility layer the gizmo will be added to */
  45140. gizmoLayer?: UtilityLayerRenderer);
  45141. /**
  45142. * Updates the gizmo to match the attached mesh's position/rotation
  45143. */
  45144. protected _update(): void;
  45145. /**
  45146. * Disposes of the gizmo
  45147. */
  45148. dispose(): void;
  45149. }
  45150. }
  45151. declare module "babylonjs/Gizmos/planeDragGizmo" {
  45152. import { Observable } from "babylonjs/Misc/observable";
  45153. import { Nullable } from "babylonjs/types";
  45154. import { Vector3 } from "babylonjs/Maths/math.vector";
  45155. import { Color3 } from "babylonjs/Maths/math.color";
  45156. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45157. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45158. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45159. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45160. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45161. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45162. import { Scene } from "babylonjs/scene";
  45163. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45164. /**
  45165. * Single plane drag gizmo
  45166. */
  45167. export class PlaneDragGizmo extends Gizmo {
  45168. /**
  45169. * Drag behavior responsible for the gizmos dragging interactions
  45170. */
  45171. dragBehavior: PointerDragBehavior;
  45172. private _pointerObserver;
  45173. /**
  45174. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45175. */
  45176. snapDistance: number;
  45177. /**
  45178. * Event that fires each time the gizmo snaps to a new location.
  45179. * * snapDistance is the the change in distance
  45180. */
  45181. onSnapObservable: Observable<{
  45182. snapDistance: number;
  45183. }>;
  45184. private _plane;
  45185. private _coloredMaterial;
  45186. private _hoverMaterial;
  45187. private _isEnabled;
  45188. private _parent;
  45189. /** @hidden */
  45190. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  45191. /** @hidden */
  45192. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45193. /**
  45194. * Creates a PlaneDragGizmo
  45195. * @param gizmoLayer The utility layer the gizmo will be added to
  45196. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  45197. * @param color The color of the gizmo
  45198. */
  45199. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45200. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45201. /**
  45202. * If the gizmo is enabled
  45203. */
  45204. isEnabled: boolean;
  45205. /**
  45206. * Disposes of the gizmo
  45207. */
  45208. dispose(): void;
  45209. }
  45210. }
  45211. declare module "babylonjs/Gizmos/positionGizmo" {
  45212. import { Observable } from "babylonjs/Misc/observable";
  45213. import { Nullable } from "babylonjs/types";
  45214. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45215. import { Mesh } from "babylonjs/Meshes/mesh";
  45216. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45217. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  45218. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  45219. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45220. /**
  45221. * Gizmo that enables dragging a mesh along 3 axis
  45222. */
  45223. export class PositionGizmo extends Gizmo {
  45224. /**
  45225. * Internal gizmo used for interactions on the x axis
  45226. */
  45227. xGizmo: AxisDragGizmo;
  45228. /**
  45229. * Internal gizmo used for interactions on the y axis
  45230. */
  45231. yGizmo: AxisDragGizmo;
  45232. /**
  45233. * Internal gizmo used for interactions on the z axis
  45234. */
  45235. zGizmo: AxisDragGizmo;
  45236. /**
  45237. * Internal gizmo used for interactions on the yz plane
  45238. */
  45239. xPlaneGizmo: PlaneDragGizmo;
  45240. /**
  45241. * Internal gizmo used for interactions on the xz plane
  45242. */
  45243. yPlaneGizmo: PlaneDragGizmo;
  45244. /**
  45245. * Internal gizmo used for interactions on the xy plane
  45246. */
  45247. zPlaneGizmo: PlaneDragGizmo;
  45248. /**
  45249. * private variables
  45250. */
  45251. private _meshAttached;
  45252. private _updateGizmoRotationToMatchAttachedMesh;
  45253. private _snapDistance;
  45254. private _scaleRatio;
  45255. /** Fires an event when any of it's sub gizmos are dragged */
  45256. onDragStartObservable: Observable<unknown>;
  45257. /** Fires an event when any of it's sub gizmos are released from dragging */
  45258. onDragEndObservable: Observable<unknown>;
  45259. /**
  45260. * If set to true, planar drag is enabled
  45261. */
  45262. private _planarGizmoEnabled;
  45263. attachedMesh: Nullable<AbstractMesh>;
  45264. /**
  45265. * Creates a PositionGizmo
  45266. * @param gizmoLayer The utility layer the gizmo will be added to
  45267. */
  45268. constructor(gizmoLayer?: UtilityLayerRenderer);
  45269. /**
  45270. * If the planar drag gizmo is enabled
  45271. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  45272. */
  45273. planarGizmoEnabled: boolean;
  45274. updateGizmoRotationToMatchAttachedMesh: boolean;
  45275. /**
  45276. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45277. */
  45278. snapDistance: number;
  45279. /**
  45280. * Ratio for the scale of the gizmo (Default: 1)
  45281. */
  45282. scaleRatio: number;
  45283. /**
  45284. * Disposes of the gizmo
  45285. */
  45286. dispose(): void;
  45287. /**
  45288. * CustomMeshes are not supported by this gizmo
  45289. * @param mesh The mesh to replace the default mesh of the gizmo
  45290. */
  45291. setCustomMesh(mesh: Mesh): void;
  45292. }
  45293. }
  45294. declare module "babylonjs/Gizmos/axisDragGizmo" {
  45295. import { Observable } from "babylonjs/Misc/observable";
  45296. import { Nullable } from "babylonjs/types";
  45297. import { Vector3 } from "babylonjs/Maths/math.vector";
  45298. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45299. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45300. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45301. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45302. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45303. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45304. import { Scene } from "babylonjs/scene";
  45305. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45306. import { Color3 } from "babylonjs/Maths/math.color";
  45307. /**
  45308. * Single axis drag gizmo
  45309. */
  45310. export class AxisDragGizmo extends Gizmo {
  45311. /**
  45312. * Drag behavior responsible for the gizmos dragging interactions
  45313. */
  45314. dragBehavior: PointerDragBehavior;
  45315. private _pointerObserver;
  45316. /**
  45317. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45318. */
  45319. snapDistance: number;
  45320. /**
  45321. * Event that fires each time the gizmo snaps to a new location.
  45322. * * snapDistance is the the change in distance
  45323. */
  45324. onSnapObservable: Observable<{
  45325. snapDistance: number;
  45326. }>;
  45327. private _isEnabled;
  45328. private _parent;
  45329. private _arrow;
  45330. private _coloredMaterial;
  45331. private _hoverMaterial;
  45332. /** @hidden */
  45333. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  45334. /** @hidden */
  45335. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45336. /**
  45337. * Creates an AxisDragGizmo
  45338. * @param gizmoLayer The utility layer the gizmo will be added to
  45339. * @param dragAxis The axis which the gizmo will be able to drag on
  45340. * @param color The color of the gizmo
  45341. */
  45342. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45343. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45344. /**
  45345. * If the gizmo is enabled
  45346. */
  45347. isEnabled: boolean;
  45348. /**
  45349. * Disposes of the gizmo
  45350. */
  45351. dispose(): void;
  45352. }
  45353. }
  45354. declare module "babylonjs/Debug/axesViewer" {
  45355. import { Vector3 } from "babylonjs/Maths/math.vector";
  45356. import { Nullable } from "babylonjs/types";
  45357. import { Scene } from "babylonjs/scene";
  45358. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45359. /**
  45360. * The Axes viewer will show 3 axes in a specific point in space
  45361. */
  45362. export class AxesViewer {
  45363. private _xAxis;
  45364. private _yAxis;
  45365. private _zAxis;
  45366. private _scaleLinesFactor;
  45367. private _instanced;
  45368. /**
  45369. * Gets the hosting scene
  45370. */
  45371. scene: Scene;
  45372. /**
  45373. * Gets or sets a number used to scale line length
  45374. */
  45375. scaleLines: number;
  45376. /** Gets the node hierarchy used to render x-axis */
  45377. readonly xAxis: TransformNode;
  45378. /** Gets the node hierarchy used to render y-axis */
  45379. readonly yAxis: TransformNode;
  45380. /** Gets the node hierarchy used to render z-axis */
  45381. readonly zAxis: TransformNode;
  45382. /**
  45383. * Creates a new AxesViewer
  45384. * @param scene defines the hosting scene
  45385. * @param scaleLines defines a number used to scale line length (1 by default)
  45386. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  45387. * @param xAxis defines the node hierarchy used to render the x-axis
  45388. * @param yAxis defines the node hierarchy used to render the y-axis
  45389. * @param zAxis defines the node hierarchy used to render the z-axis
  45390. */
  45391. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  45392. /**
  45393. * Force the viewer to update
  45394. * @param position defines the position of the viewer
  45395. * @param xaxis defines the x axis of the viewer
  45396. * @param yaxis defines the y axis of the viewer
  45397. * @param zaxis defines the z axis of the viewer
  45398. */
  45399. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  45400. /**
  45401. * Creates an instance of this axes viewer.
  45402. * @returns a new axes viewer with instanced meshes
  45403. */
  45404. createInstance(): AxesViewer;
  45405. /** Releases resources */
  45406. dispose(): void;
  45407. private static _SetRenderingGroupId;
  45408. }
  45409. }
  45410. declare module "babylonjs/Debug/boneAxesViewer" {
  45411. import { Nullable } from "babylonjs/types";
  45412. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  45413. import { Vector3 } from "babylonjs/Maths/math.vector";
  45414. import { Mesh } from "babylonjs/Meshes/mesh";
  45415. import { Bone } from "babylonjs/Bones/bone";
  45416. import { Scene } from "babylonjs/scene";
  45417. /**
  45418. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  45419. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  45420. */
  45421. export class BoneAxesViewer extends AxesViewer {
  45422. /**
  45423. * Gets or sets the target mesh where to display the axes viewer
  45424. */
  45425. mesh: Nullable<Mesh>;
  45426. /**
  45427. * Gets or sets the target bone where to display the axes viewer
  45428. */
  45429. bone: Nullable<Bone>;
  45430. /** Gets current position */
  45431. pos: Vector3;
  45432. /** Gets direction of X axis */
  45433. xaxis: Vector3;
  45434. /** Gets direction of Y axis */
  45435. yaxis: Vector3;
  45436. /** Gets direction of Z axis */
  45437. zaxis: Vector3;
  45438. /**
  45439. * Creates a new BoneAxesViewer
  45440. * @param scene defines the hosting scene
  45441. * @param bone defines the target bone
  45442. * @param mesh defines the target mesh
  45443. * @param scaleLines defines a scaling factor for line length (1 by default)
  45444. */
  45445. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45446. /**
  45447. * Force the viewer to update
  45448. */
  45449. update(): void;
  45450. /** Releases resources */
  45451. dispose(): void;
  45452. }
  45453. }
  45454. declare module "babylonjs/Debug/debugLayer" {
  45455. import { Scene } from "babylonjs/scene";
  45456. /**
  45457. * Interface used to define scene explorer extensibility option
  45458. */
  45459. export interface IExplorerExtensibilityOption {
  45460. /**
  45461. * Define the option label
  45462. */
  45463. label: string;
  45464. /**
  45465. * Defines the action to execute on click
  45466. */
  45467. action: (entity: any) => void;
  45468. }
  45469. /**
  45470. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45471. */
  45472. export interface IExplorerExtensibilityGroup {
  45473. /**
  45474. * Defines a predicate to test if a given type mut be extended
  45475. */
  45476. predicate: (entity: any) => boolean;
  45477. /**
  45478. * Gets the list of options added to a type
  45479. */
  45480. entries: IExplorerExtensibilityOption[];
  45481. }
  45482. /**
  45483. * Interface used to define the options to use to create the Inspector
  45484. */
  45485. export interface IInspectorOptions {
  45486. /**
  45487. * Display in overlay mode (default: false)
  45488. */
  45489. overlay?: boolean;
  45490. /**
  45491. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45492. */
  45493. globalRoot?: HTMLElement;
  45494. /**
  45495. * Display the Scene explorer
  45496. */
  45497. showExplorer?: boolean;
  45498. /**
  45499. * Display the property inspector
  45500. */
  45501. showInspector?: boolean;
  45502. /**
  45503. * Display in embed mode (both panes on the right)
  45504. */
  45505. embedMode?: boolean;
  45506. /**
  45507. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45508. */
  45509. handleResize?: boolean;
  45510. /**
  45511. * Allow the panes to popup (default: true)
  45512. */
  45513. enablePopup?: boolean;
  45514. /**
  45515. * Allow the panes to be closed by users (default: true)
  45516. */
  45517. enableClose?: boolean;
  45518. /**
  45519. * Optional list of extensibility entries
  45520. */
  45521. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45522. /**
  45523. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45524. */
  45525. inspectorURL?: string;
  45526. }
  45527. module "babylonjs/scene" {
  45528. interface Scene {
  45529. /**
  45530. * @hidden
  45531. * Backing field
  45532. */
  45533. _debugLayer: DebugLayer;
  45534. /**
  45535. * Gets the debug layer (aka Inspector) associated with the scene
  45536. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45537. */
  45538. debugLayer: DebugLayer;
  45539. }
  45540. }
  45541. /**
  45542. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45543. * what is happening in your scene
  45544. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45545. */
  45546. export class DebugLayer {
  45547. /**
  45548. * Define the url to get the inspector script from.
  45549. * By default it uses the babylonjs CDN.
  45550. * @ignoreNaming
  45551. */
  45552. static InspectorURL: string;
  45553. private _scene;
  45554. private BJSINSPECTOR;
  45555. private _onPropertyChangedObservable?;
  45556. /**
  45557. * Observable triggered when a property is changed through the inspector.
  45558. */
  45559. readonly onPropertyChangedObservable: any;
  45560. /**
  45561. * Instantiates a new debug layer.
  45562. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45563. * what is happening in your scene
  45564. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45565. * @param scene Defines the scene to inspect
  45566. */
  45567. constructor(scene: Scene);
  45568. /** Creates the inspector window. */
  45569. private _createInspector;
  45570. /**
  45571. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45572. * @param entity defines the entity to select
  45573. * @param lineContainerTitle defines the specific block to highlight
  45574. */
  45575. select(entity: any, lineContainerTitle?: string): void;
  45576. /** Get the inspector from bundle or global */
  45577. private _getGlobalInspector;
  45578. /**
  45579. * Get if the inspector is visible or not.
  45580. * @returns true if visible otherwise, false
  45581. */
  45582. isVisible(): boolean;
  45583. /**
  45584. * Hide the inspector and close its window.
  45585. */
  45586. hide(): void;
  45587. /**
  45588. * Launch the debugLayer.
  45589. * @param config Define the configuration of the inspector
  45590. * @return a promise fulfilled when the debug layer is visible
  45591. */
  45592. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45593. }
  45594. }
  45595. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45596. import { Nullable } from "babylonjs/types";
  45597. import { Scene } from "babylonjs/scene";
  45598. import { Vector4 } from "babylonjs/Maths/math.vector";
  45599. import { Color4 } from "babylonjs/Maths/math.color";
  45600. import { Mesh } from "babylonjs/Meshes/mesh";
  45601. /**
  45602. * Class containing static functions to help procedurally build meshes
  45603. */
  45604. export class BoxBuilder {
  45605. /**
  45606. * Creates a box mesh
  45607. * * The parameter `size` sets the size (float) of each box side (default 1)
  45608. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45609. * * 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)
  45610. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45611. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45612. * * 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
  45613. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45614. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45615. * @param name defines the name of the mesh
  45616. * @param options defines the options used to create the mesh
  45617. * @param scene defines the hosting scene
  45618. * @returns the box mesh
  45619. */
  45620. static CreateBox(name: string, options: {
  45621. size?: number;
  45622. width?: number;
  45623. height?: number;
  45624. depth?: number;
  45625. faceUV?: Vector4[];
  45626. faceColors?: Color4[];
  45627. sideOrientation?: number;
  45628. frontUVs?: Vector4;
  45629. backUVs?: Vector4;
  45630. wrap?: boolean;
  45631. topBaseAt?: number;
  45632. bottomBaseAt?: number;
  45633. updatable?: boolean;
  45634. }, scene?: Nullable<Scene>): Mesh;
  45635. }
  45636. }
  45637. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45638. import { Vector4 } from "babylonjs/Maths/math.vector";
  45639. import { Mesh } from "babylonjs/Meshes/mesh";
  45640. import { Scene } from "babylonjs/scene";
  45641. import { Nullable } from "babylonjs/types";
  45642. /**
  45643. * Class containing static functions to help procedurally build meshes
  45644. */
  45645. export class SphereBuilder {
  45646. /**
  45647. * Creates a sphere mesh
  45648. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45649. * * 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`)
  45650. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45651. * * 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
  45652. * * 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)
  45653. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45654. * * 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
  45655. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45656. * @param name defines the name of the mesh
  45657. * @param options defines the options used to create the mesh
  45658. * @param scene defines the hosting scene
  45659. * @returns the sphere mesh
  45660. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45661. */
  45662. static CreateSphere(name: string, options: {
  45663. segments?: number;
  45664. diameter?: number;
  45665. diameterX?: number;
  45666. diameterY?: number;
  45667. diameterZ?: number;
  45668. arc?: number;
  45669. slice?: number;
  45670. sideOrientation?: number;
  45671. frontUVs?: Vector4;
  45672. backUVs?: Vector4;
  45673. updatable?: boolean;
  45674. }, scene?: Nullable<Scene>): Mesh;
  45675. }
  45676. }
  45677. declare module "babylonjs/Debug/physicsViewer" {
  45678. import { Nullable } from "babylonjs/types";
  45679. import { Scene } from "babylonjs/scene";
  45680. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45681. import { Mesh } from "babylonjs/Meshes/mesh";
  45682. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45683. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45684. /**
  45685. * Used to show the physics impostor around the specific mesh
  45686. */
  45687. export class PhysicsViewer {
  45688. /** @hidden */
  45689. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45690. /** @hidden */
  45691. protected _meshes: Array<Nullable<AbstractMesh>>;
  45692. /** @hidden */
  45693. protected _scene: Nullable<Scene>;
  45694. /** @hidden */
  45695. protected _numMeshes: number;
  45696. /** @hidden */
  45697. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45698. private _renderFunction;
  45699. private _utilityLayer;
  45700. private _debugBoxMesh;
  45701. private _debugSphereMesh;
  45702. private _debugCylinderMesh;
  45703. private _debugMaterial;
  45704. private _debugMeshMeshes;
  45705. /**
  45706. * Creates a new PhysicsViewer
  45707. * @param scene defines the hosting scene
  45708. */
  45709. constructor(scene: Scene);
  45710. /** @hidden */
  45711. protected _updateDebugMeshes(): void;
  45712. /**
  45713. * Renders a specified physic impostor
  45714. * @param impostor defines the impostor to render
  45715. * @param targetMesh defines the mesh represented by the impostor
  45716. * @returns the new debug mesh used to render the impostor
  45717. */
  45718. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45719. /**
  45720. * Hides a specified physic impostor
  45721. * @param impostor defines the impostor to hide
  45722. */
  45723. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45724. private _getDebugMaterial;
  45725. private _getDebugBoxMesh;
  45726. private _getDebugSphereMesh;
  45727. private _getDebugCylinderMesh;
  45728. private _getDebugMeshMesh;
  45729. private _getDebugMesh;
  45730. /** Releases all resources */
  45731. dispose(): void;
  45732. }
  45733. }
  45734. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45735. import { Vector3 } from "babylonjs/Maths/math.vector";
  45736. import { Color4 } from "babylonjs/Maths/math.color";
  45737. import { Nullable } from "babylonjs/types";
  45738. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45739. import { Scene } from "babylonjs/scene";
  45740. /**
  45741. * Class containing static functions to help procedurally build meshes
  45742. */
  45743. export class LinesBuilder {
  45744. /**
  45745. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45746. * * 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
  45747. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45748. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45749. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45750. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45751. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45752. * * 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
  45753. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45754. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45755. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45756. * @param name defines the name of the new line system
  45757. * @param options defines the options used to create the line system
  45758. * @param scene defines the hosting scene
  45759. * @returns a new line system mesh
  45760. */
  45761. static CreateLineSystem(name: string, options: {
  45762. lines: Vector3[][];
  45763. updatable?: boolean;
  45764. instance?: Nullable<LinesMesh>;
  45765. colors?: Nullable<Color4[][]>;
  45766. useVertexAlpha?: boolean;
  45767. }, scene: Nullable<Scene>): LinesMesh;
  45768. /**
  45769. * Creates a line mesh
  45770. * 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
  45771. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45772. * * The parameter `points` is an array successive Vector3
  45773. * * 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
  45774. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45775. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45776. * * When updating an instance, remember that only point positions can change, not the number of points
  45777. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45778. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45779. * @param name defines the name of the new line system
  45780. * @param options defines the options used to create the line system
  45781. * @param scene defines the hosting scene
  45782. * @returns a new line mesh
  45783. */
  45784. static CreateLines(name: string, options: {
  45785. points: Vector3[];
  45786. updatable?: boolean;
  45787. instance?: Nullable<LinesMesh>;
  45788. colors?: Color4[];
  45789. useVertexAlpha?: boolean;
  45790. }, scene?: Nullable<Scene>): LinesMesh;
  45791. /**
  45792. * Creates a dashed line mesh
  45793. * * 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
  45794. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45795. * * The parameter `points` is an array successive Vector3
  45796. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45797. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45798. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45799. * * 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
  45800. * * When updating an instance, remember that only point positions can change, not the number of points
  45801. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45802. * @param name defines the name of the mesh
  45803. * @param options defines the options used to create the mesh
  45804. * @param scene defines the hosting scene
  45805. * @returns the dashed line mesh
  45806. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45807. */
  45808. static CreateDashedLines(name: string, options: {
  45809. points: Vector3[];
  45810. dashSize?: number;
  45811. gapSize?: number;
  45812. dashNb?: number;
  45813. updatable?: boolean;
  45814. instance?: LinesMesh;
  45815. }, scene?: Nullable<Scene>): LinesMesh;
  45816. }
  45817. }
  45818. declare module "babylonjs/Debug/rayHelper" {
  45819. import { Nullable } from "babylonjs/types";
  45820. import { Ray } from "babylonjs/Culling/ray";
  45821. import { Vector3 } from "babylonjs/Maths/math.vector";
  45822. import { Color3 } from "babylonjs/Maths/math.color";
  45823. import { Scene } from "babylonjs/scene";
  45824. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45825. import "babylonjs/Meshes/Builders/linesBuilder";
  45826. /**
  45827. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45828. * in order to better appreciate the issue one might have.
  45829. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45830. */
  45831. export class RayHelper {
  45832. /**
  45833. * Defines the ray we are currently tryin to visualize.
  45834. */
  45835. ray: Nullable<Ray>;
  45836. private _renderPoints;
  45837. private _renderLine;
  45838. private _renderFunction;
  45839. private _scene;
  45840. private _updateToMeshFunction;
  45841. private _attachedToMesh;
  45842. private _meshSpaceDirection;
  45843. private _meshSpaceOrigin;
  45844. /**
  45845. * Helper function to create a colored helper in a scene in one line.
  45846. * @param ray Defines the ray we are currently tryin to visualize
  45847. * @param scene Defines the scene the ray is used in
  45848. * @param color Defines the color we want to see the ray in
  45849. * @returns The newly created ray helper.
  45850. */
  45851. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45852. /**
  45853. * Instantiate a new ray helper.
  45854. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45855. * in order to better appreciate the issue one might have.
  45856. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45857. * @param ray Defines the ray we are currently tryin to visualize
  45858. */
  45859. constructor(ray: Ray);
  45860. /**
  45861. * Shows the ray we are willing to debug.
  45862. * @param scene Defines the scene the ray needs to be rendered in
  45863. * @param color Defines the color the ray needs to be rendered in
  45864. */
  45865. show(scene: Scene, color?: Color3): void;
  45866. /**
  45867. * Hides the ray we are debugging.
  45868. */
  45869. hide(): void;
  45870. private _render;
  45871. /**
  45872. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45873. * @param mesh Defines the mesh we want the helper attached to
  45874. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45875. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45876. * @param length Defines the length of the ray
  45877. */
  45878. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45879. /**
  45880. * Detach the ray helper from the mesh it has previously been attached to.
  45881. */
  45882. detachFromMesh(): void;
  45883. private _updateToMesh;
  45884. /**
  45885. * Dispose the helper and release its associated resources.
  45886. */
  45887. dispose(): void;
  45888. }
  45889. }
  45890. declare module "babylonjs/Debug/skeletonViewer" {
  45891. import { Color3 } from "babylonjs/Maths/math.color";
  45892. import { Scene } from "babylonjs/scene";
  45893. import { Nullable } from "babylonjs/types";
  45894. import { Skeleton } from "babylonjs/Bones/skeleton";
  45895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45896. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45897. /**
  45898. * Class used to render a debug view of a given skeleton
  45899. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45900. */
  45901. export class SkeletonViewer {
  45902. /** defines the skeleton to render */
  45903. skeleton: Skeleton;
  45904. /** defines the mesh attached to the skeleton */
  45905. mesh: AbstractMesh;
  45906. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45907. autoUpdateBonesMatrices: boolean;
  45908. /** defines the rendering group id to use with the viewer */
  45909. renderingGroupId: number;
  45910. /** Gets or sets the color used to render the skeleton */
  45911. color: Color3;
  45912. private _scene;
  45913. private _debugLines;
  45914. private _debugMesh;
  45915. private _isEnabled;
  45916. private _renderFunction;
  45917. private _utilityLayer;
  45918. /**
  45919. * Returns the mesh used to render the bones
  45920. */
  45921. readonly debugMesh: Nullable<LinesMesh>;
  45922. /**
  45923. * Creates a new SkeletonViewer
  45924. * @param skeleton defines the skeleton to render
  45925. * @param mesh defines the mesh attached to the skeleton
  45926. * @param scene defines the hosting scene
  45927. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45928. * @param renderingGroupId defines the rendering group id to use with the viewer
  45929. */
  45930. constructor(
  45931. /** defines the skeleton to render */
  45932. skeleton: Skeleton,
  45933. /** defines the mesh attached to the skeleton */
  45934. mesh: AbstractMesh, scene: Scene,
  45935. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45936. autoUpdateBonesMatrices?: boolean,
  45937. /** defines the rendering group id to use with the viewer */
  45938. renderingGroupId?: number);
  45939. /** Gets or sets a boolean indicating if the viewer is enabled */
  45940. isEnabled: boolean;
  45941. private _getBonePosition;
  45942. private _getLinesForBonesWithLength;
  45943. private _getLinesForBonesNoLength;
  45944. /** Update the viewer to sync with current skeleton state */
  45945. update(): void;
  45946. /** Release associated resources */
  45947. dispose(): void;
  45948. }
  45949. }
  45950. declare module "babylonjs/Debug/index" {
  45951. export * from "babylonjs/Debug/axesViewer";
  45952. export * from "babylonjs/Debug/boneAxesViewer";
  45953. export * from "babylonjs/Debug/debugLayer";
  45954. export * from "babylonjs/Debug/physicsViewer";
  45955. export * from "babylonjs/Debug/rayHelper";
  45956. export * from "babylonjs/Debug/skeletonViewer";
  45957. }
  45958. declare module "babylonjs/Engines/nullEngine" {
  45959. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45960. import { Scene } from "babylonjs/scene";
  45961. import { Engine } from "babylonjs/Engines/engine";
  45962. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45963. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45964. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45965. import { Effect } from "babylonjs/Materials/effect";
  45966. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45967. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45968. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45969. /**
  45970. * Options to create the null engine
  45971. */
  45972. export class NullEngineOptions {
  45973. /**
  45974. * Render width (Default: 512)
  45975. */
  45976. renderWidth: number;
  45977. /**
  45978. * Render height (Default: 256)
  45979. */
  45980. renderHeight: number;
  45981. /**
  45982. * Texture size (Default: 512)
  45983. */
  45984. textureSize: number;
  45985. /**
  45986. * If delta time between frames should be constant
  45987. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45988. */
  45989. deterministicLockstep: boolean;
  45990. /**
  45991. * Maximum about of steps between frames (Default: 4)
  45992. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45993. */
  45994. lockstepMaxSteps: number;
  45995. }
  45996. /**
  45997. * The null engine class provides support for headless version of babylon.js.
  45998. * This can be used in server side scenario or for testing purposes
  45999. */
  46000. export class NullEngine extends Engine {
  46001. private _options;
  46002. /**
  46003. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  46004. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46005. * @returns true if engine is in deterministic lock step mode
  46006. */
  46007. isDeterministicLockStep(): boolean;
  46008. /**
  46009. * Gets the max steps when engine is running in deterministic lock step
  46010. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46011. * @returns the max steps
  46012. */
  46013. getLockstepMaxSteps(): number;
  46014. /**
  46015. * Gets the current hardware scaling level.
  46016. * By default the hardware scaling level is computed from the window device ratio.
  46017. * 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.
  46018. * @returns a number indicating the current hardware scaling level
  46019. */
  46020. getHardwareScalingLevel(): number;
  46021. constructor(options?: NullEngineOptions);
  46022. /**
  46023. * Creates a vertex buffer
  46024. * @param vertices the data for the vertex buffer
  46025. * @returns the new WebGL static buffer
  46026. */
  46027. createVertexBuffer(vertices: FloatArray): DataBuffer;
  46028. /**
  46029. * Creates a new index buffer
  46030. * @param indices defines the content of the index buffer
  46031. * @param updatable defines if the index buffer must be updatable
  46032. * @returns a new webGL buffer
  46033. */
  46034. createIndexBuffer(indices: IndicesArray): DataBuffer;
  46035. /**
  46036. * Clear the current render buffer or the current render target (if any is set up)
  46037. * @param color defines the color to use
  46038. * @param backBuffer defines if the back buffer must be cleared
  46039. * @param depth defines if the depth buffer must be cleared
  46040. * @param stencil defines if the stencil buffer must be cleared
  46041. */
  46042. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46043. /**
  46044. * Gets the current render width
  46045. * @param useScreen defines if screen size must be used (or the current render target if any)
  46046. * @returns a number defining the current render width
  46047. */
  46048. getRenderWidth(useScreen?: boolean): number;
  46049. /**
  46050. * Gets the current render height
  46051. * @param useScreen defines if screen size must be used (or the current render target if any)
  46052. * @returns a number defining the current render height
  46053. */
  46054. getRenderHeight(useScreen?: boolean): number;
  46055. /**
  46056. * Set the WebGL's viewport
  46057. * @param viewport defines the viewport element to be used
  46058. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  46059. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  46060. */
  46061. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  46062. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  46063. /**
  46064. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  46065. * @param pipelineContext defines the pipeline context to use
  46066. * @param uniformsNames defines the list of uniform names
  46067. * @returns an array of webGL uniform locations
  46068. */
  46069. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  46070. /**
  46071. * Gets the lsit of active attributes for a given webGL program
  46072. * @param pipelineContext defines the pipeline context to use
  46073. * @param attributesNames defines the list of attribute names to get
  46074. * @returns an array of indices indicating the offset of each attribute
  46075. */
  46076. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46077. /**
  46078. * Binds an effect to the webGL context
  46079. * @param effect defines the effect to bind
  46080. */
  46081. bindSamplers(effect: Effect): void;
  46082. /**
  46083. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  46084. * @param effect defines the effect to activate
  46085. */
  46086. enableEffect(effect: Effect): void;
  46087. /**
  46088. * Set various states to the webGL context
  46089. * @param culling defines backface culling state
  46090. * @param zOffset defines the value to apply to zOffset (0 by default)
  46091. * @param force defines if states must be applied even if cache is up to date
  46092. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  46093. */
  46094. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46095. /**
  46096. * Set the value of an uniform to an array of int32
  46097. * @param uniform defines the webGL uniform location where to store the value
  46098. * @param array defines the array of int32 to store
  46099. */
  46100. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46101. /**
  46102. * Set the value of an uniform to an array of int32 (stored as vec2)
  46103. * @param uniform defines the webGL uniform location where to store the value
  46104. * @param array defines the array of int32 to store
  46105. */
  46106. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46107. /**
  46108. * Set the value of an uniform to an array of int32 (stored as vec3)
  46109. * @param uniform defines the webGL uniform location where to store the value
  46110. * @param array defines the array of int32 to store
  46111. */
  46112. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46113. /**
  46114. * Set the value of an uniform to an array of int32 (stored as vec4)
  46115. * @param uniform defines the webGL uniform location where to store the value
  46116. * @param array defines the array of int32 to store
  46117. */
  46118. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46119. /**
  46120. * Set the value of an uniform to an array of float32
  46121. * @param uniform defines the webGL uniform location where to store the value
  46122. * @param array defines the array of float32 to store
  46123. */
  46124. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46125. /**
  46126. * Set the value of an uniform to an array of float32 (stored as vec2)
  46127. * @param uniform defines the webGL uniform location where to store the value
  46128. * @param array defines the array of float32 to store
  46129. */
  46130. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46131. /**
  46132. * Set the value of an uniform to an array of float32 (stored as vec3)
  46133. * @param uniform defines the webGL uniform location where to store the value
  46134. * @param array defines the array of float32 to store
  46135. */
  46136. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46137. /**
  46138. * Set the value of an uniform to an array of float32 (stored as vec4)
  46139. * @param uniform defines the webGL uniform location where to store the value
  46140. * @param array defines the array of float32 to store
  46141. */
  46142. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46143. /**
  46144. * Set the value of an uniform to an array of number
  46145. * @param uniform defines the webGL uniform location where to store the value
  46146. * @param array defines the array of number to store
  46147. */
  46148. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46149. /**
  46150. * Set the value of an uniform to an array of number (stored as vec2)
  46151. * @param uniform defines the webGL uniform location where to store the value
  46152. * @param array defines the array of number to store
  46153. */
  46154. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46155. /**
  46156. * Set the value of an uniform to an array of number (stored as vec3)
  46157. * @param uniform defines the webGL uniform location where to store the value
  46158. * @param array defines the array of number to store
  46159. */
  46160. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46161. /**
  46162. * Set the value of an uniform to an array of number (stored as vec4)
  46163. * @param uniform defines the webGL uniform location where to store the value
  46164. * @param array defines the array of number to store
  46165. */
  46166. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46167. /**
  46168. * Set the value of an uniform to an array of float32 (stored as matrices)
  46169. * @param uniform defines the webGL uniform location where to store the value
  46170. * @param matrices defines the array of float32 to store
  46171. */
  46172. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46173. /**
  46174. * Set the value of an uniform to a matrix (3x3)
  46175. * @param uniform defines the webGL uniform location where to store the value
  46176. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  46177. */
  46178. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46179. /**
  46180. * Set the value of an uniform to a matrix (2x2)
  46181. * @param uniform defines the webGL uniform location where to store the value
  46182. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  46183. */
  46184. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46185. /**
  46186. * Set the value of an uniform to a number (float)
  46187. * @param uniform defines the webGL uniform location where to store the value
  46188. * @param value defines the float number to store
  46189. */
  46190. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46191. /**
  46192. * Set the value of an uniform to a vec2
  46193. * @param uniform defines the webGL uniform location where to store the value
  46194. * @param x defines the 1st component of the value
  46195. * @param y defines the 2nd component of the value
  46196. */
  46197. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46198. /**
  46199. * Set the value of an uniform to a vec3
  46200. * @param uniform defines the webGL uniform location where to store the value
  46201. * @param x defines the 1st component of the value
  46202. * @param y defines the 2nd component of the value
  46203. * @param z defines the 3rd component of the value
  46204. */
  46205. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46206. /**
  46207. * Set the value of an uniform to a boolean
  46208. * @param uniform defines the webGL uniform location where to store the value
  46209. * @param bool defines the boolean to store
  46210. */
  46211. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46212. /**
  46213. * Set the value of an uniform to a vec4
  46214. * @param uniform defines the webGL uniform location where to store the value
  46215. * @param x defines the 1st component of the value
  46216. * @param y defines the 2nd component of the value
  46217. * @param z defines the 3rd component of the value
  46218. * @param w defines the 4th component of the value
  46219. */
  46220. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46221. /**
  46222. * Sets the current alpha mode
  46223. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  46224. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46225. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46226. */
  46227. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46228. /**
  46229. * Bind webGl buffers directly to the webGL context
  46230. * @param vertexBuffers defines the vertex buffer to bind
  46231. * @param indexBuffer defines the index buffer to bind
  46232. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  46233. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  46234. * @param effect defines the effect associated with the vertex buffer
  46235. */
  46236. bindBuffers(vertexBuffers: {
  46237. [key: string]: VertexBuffer;
  46238. }, indexBuffer: DataBuffer, effect: Effect): void;
  46239. /**
  46240. * Force the entire cache to be cleared
  46241. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  46242. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  46243. */
  46244. wipeCaches(bruteForce?: boolean): void;
  46245. /**
  46246. * Send a draw order
  46247. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  46248. * @param indexStart defines the starting index
  46249. * @param indexCount defines the number of index to draw
  46250. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46251. */
  46252. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  46253. /**
  46254. * Draw a list of indexed primitives
  46255. * @param fillMode defines the primitive to use
  46256. * @param indexStart defines the starting index
  46257. * @param indexCount defines the number of index to draw
  46258. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46259. */
  46260. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46261. /**
  46262. * Draw a list of unindexed primitives
  46263. * @param fillMode defines the primitive to use
  46264. * @param verticesStart defines the index of first vertex to draw
  46265. * @param verticesCount defines the count of vertices to draw
  46266. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46267. */
  46268. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46269. /** @hidden */
  46270. _createTexture(): WebGLTexture;
  46271. /** @hidden */
  46272. _releaseTexture(texture: InternalTexture): void;
  46273. /**
  46274. * Usually called from Texture.ts.
  46275. * Passed information to create a WebGLTexture
  46276. * @param urlArg defines a value which contains one of the following:
  46277. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46278. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46279. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46280. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46281. * @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)
  46282. * @param scene needed for loading to the correct scene
  46283. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  46284. * @param onLoad optional callback to be called upon successful completion
  46285. * @param onError optional callback to be called upon failure
  46286. * @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
  46287. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46288. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46289. * @param forcedExtension defines the extension to use to pick the right loader
  46290. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  46291. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46292. */
  46293. 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;
  46294. /**
  46295. * Creates a new render target texture
  46296. * @param size defines the size of the texture
  46297. * @param options defines the options used to create the texture
  46298. * @returns a new render target texture stored in an InternalTexture
  46299. */
  46300. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46301. /**
  46302. * Update the sampling mode of a given texture
  46303. * @param samplingMode defines the required sampling mode
  46304. * @param texture defines the texture to update
  46305. */
  46306. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46307. /**
  46308. * Binds the frame buffer to the specified texture.
  46309. * @param texture The texture to render to or null for the default canvas
  46310. * @param faceIndex The face of the texture to render to in case of cube texture
  46311. * @param requiredWidth The width of the target to render to
  46312. * @param requiredHeight The height of the target to render to
  46313. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  46314. * @param depthStencilTexture The depth stencil texture to use to render
  46315. * @param lodLevel defines le lod level to bind to the frame buffer
  46316. */
  46317. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46318. /**
  46319. * Unbind the current render target texture from the webGL context
  46320. * @param texture defines the render target texture to unbind
  46321. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46322. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46323. */
  46324. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46325. /**
  46326. * Creates a dynamic vertex buffer
  46327. * @param vertices the data for the dynamic vertex buffer
  46328. * @returns the new WebGL dynamic buffer
  46329. */
  46330. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  46331. /**
  46332. * Update the content of a dynamic texture
  46333. * @param texture defines the texture to update
  46334. * @param canvas defines the canvas containing the source
  46335. * @param invertY defines if data must be stored with Y axis inverted
  46336. * @param premulAlpha defines if alpha is stored as premultiplied
  46337. * @param format defines the format of the data
  46338. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  46339. */
  46340. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  46341. /**
  46342. * Gets a boolean indicating if all created effects are ready
  46343. * @returns true if all effects are ready
  46344. */
  46345. areAllEffectsReady(): boolean;
  46346. /**
  46347. * @hidden
  46348. * Get the current error code of the webGL context
  46349. * @returns the error code
  46350. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  46351. */
  46352. getError(): number;
  46353. /** @hidden */
  46354. _getUnpackAlignement(): number;
  46355. /** @hidden */
  46356. _unpackFlipY(value: boolean): void;
  46357. /**
  46358. * Update a dynamic index buffer
  46359. * @param indexBuffer defines the target index buffer
  46360. * @param indices defines the data to update
  46361. * @param offset defines the offset in the target index buffer where update should start
  46362. */
  46363. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  46364. /**
  46365. * Updates a dynamic vertex buffer.
  46366. * @param vertexBuffer the vertex buffer to update
  46367. * @param vertices the data used to update the vertex buffer
  46368. * @param byteOffset the byte offset of the data (optional)
  46369. * @param byteLength the byte length of the data (optional)
  46370. */
  46371. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  46372. /** @hidden */
  46373. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  46374. /** @hidden */
  46375. _bindTexture(channel: number, texture: InternalTexture): void;
  46376. protected _deleteBuffer(buffer: WebGLBuffer): void;
  46377. /**
  46378. * 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
  46379. */
  46380. releaseEffects(): void;
  46381. displayLoadingUI(): void;
  46382. hideLoadingUI(): void;
  46383. /** @hidden */
  46384. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46385. /** @hidden */
  46386. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46387. /** @hidden */
  46388. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46389. /** @hidden */
  46390. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46391. }
  46392. }
  46393. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  46394. import { Nullable, int } from "babylonjs/types";
  46395. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  46396. /** @hidden */
  46397. export class _OcclusionDataStorage {
  46398. /** @hidden */
  46399. occlusionInternalRetryCounter: number;
  46400. /** @hidden */
  46401. isOcclusionQueryInProgress: boolean;
  46402. /** @hidden */
  46403. isOccluded: boolean;
  46404. /** @hidden */
  46405. occlusionRetryCount: number;
  46406. /** @hidden */
  46407. occlusionType: number;
  46408. /** @hidden */
  46409. occlusionQueryAlgorithmType: number;
  46410. }
  46411. module "babylonjs/Engines/engine" {
  46412. interface Engine {
  46413. /**
  46414. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  46415. * @return the new query
  46416. */
  46417. createQuery(): WebGLQuery;
  46418. /**
  46419. * Delete and release a webGL query
  46420. * @param query defines the query to delete
  46421. * @return the current engine
  46422. */
  46423. deleteQuery(query: WebGLQuery): Engine;
  46424. /**
  46425. * Check if a given query has resolved and got its value
  46426. * @param query defines the query to check
  46427. * @returns true if the query got its value
  46428. */
  46429. isQueryResultAvailable(query: WebGLQuery): boolean;
  46430. /**
  46431. * Gets the value of a given query
  46432. * @param query defines the query to check
  46433. * @returns the value of the query
  46434. */
  46435. getQueryResult(query: WebGLQuery): number;
  46436. /**
  46437. * Initiates an occlusion query
  46438. * @param algorithmType defines the algorithm to use
  46439. * @param query defines the query to use
  46440. * @returns the current engine
  46441. * @see http://doc.babylonjs.com/features/occlusionquery
  46442. */
  46443. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46444. /**
  46445. * Ends an occlusion query
  46446. * @see http://doc.babylonjs.com/features/occlusionquery
  46447. * @param algorithmType defines the algorithm to use
  46448. * @returns the current engine
  46449. */
  46450. endOcclusionQuery(algorithmType: number): Engine;
  46451. /**
  46452. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46453. * Please note that only one query can be issued at a time
  46454. * @returns a time token used to track the time span
  46455. */
  46456. startTimeQuery(): Nullable<_TimeToken>;
  46457. /**
  46458. * Ends a time query
  46459. * @param token defines the token used to measure the time span
  46460. * @returns the time spent (in ns)
  46461. */
  46462. endTimeQuery(token: _TimeToken): int;
  46463. /** @hidden */
  46464. _currentNonTimestampToken: Nullable<_TimeToken>;
  46465. /** @hidden */
  46466. _createTimeQuery(): WebGLQuery;
  46467. /** @hidden */
  46468. _deleteTimeQuery(query: WebGLQuery): void;
  46469. /** @hidden */
  46470. _getGlAlgorithmType(algorithmType: number): number;
  46471. /** @hidden */
  46472. _getTimeQueryResult(query: WebGLQuery): any;
  46473. /** @hidden */
  46474. _getTimeQueryAvailability(query: WebGLQuery): any;
  46475. }
  46476. }
  46477. module "babylonjs/Meshes/abstractMesh" {
  46478. interface AbstractMesh {
  46479. /**
  46480. * Backing filed
  46481. * @hidden
  46482. */
  46483. __occlusionDataStorage: _OcclusionDataStorage;
  46484. /**
  46485. * Access property
  46486. * @hidden
  46487. */
  46488. _occlusionDataStorage: _OcclusionDataStorage;
  46489. /**
  46490. * 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.
  46491. * The default value is -1 which means don't break the query and wait till the result
  46492. * @see http://doc.babylonjs.com/features/occlusionquery
  46493. */
  46494. occlusionRetryCount: number;
  46495. /**
  46496. * 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:
  46497. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46498. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46499. * * 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.
  46500. * @see http://doc.babylonjs.com/features/occlusionquery
  46501. */
  46502. occlusionType: number;
  46503. /**
  46504. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46505. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46506. * * 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.
  46507. * @see http://doc.babylonjs.com/features/occlusionquery
  46508. */
  46509. occlusionQueryAlgorithmType: number;
  46510. /**
  46511. * 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
  46512. * @see http://doc.babylonjs.com/features/occlusionquery
  46513. */
  46514. isOccluded: boolean;
  46515. /**
  46516. * Flag to check the progress status of the query
  46517. * @see http://doc.babylonjs.com/features/occlusionquery
  46518. */
  46519. isOcclusionQueryInProgress: boolean;
  46520. }
  46521. }
  46522. }
  46523. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46524. import { Nullable } from "babylonjs/types";
  46525. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46526. /** @hidden */
  46527. export var _forceTransformFeedbackToBundle: boolean;
  46528. module "babylonjs/Engines/engine" {
  46529. interface Engine {
  46530. /**
  46531. * Creates a webGL transform feedback object
  46532. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46533. * @returns the webGL transform feedback object
  46534. */
  46535. createTransformFeedback(): WebGLTransformFeedback;
  46536. /**
  46537. * Delete a webGL transform feedback object
  46538. * @param value defines the webGL transform feedback object to delete
  46539. */
  46540. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46541. /**
  46542. * Bind a webGL transform feedback object to the webgl context
  46543. * @param value defines the webGL transform feedback object to bind
  46544. */
  46545. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46546. /**
  46547. * Begins a transform feedback operation
  46548. * @param usePoints defines if points or triangles must be used
  46549. */
  46550. beginTransformFeedback(usePoints: boolean): void;
  46551. /**
  46552. * Ends a transform feedback operation
  46553. */
  46554. endTransformFeedback(): void;
  46555. /**
  46556. * Specify the varyings to use with transform feedback
  46557. * @param program defines the associated webGL program
  46558. * @param value defines the list of strings representing the varying names
  46559. */
  46560. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46561. /**
  46562. * Bind a webGL buffer for a transform feedback operation
  46563. * @param value defines the webGL buffer to bind
  46564. */
  46565. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46566. }
  46567. }
  46568. }
  46569. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46570. import { Scene } from "babylonjs/scene";
  46571. import { Engine } from "babylonjs/Engines/engine";
  46572. import { Texture } from "babylonjs/Materials/Textures/texture";
  46573. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46574. import "babylonjs/Engines/Extensions/engine.multiRender";
  46575. /**
  46576. * Creation options of the multi render target texture.
  46577. */
  46578. export interface IMultiRenderTargetOptions {
  46579. /**
  46580. * Define if the texture needs to create mip maps after render.
  46581. */
  46582. generateMipMaps?: boolean;
  46583. /**
  46584. * Define the types of all the draw buffers we want to create
  46585. */
  46586. types?: number[];
  46587. /**
  46588. * Define the sampling modes of all the draw buffers we want to create
  46589. */
  46590. samplingModes?: number[];
  46591. /**
  46592. * Define if a depth buffer is required
  46593. */
  46594. generateDepthBuffer?: boolean;
  46595. /**
  46596. * Define if a stencil buffer is required
  46597. */
  46598. generateStencilBuffer?: boolean;
  46599. /**
  46600. * Define if a depth texture is required instead of a depth buffer
  46601. */
  46602. generateDepthTexture?: boolean;
  46603. /**
  46604. * Define the number of desired draw buffers
  46605. */
  46606. textureCount?: number;
  46607. /**
  46608. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46609. */
  46610. doNotChangeAspectRatio?: boolean;
  46611. /**
  46612. * Define the default type of the buffers we are creating
  46613. */
  46614. defaultType?: number;
  46615. }
  46616. /**
  46617. * A multi render target, like a render target provides the ability to render to a texture.
  46618. * Unlike the render target, it can render to several draw buffers in one draw.
  46619. * This is specially interesting in deferred rendering or for any effects requiring more than
  46620. * just one color from a single pass.
  46621. */
  46622. export class MultiRenderTarget extends RenderTargetTexture {
  46623. private _internalTextures;
  46624. private _textures;
  46625. private _multiRenderTargetOptions;
  46626. /**
  46627. * Get if draw buffers are currently supported by the used hardware and browser.
  46628. */
  46629. readonly isSupported: boolean;
  46630. /**
  46631. * Get the list of textures generated by the multi render target.
  46632. */
  46633. readonly textures: Texture[];
  46634. /**
  46635. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46636. */
  46637. readonly depthTexture: Texture;
  46638. /**
  46639. * Set the wrapping mode on U of all the textures we are rendering to.
  46640. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46641. */
  46642. wrapU: number;
  46643. /**
  46644. * Set the wrapping mode on V of all the textures we are rendering to.
  46645. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46646. */
  46647. wrapV: number;
  46648. /**
  46649. * Instantiate a new multi render target texture.
  46650. * A multi render target, like a render target provides the ability to render to a texture.
  46651. * Unlike the render target, it can render to several draw buffers in one draw.
  46652. * This is specially interesting in deferred rendering or for any effects requiring more than
  46653. * just one color from a single pass.
  46654. * @param name Define the name of the texture
  46655. * @param size Define the size of the buffers to render to
  46656. * @param count Define the number of target we are rendering into
  46657. * @param scene Define the scene the texture belongs to
  46658. * @param options Define the options used to create the multi render target
  46659. */
  46660. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46661. /** @hidden */
  46662. _rebuild(): void;
  46663. private _createInternalTextures;
  46664. private _createTextures;
  46665. /**
  46666. * Define the number of samples used if MSAA is enabled.
  46667. */
  46668. samples: number;
  46669. /**
  46670. * Resize all the textures in the multi render target.
  46671. * Be carrefull as it will recreate all the data in the new texture.
  46672. * @param size Define the new size
  46673. */
  46674. resize(size: any): void;
  46675. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46676. /**
  46677. * Dispose the render targets and their associated resources
  46678. */
  46679. dispose(): void;
  46680. /**
  46681. * Release all the underlying texture used as draw buffers.
  46682. */
  46683. releaseInternalTextures(): void;
  46684. }
  46685. }
  46686. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46687. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46688. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46689. import { Nullable } from "babylonjs/types";
  46690. module "babylonjs/Engines/thinEngine" {
  46691. interface ThinEngine {
  46692. /**
  46693. * Unbind a list of render target textures from the webGL context
  46694. * This is used only when drawBuffer extension or webGL2 are active
  46695. * @param textures defines the render target textures to unbind
  46696. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46697. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46698. */
  46699. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46700. /**
  46701. * Create a multi render target texture
  46702. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46703. * @param size defines the size of the texture
  46704. * @param options defines the creation options
  46705. * @returns the cube texture as an InternalTexture
  46706. */
  46707. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46708. /**
  46709. * Update the sample count for a given multiple render target texture
  46710. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46711. * @param textures defines the textures to update
  46712. * @param samples defines the sample count to set
  46713. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46714. */
  46715. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46716. }
  46717. }
  46718. }
  46719. declare module "babylonjs/Engines/Extensions/engine.views" {
  46720. import { Camera } from "babylonjs/Cameras/camera";
  46721. import { Nullable } from "babylonjs/types";
  46722. /**
  46723. * Class used to define an additional view for the engine
  46724. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46725. */
  46726. export class EngineView {
  46727. /** Defines the canvas where to render the view */
  46728. target: HTMLCanvasElement;
  46729. /** Defines an optional camera used to render the view (will use active camera else) */
  46730. camera?: Camera;
  46731. }
  46732. module "babylonjs/Engines/engine" {
  46733. interface Engine {
  46734. /**
  46735. * Gets or sets the HTML element to use for attaching events
  46736. */
  46737. inputElement: Nullable<HTMLElement>;
  46738. /**
  46739. * Gets the current engine view
  46740. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46741. */
  46742. activeView: Nullable<EngineView>;
  46743. /** Gets or sets the list of views */
  46744. views: EngineView[];
  46745. /**
  46746. * Register a new child canvas
  46747. * @param canvas defines the canvas to register
  46748. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  46749. * @returns the associated view
  46750. */
  46751. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  46752. /**
  46753. * Remove a registered child canvas
  46754. * @param canvas defines the canvas to remove
  46755. * @returns the current engine
  46756. */
  46757. unRegisterView(canvas: HTMLCanvasElement): Engine;
  46758. }
  46759. }
  46760. }
  46761. declare module "babylonjs/Engines/Extensions/index" {
  46762. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46763. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46764. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46765. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46766. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46767. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46768. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46769. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46770. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46771. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46772. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46773. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46774. export * from "babylonjs/Engines/Extensions/engine.views";
  46775. }
  46776. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46777. import { Nullable } from "babylonjs/types";
  46778. /**
  46779. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46780. */
  46781. export interface CubeMapInfo {
  46782. /**
  46783. * The pixel array for the front face.
  46784. * This is stored in format, left to right, up to down format.
  46785. */
  46786. front: Nullable<ArrayBufferView>;
  46787. /**
  46788. * The pixel array for the back face.
  46789. * This is stored in format, left to right, up to down format.
  46790. */
  46791. back: Nullable<ArrayBufferView>;
  46792. /**
  46793. * The pixel array for the left face.
  46794. * This is stored in format, left to right, up to down format.
  46795. */
  46796. left: Nullable<ArrayBufferView>;
  46797. /**
  46798. * The pixel array for the right face.
  46799. * This is stored in format, left to right, up to down format.
  46800. */
  46801. right: Nullable<ArrayBufferView>;
  46802. /**
  46803. * The pixel array for the up face.
  46804. * This is stored in format, left to right, up to down format.
  46805. */
  46806. up: Nullable<ArrayBufferView>;
  46807. /**
  46808. * The pixel array for the down face.
  46809. * This is stored in format, left to right, up to down format.
  46810. */
  46811. down: Nullable<ArrayBufferView>;
  46812. /**
  46813. * The size of the cubemap stored.
  46814. *
  46815. * Each faces will be size * size pixels.
  46816. */
  46817. size: number;
  46818. /**
  46819. * The format of the texture.
  46820. *
  46821. * RGBA, RGB.
  46822. */
  46823. format: number;
  46824. /**
  46825. * The type of the texture data.
  46826. *
  46827. * UNSIGNED_INT, FLOAT.
  46828. */
  46829. type: number;
  46830. /**
  46831. * Specifies whether the texture is in gamma space.
  46832. */
  46833. gammaSpace: boolean;
  46834. }
  46835. /**
  46836. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46837. */
  46838. export class PanoramaToCubeMapTools {
  46839. private static FACE_FRONT;
  46840. private static FACE_BACK;
  46841. private static FACE_RIGHT;
  46842. private static FACE_LEFT;
  46843. private static FACE_DOWN;
  46844. private static FACE_UP;
  46845. /**
  46846. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46847. *
  46848. * @param float32Array The source data.
  46849. * @param inputWidth The width of the input panorama.
  46850. * @param inputHeight The height of the input panorama.
  46851. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46852. * @return The cubemap data
  46853. */
  46854. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46855. private static CreateCubemapTexture;
  46856. private static CalcProjectionSpherical;
  46857. }
  46858. }
  46859. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46860. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46861. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46862. import { Nullable } from "babylonjs/types";
  46863. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46864. /**
  46865. * Helper class dealing with the extraction of spherical polynomial dataArray
  46866. * from a cube map.
  46867. */
  46868. export class CubeMapToSphericalPolynomialTools {
  46869. private static FileFaces;
  46870. /**
  46871. * Converts a texture to the according Spherical Polynomial data.
  46872. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46873. *
  46874. * @param texture The texture to extract the information from.
  46875. * @return The Spherical Polynomial data.
  46876. */
  46877. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46878. /**
  46879. * Converts a cubemap to the according Spherical Polynomial data.
  46880. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46881. *
  46882. * @param cubeInfo The Cube map to extract the information from.
  46883. * @return The Spherical Polynomial data.
  46884. */
  46885. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46886. }
  46887. }
  46888. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46889. import { Nullable } from "babylonjs/types";
  46890. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46891. module "babylonjs/Materials/Textures/baseTexture" {
  46892. interface BaseTexture {
  46893. /**
  46894. * Get the polynomial representation of the texture data.
  46895. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46896. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46897. */
  46898. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46899. }
  46900. }
  46901. }
  46902. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46903. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46904. /** @hidden */
  46905. export var rgbdEncodePixelShader: {
  46906. name: string;
  46907. shader: string;
  46908. };
  46909. }
  46910. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46911. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46912. /** @hidden */
  46913. export var rgbdDecodePixelShader: {
  46914. name: string;
  46915. shader: string;
  46916. };
  46917. }
  46918. declare module "babylonjs/Misc/environmentTextureTools" {
  46919. import { Nullable } from "babylonjs/types";
  46920. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46921. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46922. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46923. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46924. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46925. import "babylonjs/Shaders/rgbdEncode.fragment";
  46926. import "babylonjs/Shaders/rgbdDecode.fragment";
  46927. /**
  46928. * Raw texture data and descriptor sufficient for WebGL texture upload
  46929. */
  46930. export interface EnvironmentTextureInfo {
  46931. /**
  46932. * Version of the environment map
  46933. */
  46934. version: number;
  46935. /**
  46936. * Width of image
  46937. */
  46938. width: number;
  46939. /**
  46940. * Irradiance information stored in the file.
  46941. */
  46942. irradiance: any;
  46943. /**
  46944. * Specular information stored in the file.
  46945. */
  46946. specular: any;
  46947. }
  46948. /**
  46949. * Defines One Image in the file. It requires only the position in the file
  46950. * as well as the length.
  46951. */
  46952. interface BufferImageData {
  46953. /**
  46954. * Length of the image data.
  46955. */
  46956. length: number;
  46957. /**
  46958. * Position of the data from the null terminator delimiting the end of the JSON.
  46959. */
  46960. position: number;
  46961. }
  46962. /**
  46963. * Defines the specular data enclosed in the file.
  46964. * This corresponds to the version 1 of the data.
  46965. */
  46966. export interface EnvironmentTextureSpecularInfoV1 {
  46967. /**
  46968. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46969. */
  46970. specularDataPosition?: number;
  46971. /**
  46972. * This contains all the images data needed to reconstruct the cubemap.
  46973. */
  46974. mipmaps: Array<BufferImageData>;
  46975. /**
  46976. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46977. */
  46978. lodGenerationScale: number;
  46979. }
  46980. /**
  46981. * Sets of helpers addressing the serialization and deserialization of environment texture
  46982. * stored in a BabylonJS env file.
  46983. * Those files are usually stored as .env files.
  46984. */
  46985. export class EnvironmentTextureTools {
  46986. /**
  46987. * Magic number identifying the env file.
  46988. */
  46989. private static _MagicBytes;
  46990. /**
  46991. * Gets the environment info from an env file.
  46992. * @param data The array buffer containing the .env bytes.
  46993. * @returns the environment file info (the json header) if successfully parsed.
  46994. */
  46995. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46996. /**
  46997. * Creates an environment texture from a loaded cube texture.
  46998. * @param texture defines the cube texture to convert in env file
  46999. * @return a promise containing the environment data if succesfull.
  47000. */
  47001. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  47002. /**
  47003. * Creates a JSON representation of the spherical data.
  47004. * @param texture defines the texture containing the polynomials
  47005. * @return the JSON representation of the spherical info
  47006. */
  47007. private static _CreateEnvTextureIrradiance;
  47008. /**
  47009. * Creates the ArrayBufferViews used for initializing environment texture image data.
  47010. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  47011. * @param info parameters that determine what views will be created for accessing the underlying buffer
  47012. * @return the views described by info providing access to the underlying buffer
  47013. */
  47014. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  47015. /**
  47016. * Uploads the texture info contained in the env file to the GPU.
  47017. * @param texture defines the internal texture to upload to
  47018. * @param arrayBuffer defines the buffer cotaining the data to load
  47019. * @param info defines the texture info retrieved through the GetEnvInfo method
  47020. * @returns a promise
  47021. */
  47022. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  47023. private static _OnImageReadyAsync;
  47024. /**
  47025. * Uploads the levels of image data to the GPU.
  47026. * @param texture defines the internal texture to upload to
  47027. * @param imageData defines the array buffer views of image data [mipmap][face]
  47028. * @returns a promise
  47029. */
  47030. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  47031. /**
  47032. * Uploads spherical polynomials information to the texture.
  47033. * @param texture defines the texture we are trying to upload the information to
  47034. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  47035. */
  47036. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  47037. /** @hidden */
  47038. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  47039. }
  47040. }
  47041. declare module "babylonjs/Maths/math.vertexFormat" {
  47042. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  47043. /**
  47044. * Contains position and normal vectors for a vertex
  47045. */
  47046. export class PositionNormalVertex {
  47047. /** the position of the vertex (defaut: 0,0,0) */
  47048. position: Vector3;
  47049. /** the normal of the vertex (defaut: 0,1,0) */
  47050. normal: Vector3;
  47051. /**
  47052. * Creates a PositionNormalVertex
  47053. * @param position the position of the vertex (defaut: 0,0,0)
  47054. * @param normal the normal of the vertex (defaut: 0,1,0)
  47055. */
  47056. constructor(
  47057. /** the position of the vertex (defaut: 0,0,0) */
  47058. position?: Vector3,
  47059. /** the normal of the vertex (defaut: 0,1,0) */
  47060. normal?: Vector3);
  47061. /**
  47062. * Clones the PositionNormalVertex
  47063. * @returns the cloned PositionNormalVertex
  47064. */
  47065. clone(): PositionNormalVertex;
  47066. }
  47067. /**
  47068. * Contains position, normal and uv vectors for a vertex
  47069. */
  47070. export class PositionNormalTextureVertex {
  47071. /** the position of the vertex (defaut: 0,0,0) */
  47072. position: Vector3;
  47073. /** the normal of the vertex (defaut: 0,1,0) */
  47074. normal: Vector3;
  47075. /** the uv of the vertex (default: 0,0) */
  47076. uv: Vector2;
  47077. /**
  47078. * Creates a PositionNormalTextureVertex
  47079. * @param position the position of the vertex (defaut: 0,0,0)
  47080. * @param normal the normal of the vertex (defaut: 0,1,0)
  47081. * @param uv the uv of the vertex (default: 0,0)
  47082. */
  47083. constructor(
  47084. /** the position of the vertex (defaut: 0,0,0) */
  47085. position?: Vector3,
  47086. /** the normal of the vertex (defaut: 0,1,0) */
  47087. normal?: Vector3,
  47088. /** the uv of the vertex (default: 0,0) */
  47089. uv?: Vector2);
  47090. /**
  47091. * Clones the PositionNormalTextureVertex
  47092. * @returns the cloned PositionNormalTextureVertex
  47093. */
  47094. clone(): PositionNormalTextureVertex;
  47095. }
  47096. }
  47097. declare module "babylonjs/Maths/math" {
  47098. export * from "babylonjs/Maths/math.axis";
  47099. export * from "babylonjs/Maths/math.color";
  47100. export * from "babylonjs/Maths/math.constants";
  47101. export * from "babylonjs/Maths/math.frustum";
  47102. export * from "babylonjs/Maths/math.path";
  47103. export * from "babylonjs/Maths/math.plane";
  47104. export * from "babylonjs/Maths/math.size";
  47105. export * from "babylonjs/Maths/math.vector";
  47106. export * from "babylonjs/Maths/math.vertexFormat";
  47107. export * from "babylonjs/Maths/math.viewport";
  47108. }
  47109. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  47110. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47111. /** @hidden */
  47112. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  47113. private _genericAttributeLocation;
  47114. private _varyingLocationCount;
  47115. private _varyingLocationMap;
  47116. private _replacements;
  47117. private _textureCount;
  47118. private _uniforms;
  47119. lineProcessor(line: string): string;
  47120. attributeProcessor(attribute: string): string;
  47121. varyingProcessor(varying: string, isFragment: boolean): string;
  47122. uniformProcessor(uniform: string): string;
  47123. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  47124. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  47125. }
  47126. }
  47127. declare module "babylonjs/Engines/nativeEngine" {
  47128. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  47129. import { Engine } from "babylonjs/Engines/engine";
  47130. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  47131. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  47132. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47133. import { Effect } from "babylonjs/Materials/effect";
  47134. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  47135. import { Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  47136. import { IColor4Like } from "babylonjs/Maths/math.like";
  47137. import { Scene } from "babylonjs/scene";
  47138. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  47139. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  47140. /**
  47141. * Container for accessors for natively-stored mesh data buffers.
  47142. */
  47143. class NativeDataBuffer extends DataBuffer {
  47144. /**
  47145. * Accessor value used to identify/retrieve a natively-stored index buffer.
  47146. */
  47147. nativeIndexBuffer?: any;
  47148. /**
  47149. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  47150. */
  47151. nativeVertexBuffer?: any;
  47152. }
  47153. /** @hidden */
  47154. class NativeTexture extends InternalTexture {
  47155. getInternalTexture(): InternalTexture;
  47156. getViewCount(): number;
  47157. }
  47158. /** @hidden */
  47159. export class NativeEngine extends Engine {
  47160. private readonly _native;
  47161. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  47162. private readonly INVALID_HANDLE;
  47163. getHardwareScalingLevel(): number;
  47164. constructor();
  47165. /**
  47166. * Can be used to override the current requestAnimationFrame requester.
  47167. * @hidden
  47168. */
  47169. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  47170. /**
  47171. * Override default engine behavior.
  47172. * @param color
  47173. * @param backBuffer
  47174. * @param depth
  47175. * @param stencil
  47176. */
  47177. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  47178. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  47179. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  47180. createVertexBuffer(data: DataArray): NativeDataBuffer;
  47181. recordVertexArrayObject(vertexBuffers: {
  47182. [key: string]: VertexBuffer;
  47183. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  47184. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47185. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47186. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  47187. /**
  47188. * Draw a list of indexed primitives
  47189. * @param fillMode defines the primitive to use
  47190. * @param indexStart defines the starting index
  47191. * @param indexCount defines the number of index to draw
  47192. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47193. */
  47194. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  47195. /**
  47196. * Draw a list of unindexed primitives
  47197. * @param fillMode defines the primitive to use
  47198. * @param verticesStart defines the index of first vertex to draw
  47199. * @param verticesCount defines the count of vertices to draw
  47200. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47201. */
  47202. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  47203. createPipelineContext(): IPipelineContext;
  47204. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  47205. /** @hidden */
  47206. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  47207. /** @hidden */
  47208. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  47209. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47210. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47211. protected _setProgram(program: WebGLProgram): void;
  47212. _releaseEffect(effect: Effect): void;
  47213. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  47214. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  47215. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  47216. bindSamplers(effect: Effect): void;
  47217. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  47218. getRenderWidth(useScreen?: boolean): number;
  47219. getRenderHeight(useScreen?: boolean): number;
  47220. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  47221. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  47222. /**
  47223. * Set the z offset to apply to current rendering
  47224. * @param value defines the offset to apply
  47225. */
  47226. setZOffset(value: number): void;
  47227. /**
  47228. * Gets the current value of the zOffset
  47229. * @returns the current zOffset state
  47230. */
  47231. getZOffset(): number;
  47232. /**
  47233. * Enable or disable depth buffering
  47234. * @param enable defines the state to set
  47235. */
  47236. setDepthBuffer(enable: boolean): void;
  47237. /**
  47238. * Gets a boolean indicating if depth writing is enabled
  47239. * @returns the current depth writing state
  47240. */
  47241. getDepthWrite(): boolean;
  47242. /**
  47243. * Enable or disable depth writing
  47244. * @param enable defines the state to set
  47245. */
  47246. setDepthWrite(enable: boolean): void;
  47247. /**
  47248. * Enable or disable color writing
  47249. * @param enable defines the state to set
  47250. */
  47251. setColorWrite(enable: boolean): void;
  47252. /**
  47253. * Gets a boolean indicating if color writing is enabled
  47254. * @returns the current color writing state
  47255. */
  47256. getColorWrite(): boolean;
  47257. /**
  47258. * Sets alpha constants used by some alpha blending modes
  47259. * @param r defines the red component
  47260. * @param g defines the green component
  47261. * @param b defines the blue component
  47262. * @param a defines the alpha component
  47263. */
  47264. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  47265. /**
  47266. * Sets the current alpha mode
  47267. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  47268. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  47269. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47270. */
  47271. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  47272. /**
  47273. * Gets the current alpha mode
  47274. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47275. * @returns the current alpha mode
  47276. */
  47277. getAlphaMode(): number;
  47278. setInt(uniform: WebGLUniformLocation, int: number): void;
  47279. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  47280. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  47281. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  47282. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  47283. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  47284. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  47285. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  47286. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  47287. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  47288. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  47289. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  47290. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  47291. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  47292. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47293. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47294. setFloat(uniform: WebGLUniformLocation, value: number): void;
  47295. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  47296. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  47297. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  47298. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  47299. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  47300. wipeCaches(bruteForce?: boolean): void;
  47301. _createTexture(): WebGLTexture;
  47302. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  47303. /**
  47304. * Usually called from BABYLON.Texture.ts.
  47305. * Passed information to create a WebGLTexture
  47306. * @param urlArg defines a value which contains one of the following:
  47307. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  47308. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  47309. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  47310. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  47311. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  47312. * @param scene needed for loading to the correct scene
  47313. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  47314. * @param onLoad optional callback to be called upon successful completion
  47315. * @param onError optional callback to be called upon failure
  47316. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  47317. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  47318. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  47319. * @param forcedExtension defines the extension to use to pick the right loader
  47320. * @returns a InternalTexture for assignment back into BABYLON.Texture
  47321. */
  47322. 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;
  47323. /**
  47324. * Creates a cube texture
  47325. * @param rootUrl defines the url where the files to load is located
  47326. * @param scene defines the current scene
  47327. * @param files defines the list of files to load (1 per face)
  47328. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  47329. * @param onLoad defines an optional callback raised when the texture is loaded
  47330. * @param onError defines an optional callback raised if there is an issue to load the texture
  47331. * @param format defines the format of the data
  47332. * @param forcedExtension defines the extension to use to pick the right loader
  47333. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  47334. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  47335. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  47336. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  47337. * @returns the cube texture as an InternalTexture
  47338. */
  47339. 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;
  47340. private _getSamplingFilter;
  47341. private static _GetNativeTextureFormat;
  47342. createRenderTargetTexture(size: number | {
  47343. width: number;
  47344. height: number;
  47345. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  47346. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  47347. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  47348. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  47349. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  47350. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  47351. /**
  47352. * Updates a dynamic vertex buffer.
  47353. * @param vertexBuffer the vertex buffer to update
  47354. * @param data the data used to update the vertex buffer
  47355. * @param byteOffset the byte offset of the data (optional)
  47356. * @param byteLength the byte length of the data (optional)
  47357. */
  47358. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  47359. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  47360. private _updateAnisotropicLevel;
  47361. private _getAddressMode;
  47362. /** @hidden */
  47363. _bindTexture(channel: number, texture: InternalTexture): void;
  47364. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  47365. releaseEffects(): void;
  47366. /** @hidden */
  47367. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47368. /** @hidden */
  47369. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47370. /** @hidden */
  47371. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47372. /** @hidden */
  47373. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  47374. }
  47375. }
  47376. declare module "babylonjs/Engines/index" {
  47377. export * from "babylonjs/Engines/constants";
  47378. export * from "babylonjs/Engines/engineCapabilities";
  47379. export * from "babylonjs/Engines/instancingAttributeInfo";
  47380. export * from "babylonjs/Engines/thinEngine";
  47381. export * from "babylonjs/Engines/engine";
  47382. export * from "babylonjs/Engines/engineStore";
  47383. export * from "babylonjs/Engines/nullEngine";
  47384. export * from "babylonjs/Engines/Extensions/index";
  47385. export * from "babylonjs/Engines/IPipelineContext";
  47386. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  47387. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47388. export * from "babylonjs/Engines/nativeEngine";
  47389. }
  47390. declare module "babylonjs/Events/clipboardEvents" {
  47391. /**
  47392. * Gather the list of clipboard event types as constants.
  47393. */
  47394. export class ClipboardEventTypes {
  47395. /**
  47396. * The clipboard event is fired when a copy command is active (pressed).
  47397. */
  47398. static readonly COPY: number;
  47399. /**
  47400. * The clipboard event is fired when a cut command is active (pressed).
  47401. */
  47402. static readonly CUT: number;
  47403. /**
  47404. * The clipboard event is fired when a paste command is active (pressed).
  47405. */
  47406. static readonly PASTE: number;
  47407. }
  47408. /**
  47409. * This class is used to store clipboard related info for the onClipboardObservable event.
  47410. */
  47411. export class ClipboardInfo {
  47412. /**
  47413. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47414. */
  47415. type: number;
  47416. /**
  47417. * Defines the related dom event
  47418. */
  47419. event: ClipboardEvent;
  47420. /**
  47421. *Creates an instance of ClipboardInfo.
  47422. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  47423. * @param event Defines the related dom event
  47424. */
  47425. constructor(
  47426. /**
  47427. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47428. */
  47429. type: number,
  47430. /**
  47431. * Defines the related dom event
  47432. */
  47433. event: ClipboardEvent);
  47434. /**
  47435. * Get the clipboard event's type from the keycode.
  47436. * @param keyCode Defines the keyCode for the current keyboard event.
  47437. * @return {number}
  47438. */
  47439. static GetTypeFromCharacter(keyCode: number): number;
  47440. }
  47441. }
  47442. declare module "babylonjs/Events/index" {
  47443. export * from "babylonjs/Events/keyboardEvents";
  47444. export * from "babylonjs/Events/pointerEvents";
  47445. export * from "babylonjs/Events/clipboardEvents";
  47446. }
  47447. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  47448. import { Scene } from "babylonjs/scene";
  47449. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47450. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47451. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47452. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47453. /**
  47454. * Google Daydream controller
  47455. */
  47456. export class DaydreamController extends WebVRController {
  47457. /**
  47458. * Base Url for the controller model.
  47459. */
  47460. static MODEL_BASE_URL: string;
  47461. /**
  47462. * File name for the controller model.
  47463. */
  47464. static MODEL_FILENAME: string;
  47465. /**
  47466. * Gamepad Id prefix used to identify Daydream Controller.
  47467. */
  47468. static readonly GAMEPAD_ID_PREFIX: string;
  47469. /**
  47470. * Creates a new DaydreamController from a gamepad
  47471. * @param vrGamepad the gamepad that the controller should be created from
  47472. */
  47473. constructor(vrGamepad: any);
  47474. /**
  47475. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47476. * @param scene scene in which to add meshes
  47477. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47478. */
  47479. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47480. /**
  47481. * Called once for each button that changed state since the last frame
  47482. * @param buttonIdx Which button index changed
  47483. * @param state New state of the button
  47484. * @param changes Which properties on the state changed since last frame
  47485. */
  47486. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47487. }
  47488. }
  47489. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47490. import { Scene } from "babylonjs/scene";
  47491. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47492. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47493. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47494. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47495. /**
  47496. * Gear VR Controller
  47497. */
  47498. export class GearVRController extends WebVRController {
  47499. /**
  47500. * Base Url for the controller model.
  47501. */
  47502. static MODEL_BASE_URL: string;
  47503. /**
  47504. * File name for the controller model.
  47505. */
  47506. static MODEL_FILENAME: string;
  47507. /**
  47508. * Gamepad Id prefix used to identify this controller.
  47509. */
  47510. static readonly GAMEPAD_ID_PREFIX: string;
  47511. private readonly _buttonIndexToObservableNameMap;
  47512. /**
  47513. * Creates a new GearVRController from a gamepad
  47514. * @param vrGamepad the gamepad that the controller should be created from
  47515. */
  47516. constructor(vrGamepad: any);
  47517. /**
  47518. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47519. * @param scene scene in which to add meshes
  47520. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47521. */
  47522. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47523. /**
  47524. * Called once for each button that changed state since the last frame
  47525. * @param buttonIdx Which button index changed
  47526. * @param state New state of the button
  47527. * @param changes Which properties on the state changed since last frame
  47528. */
  47529. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47530. }
  47531. }
  47532. declare module "babylonjs/Gamepads/Controllers/index" {
  47533. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47534. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47535. export * from "babylonjs/Gamepads/Controllers/genericController";
  47536. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47537. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47538. export * from "babylonjs/Gamepads/Controllers/viveController";
  47539. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47540. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47541. }
  47542. declare module "babylonjs/Gamepads/index" {
  47543. export * from "babylonjs/Gamepads/Controllers/index";
  47544. export * from "babylonjs/Gamepads/gamepad";
  47545. export * from "babylonjs/Gamepads/gamepadManager";
  47546. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47547. export * from "babylonjs/Gamepads/xboxGamepad";
  47548. export * from "babylonjs/Gamepads/dualShockGamepad";
  47549. }
  47550. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47551. import { Scene } from "babylonjs/scene";
  47552. import { Vector4 } from "babylonjs/Maths/math.vector";
  47553. import { Color4 } from "babylonjs/Maths/math.color";
  47554. import { Mesh } from "babylonjs/Meshes/mesh";
  47555. import { Nullable } from "babylonjs/types";
  47556. /**
  47557. * Class containing static functions to help procedurally build meshes
  47558. */
  47559. export class PolyhedronBuilder {
  47560. /**
  47561. * Creates a polyhedron mesh
  47562. * * 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
  47563. * * The parameter `size` (positive float, default 1) sets the polygon size
  47564. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47565. * * 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`
  47566. * * 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
  47567. * * 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)`)
  47568. * * 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
  47569. * * 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
  47570. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47571. * * 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
  47572. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47573. * @param name defines the name of the mesh
  47574. * @param options defines the options used to create the mesh
  47575. * @param scene defines the hosting scene
  47576. * @returns the polyhedron mesh
  47577. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47578. */
  47579. static CreatePolyhedron(name: string, options: {
  47580. type?: number;
  47581. size?: number;
  47582. sizeX?: number;
  47583. sizeY?: number;
  47584. sizeZ?: number;
  47585. custom?: any;
  47586. faceUV?: Vector4[];
  47587. faceColors?: Color4[];
  47588. flat?: boolean;
  47589. updatable?: boolean;
  47590. sideOrientation?: number;
  47591. frontUVs?: Vector4;
  47592. backUVs?: Vector4;
  47593. }, scene?: Nullable<Scene>): Mesh;
  47594. }
  47595. }
  47596. declare module "babylonjs/Gizmos/scaleGizmo" {
  47597. import { Observable } from "babylonjs/Misc/observable";
  47598. import { Nullable } from "babylonjs/types";
  47599. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47600. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47601. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47602. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47603. /**
  47604. * Gizmo that enables scaling a mesh along 3 axis
  47605. */
  47606. export class ScaleGizmo extends Gizmo {
  47607. /**
  47608. * Internal gizmo used for interactions on the x axis
  47609. */
  47610. xGizmo: AxisScaleGizmo;
  47611. /**
  47612. * Internal gizmo used for interactions on the y axis
  47613. */
  47614. yGizmo: AxisScaleGizmo;
  47615. /**
  47616. * Internal gizmo used for interactions on the z axis
  47617. */
  47618. zGizmo: AxisScaleGizmo;
  47619. /**
  47620. * Internal gizmo used to scale all axis equally
  47621. */
  47622. uniformScaleGizmo: AxisScaleGizmo;
  47623. private _meshAttached;
  47624. private _updateGizmoRotationToMatchAttachedMesh;
  47625. private _snapDistance;
  47626. private _scaleRatio;
  47627. private _uniformScalingMesh;
  47628. private _octahedron;
  47629. /** Fires an event when any of it's sub gizmos are dragged */
  47630. onDragStartObservable: Observable<unknown>;
  47631. /** Fires an event when any of it's sub gizmos are released from dragging */
  47632. onDragEndObservable: Observable<unknown>;
  47633. attachedMesh: Nullable<AbstractMesh>;
  47634. /**
  47635. * Creates a ScaleGizmo
  47636. * @param gizmoLayer The utility layer the gizmo will be added to
  47637. */
  47638. constructor(gizmoLayer?: UtilityLayerRenderer);
  47639. updateGizmoRotationToMatchAttachedMesh: boolean;
  47640. /**
  47641. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47642. */
  47643. snapDistance: number;
  47644. /**
  47645. * Ratio for the scale of the gizmo (Default: 1)
  47646. */
  47647. scaleRatio: number;
  47648. /**
  47649. * Disposes of the gizmo
  47650. */
  47651. dispose(): void;
  47652. }
  47653. }
  47654. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47655. import { Observable } from "babylonjs/Misc/observable";
  47656. import { Nullable } from "babylonjs/types";
  47657. import { Vector3 } from "babylonjs/Maths/math.vector";
  47658. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47659. import { Mesh } from "babylonjs/Meshes/mesh";
  47660. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47661. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47662. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47663. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47664. import { Color3 } from "babylonjs/Maths/math.color";
  47665. /**
  47666. * Single axis scale gizmo
  47667. */
  47668. export class AxisScaleGizmo extends Gizmo {
  47669. /**
  47670. * Drag behavior responsible for the gizmos dragging interactions
  47671. */
  47672. dragBehavior: PointerDragBehavior;
  47673. private _pointerObserver;
  47674. /**
  47675. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47676. */
  47677. snapDistance: number;
  47678. /**
  47679. * Event that fires each time the gizmo snaps to a new location.
  47680. * * snapDistance is the the change in distance
  47681. */
  47682. onSnapObservable: Observable<{
  47683. snapDistance: number;
  47684. }>;
  47685. /**
  47686. * If the scaling operation should be done on all axis (default: false)
  47687. */
  47688. uniformScaling: boolean;
  47689. private _isEnabled;
  47690. private _parent;
  47691. private _arrow;
  47692. private _coloredMaterial;
  47693. private _hoverMaterial;
  47694. /**
  47695. * Creates an AxisScaleGizmo
  47696. * @param gizmoLayer The utility layer the gizmo will be added to
  47697. * @param dragAxis The axis which the gizmo will be able to scale on
  47698. * @param color The color of the gizmo
  47699. */
  47700. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47701. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47702. /**
  47703. * If the gizmo is enabled
  47704. */
  47705. isEnabled: boolean;
  47706. /**
  47707. * Disposes of the gizmo
  47708. */
  47709. dispose(): void;
  47710. /**
  47711. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47712. * @param mesh The mesh to replace the default mesh of the gizmo
  47713. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47714. */
  47715. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47716. }
  47717. }
  47718. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47719. import { Observable } from "babylonjs/Misc/observable";
  47720. import { Nullable } from "babylonjs/types";
  47721. import { Vector3 } from "babylonjs/Maths/math.vector";
  47722. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47723. import { Mesh } from "babylonjs/Meshes/mesh";
  47724. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47725. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47726. import { Color3 } from "babylonjs/Maths/math.color";
  47727. import "babylonjs/Meshes/Builders/boxBuilder";
  47728. /**
  47729. * Bounding box gizmo
  47730. */
  47731. export class BoundingBoxGizmo extends Gizmo {
  47732. private _lineBoundingBox;
  47733. private _rotateSpheresParent;
  47734. private _scaleBoxesParent;
  47735. private _boundingDimensions;
  47736. private _renderObserver;
  47737. private _pointerObserver;
  47738. private _scaleDragSpeed;
  47739. private _tmpQuaternion;
  47740. private _tmpVector;
  47741. private _tmpRotationMatrix;
  47742. /**
  47743. * 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)
  47744. */
  47745. ignoreChildren: boolean;
  47746. /**
  47747. * 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)
  47748. */
  47749. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47750. /**
  47751. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47752. */
  47753. rotationSphereSize: number;
  47754. /**
  47755. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47756. */
  47757. scaleBoxSize: number;
  47758. /**
  47759. * 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)
  47760. */
  47761. fixedDragMeshScreenSize: boolean;
  47762. /**
  47763. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47764. */
  47765. fixedDragMeshScreenSizeDistanceFactor: number;
  47766. /**
  47767. * Fired when a rotation sphere or scale box is dragged
  47768. */
  47769. onDragStartObservable: Observable<{}>;
  47770. /**
  47771. * Fired when a scale box is dragged
  47772. */
  47773. onScaleBoxDragObservable: Observable<{}>;
  47774. /**
  47775. * Fired when a scale box drag is ended
  47776. */
  47777. onScaleBoxDragEndObservable: Observable<{}>;
  47778. /**
  47779. * Fired when a rotation sphere is dragged
  47780. */
  47781. onRotationSphereDragObservable: Observable<{}>;
  47782. /**
  47783. * Fired when a rotation sphere drag is ended
  47784. */
  47785. onRotationSphereDragEndObservable: Observable<{}>;
  47786. /**
  47787. * 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)
  47788. */
  47789. scalePivot: Nullable<Vector3>;
  47790. /**
  47791. * Mesh used as a pivot to rotate the attached mesh
  47792. */
  47793. private _anchorMesh;
  47794. private _existingMeshScale;
  47795. private _dragMesh;
  47796. private pointerDragBehavior;
  47797. private coloredMaterial;
  47798. private hoverColoredMaterial;
  47799. /**
  47800. * Sets the color of the bounding box gizmo
  47801. * @param color the color to set
  47802. */
  47803. setColor(color: Color3): void;
  47804. /**
  47805. * Creates an BoundingBoxGizmo
  47806. * @param gizmoLayer The utility layer the gizmo will be added to
  47807. * @param color The color of the gizmo
  47808. */
  47809. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47810. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47811. private _selectNode;
  47812. /**
  47813. * Updates the bounding box information for the Gizmo
  47814. */
  47815. updateBoundingBox(): void;
  47816. private _updateRotationSpheres;
  47817. private _updateScaleBoxes;
  47818. /**
  47819. * Enables rotation on the specified axis and disables rotation on the others
  47820. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47821. */
  47822. setEnabledRotationAxis(axis: string): void;
  47823. /**
  47824. * Enables/disables scaling
  47825. * @param enable if scaling should be enabled
  47826. */
  47827. setEnabledScaling(enable: boolean): void;
  47828. private _updateDummy;
  47829. /**
  47830. * Enables a pointer drag behavior on the bounding box of the gizmo
  47831. */
  47832. enableDragBehavior(): void;
  47833. /**
  47834. * Disposes of the gizmo
  47835. */
  47836. dispose(): void;
  47837. /**
  47838. * 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)
  47839. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47840. * @returns the bounding box mesh with the passed in mesh as a child
  47841. */
  47842. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47843. /**
  47844. * CustomMeshes are not supported by this gizmo
  47845. * @param mesh The mesh to replace the default mesh of the gizmo
  47846. */
  47847. setCustomMesh(mesh: Mesh): void;
  47848. }
  47849. }
  47850. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47851. import { Observable } from "babylonjs/Misc/observable";
  47852. import { Nullable } from "babylonjs/types";
  47853. import { Vector3 } from "babylonjs/Maths/math.vector";
  47854. import { Color3 } from "babylonjs/Maths/math.color";
  47855. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47856. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47857. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47858. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47859. import "babylonjs/Meshes/Builders/linesBuilder";
  47860. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47861. /**
  47862. * Single plane rotation gizmo
  47863. */
  47864. export class PlaneRotationGizmo extends Gizmo {
  47865. /**
  47866. * Drag behavior responsible for the gizmos dragging interactions
  47867. */
  47868. dragBehavior: PointerDragBehavior;
  47869. private _pointerObserver;
  47870. /**
  47871. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47872. */
  47873. snapDistance: number;
  47874. /**
  47875. * Event that fires each time the gizmo snaps to a new location.
  47876. * * snapDistance is the the change in distance
  47877. */
  47878. onSnapObservable: Observable<{
  47879. snapDistance: number;
  47880. }>;
  47881. private _isEnabled;
  47882. private _parent;
  47883. /**
  47884. * Creates a PlaneRotationGizmo
  47885. * @param gizmoLayer The utility layer the gizmo will be added to
  47886. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47887. * @param color The color of the gizmo
  47888. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47889. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47890. */
  47891. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47892. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47893. /**
  47894. * If the gizmo is enabled
  47895. */
  47896. isEnabled: boolean;
  47897. /**
  47898. * Disposes of the gizmo
  47899. */
  47900. dispose(): void;
  47901. }
  47902. }
  47903. declare module "babylonjs/Gizmos/rotationGizmo" {
  47904. import { Observable } from "babylonjs/Misc/observable";
  47905. import { Nullable } from "babylonjs/types";
  47906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47907. import { Mesh } from "babylonjs/Meshes/mesh";
  47908. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47909. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47910. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47911. /**
  47912. * Gizmo that enables rotating a mesh along 3 axis
  47913. */
  47914. export class RotationGizmo extends Gizmo {
  47915. /**
  47916. * Internal gizmo used for interactions on the x axis
  47917. */
  47918. xGizmo: PlaneRotationGizmo;
  47919. /**
  47920. * Internal gizmo used for interactions on the y axis
  47921. */
  47922. yGizmo: PlaneRotationGizmo;
  47923. /**
  47924. * Internal gizmo used for interactions on the z axis
  47925. */
  47926. zGizmo: PlaneRotationGizmo;
  47927. /** Fires an event when any of it's sub gizmos are dragged */
  47928. onDragStartObservable: Observable<unknown>;
  47929. /** Fires an event when any of it's sub gizmos are released from dragging */
  47930. onDragEndObservable: Observable<unknown>;
  47931. private _meshAttached;
  47932. attachedMesh: Nullable<AbstractMesh>;
  47933. /**
  47934. * Creates a RotationGizmo
  47935. * @param gizmoLayer The utility layer the gizmo will be added to
  47936. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47937. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47938. */
  47939. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47940. updateGizmoRotationToMatchAttachedMesh: boolean;
  47941. /**
  47942. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47943. */
  47944. snapDistance: number;
  47945. /**
  47946. * Ratio for the scale of the gizmo (Default: 1)
  47947. */
  47948. scaleRatio: number;
  47949. /**
  47950. * Disposes of the gizmo
  47951. */
  47952. dispose(): void;
  47953. /**
  47954. * CustomMeshes are not supported by this gizmo
  47955. * @param mesh The mesh to replace the default mesh of the gizmo
  47956. */
  47957. setCustomMesh(mesh: Mesh): void;
  47958. }
  47959. }
  47960. declare module "babylonjs/Gizmos/gizmoManager" {
  47961. import { Observable } from "babylonjs/Misc/observable";
  47962. import { Nullable } from "babylonjs/types";
  47963. import { Scene, IDisposable } from "babylonjs/scene";
  47964. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47965. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47966. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47967. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47968. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47969. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47970. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47971. /**
  47972. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47973. */
  47974. export class GizmoManager implements IDisposable {
  47975. private scene;
  47976. /**
  47977. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47978. */
  47979. gizmos: {
  47980. positionGizmo: Nullable<PositionGizmo>;
  47981. rotationGizmo: Nullable<RotationGizmo>;
  47982. scaleGizmo: Nullable<ScaleGizmo>;
  47983. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47984. };
  47985. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47986. clearGizmoOnEmptyPointerEvent: boolean;
  47987. /** Fires an event when the manager is attached to a mesh */
  47988. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47989. private _gizmosEnabled;
  47990. private _pointerObserver;
  47991. private _attachedMesh;
  47992. private _boundingBoxColor;
  47993. private _defaultUtilityLayer;
  47994. private _defaultKeepDepthUtilityLayer;
  47995. /**
  47996. * When bounding box gizmo is enabled, this can be used to track drag/end events
  47997. */
  47998. boundingBoxDragBehavior: SixDofDragBehavior;
  47999. /**
  48000. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  48001. */
  48002. attachableMeshes: Nullable<Array<AbstractMesh>>;
  48003. /**
  48004. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  48005. */
  48006. usePointerToAttachGizmos: boolean;
  48007. /**
  48008. * Utility layer that the bounding box gizmo belongs to
  48009. */
  48010. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  48011. /**
  48012. * Utility layer that all gizmos besides bounding box belong to
  48013. */
  48014. readonly utilityLayer: UtilityLayerRenderer;
  48015. /**
  48016. * Instatiates a gizmo manager
  48017. * @param scene the scene to overlay the gizmos on top of
  48018. */
  48019. constructor(scene: Scene);
  48020. /**
  48021. * Attaches a set of gizmos to the specified mesh
  48022. * @param mesh The mesh the gizmo's should be attached to
  48023. */
  48024. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  48025. /**
  48026. * If the position gizmo is enabled
  48027. */
  48028. positionGizmoEnabled: boolean;
  48029. /**
  48030. * If the rotation gizmo is enabled
  48031. */
  48032. rotationGizmoEnabled: boolean;
  48033. /**
  48034. * If the scale gizmo is enabled
  48035. */
  48036. scaleGizmoEnabled: boolean;
  48037. /**
  48038. * If the boundingBox gizmo is enabled
  48039. */
  48040. boundingBoxGizmoEnabled: boolean;
  48041. /**
  48042. * Disposes of the gizmo manager
  48043. */
  48044. dispose(): void;
  48045. }
  48046. }
  48047. declare module "babylonjs/Lights/directionalLight" {
  48048. import { Camera } from "babylonjs/Cameras/camera";
  48049. import { Scene } from "babylonjs/scene";
  48050. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48051. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48052. import { Light } from "babylonjs/Lights/light";
  48053. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48054. import { Effect } from "babylonjs/Materials/effect";
  48055. /**
  48056. * A directional light is defined by a direction (what a surprise!).
  48057. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  48058. * 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.
  48059. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48060. */
  48061. export class DirectionalLight extends ShadowLight {
  48062. private _shadowFrustumSize;
  48063. /**
  48064. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  48065. */
  48066. /**
  48067. * Specifies a fix frustum size for the shadow generation.
  48068. */
  48069. shadowFrustumSize: number;
  48070. private _shadowOrthoScale;
  48071. /**
  48072. * Gets the shadow projection scale against the optimal computed one.
  48073. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48074. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48075. */
  48076. /**
  48077. * Sets the shadow projection scale against the optimal computed one.
  48078. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48079. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48080. */
  48081. shadowOrthoScale: number;
  48082. /**
  48083. * Automatically compute the projection matrix to best fit (including all the casters)
  48084. * on each frame.
  48085. */
  48086. autoUpdateExtends: boolean;
  48087. private _orthoLeft;
  48088. private _orthoRight;
  48089. private _orthoTop;
  48090. private _orthoBottom;
  48091. /**
  48092. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  48093. * The directional light is emitted from everywhere in the given direction.
  48094. * It can cast shadows.
  48095. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48096. * @param name The friendly name of the light
  48097. * @param direction The direction of the light
  48098. * @param scene The scene the light belongs to
  48099. */
  48100. constructor(name: string, direction: Vector3, scene: Scene);
  48101. /**
  48102. * Returns the string "DirectionalLight".
  48103. * @return The class name
  48104. */
  48105. getClassName(): string;
  48106. /**
  48107. * Returns the integer 1.
  48108. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48109. */
  48110. getTypeID(): number;
  48111. /**
  48112. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  48113. * Returns the DirectionalLight Shadow projection matrix.
  48114. */
  48115. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48116. /**
  48117. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  48118. * Returns the DirectionalLight Shadow projection matrix.
  48119. */
  48120. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  48121. /**
  48122. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  48123. * Returns the DirectionalLight Shadow projection matrix.
  48124. */
  48125. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48126. protected _buildUniformLayout(): void;
  48127. /**
  48128. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  48129. * @param effect The effect to update
  48130. * @param lightIndex The index of the light in the effect to update
  48131. * @returns The directional light
  48132. */
  48133. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  48134. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  48135. /**
  48136. * Gets the minZ used for shadow according to both the scene and the light.
  48137. *
  48138. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48139. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48140. * @param activeCamera The camera we are returning the min for
  48141. * @returns the depth min z
  48142. */
  48143. getDepthMinZ(activeCamera: Camera): number;
  48144. /**
  48145. * Gets the maxZ used for shadow according to both the scene and the light.
  48146. *
  48147. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48148. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48149. * @param activeCamera The camera we are returning the max for
  48150. * @returns the depth max z
  48151. */
  48152. getDepthMaxZ(activeCamera: Camera): number;
  48153. /**
  48154. * Prepares the list of defines specific to the light type.
  48155. * @param defines the list of defines
  48156. * @param lightIndex defines the index of the light for the effect
  48157. */
  48158. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48159. }
  48160. }
  48161. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  48162. import { Mesh } from "babylonjs/Meshes/mesh";
  48163. /**
  48164. * Class containing static functions to help procedurally build meshes
  48165. */
  48166. export class HemisphereBuilder {
  48167. /**
  48168. * Creates a hemisphere mesh
  48169. * @param name defines the name of the mesh
  48170. * @param options defines the options used to create the mesh
  48171. * @param scene defines the hosting scene
  48172. * @returns the hemisphere mesh
  48173. */
  48174. static CreateHemisphere(name: string, options: {
  48175. segments?: number;
  48176. diameter?: number;
  48177. sideOrientation?: number;
  48178. }, scene: any): Mesh;
  48179. }
  48180. }
  48181. declare module "babylonjs/Lights/spotLight" {
  48182. import { Nullable } from "babylonjs/types";
  48183. import { Scene } from "babylonjs/scene";
  48184. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48186. import { Effect } from "babylonjs/Materials/effect";
  48187. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48188. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48189. /**
  48190. * A spot light is defined by a position, a direction, an angle, and an exponent.
  48191. * These values define a cone of light starting from the position, emitting toward the direction.
  48192. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  48193. * and the exponent defines the speed of the decay of the light with distance (reach).
  48194. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48195. */
  48196. export class SpotLight extends ShadowLight {
  48197. private _angle;
  48198. private _innerAngle;
  48199. private _cosHalfAngle;
  48200. private _lightAngleScale;
  48201. private _lightAngleOffset;
  48202. /**
  48203. * Gets the cone angle of the spot light in Radians.
  48204. */
  48205. /**
  48206. * Sets the cone angle of the spot light in Radians.
  48207. */
  48208. angle: number;
  48209. /**
  48210. * Only used in gltf falloff mode, this defines the angle where
  48211. * the directional falloff will start before cutting at angle which could be seen
  48212. * as outer angle.
  48213. */
  48214. /**
  48215. * Only used in gltf falloff mode, this defines the angle where
  48216. * the directional falloff will start before cutting at angle which could be seen
  48217. * as outer angle.
  48218. */
  48219. innerAngle: number;
  48220. private _shadowAngleScale;
  48221. /**
  48222. * Allows scaling the angle of the light for shadow generation only.
  48223. */
  48224. /**
  48225. * Allows scaling the angle of the light for shadow generation only.
  48226. */
  48227. shadowAngleScale: number;
  48228. /**
  48229. * The light decay speed with the distance from the emission spot.
  48230. */
  48231. exponent: number;
  48232. private _projectionTextureMatrix;
  48233. /**
  48234. * Allows reading the projecton texture
  48235. */
  48236. readonly projectionTextureMatrix: Matrix;
  48237. protected _projectionTextureLightNear: number;
  48238. /**
  48239. * Gets the near clip of the Spotlight for texture projection.
  48240. */
  48241. /**
  48242. * Sets the near clip of the Spotlight for texture projection.
  48243. */
  48244. projectionTextureLightNear: number;
  48245. protected _projectionTextureLightFar: number;
  48246. /**
  48247. * Gets the far clip of the Spotlight for texture projection.
  48248. */
  48249. /**
  48250. * Sets the far clip of the Spotlight for texture projection.
  48251. */
  48252. projectionTextureLightFar: number;
  48253. protected _projectionTextureUpDirection: Vector3;
  48254. /**
  48255. * Gets the Up vector of the Spotlight for texture projection.
  48256. */
  48257. /**
  48258. * Sets the Up vector of the Spotlight for texture projection.
  48259. */
  48260. projectionTextureUpDirection: Vector3;
  48261. private _projectionTexture;
  48262. /**
  48263. * Gets the projection texture of the light.
  48264. */
  48265. /**
  48266. * Sets the projection texture of the light.
  48267. */
  48268. projectionTexture: Nullable<BaseTexture>;
  48269. private _projectionTextureViewLightDirty;
  48270. private _projectionTextureProjectionLightDirty;
  48271. private _projectionTextureDirty;
  48272. private _projectionTextureViewTargetVector;
  48273. private _projectionTextureViewLightMatrix;
  48274. private _projectionTextureProjectionLightMatrix;
  48275. private _projectionTextureScalingMatrix;
  48276. /**
  48277. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  48278. * It can cast shadows.
  48279. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48280. * @param name The light friendly name
  48281. * @param position The position of the spot light in the scene
  48282. * @param direction The direction of the light in the scene
  48283. * @param angle The cone angle of the light in Radians
  48284. * @param exponent The light decay speed with the distance from the emission spot
  48285. * @param scene The scene the lights belongs to
  48286. */
  48287. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  48288. /**
  48289. * Returns the string "SpotLight".
  48290. * @returns the class name
  48291. */
  48292. getClassName(): string;
  48293. /**
  48294. * Returns the integer 2.
  48295. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48296. */
  48297. getTypeID(): number;
  48298. /**
  48299. * Overrides the direction setter to recompute the projection texture view light Matrix.
  48300. */
  48301. protected _setDirection(value: Vector3): void;
  48302. /**
  48303. * Overrides the position setter to recompute the projection texture view light Matrix.
  48304. */
  48305. protected _setPosition(value: Vector3): void;
  48306. /**
  48307. * 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.
  48308. * Returns the SpotLight.
  48309. */
  48310. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48311. protected _computeProjectionTextureViewLightMatrix(): void;
  48312. protected _computeProjectionTextureProjectionLightMatrix(): void;
  48313. /**
  48314. * Main function for light texture projection matrix computing.
  48315. */
  48316. protected _computeProjectionTextureMatrix(): void;
  48317. protected _buildUniformLayout(): void;
  48318. private _computeAngleValues;
  48319. /**
  48320. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  48321. * @param effect The effect to update
  48322. * @param lightIndex The index of the light in the effect to update
  48323. * @returns The spot light
  48324. */
  48325. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  48326. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  48327. /**
  48328. * Disposes the light and the associated resources.
  48329. */
  48330. dispose(): void;
  48331. /**
  48332. * Prepares the list of defines specific to the light type.
  48333. * @param defines the list of defines
  48334. * @param lightIndex defines the index of the light for the effect
  48335. */
  48336. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48337. }
  48338. }
  48339. declare module "babylonjs/Gizmos/lightGizmo" {
  48340. import { Nullable } from "babylonjs/types";
  48341. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48342. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48343. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  48344. import { Light } from "babylonjs/Lights/light";
  48345. /**
  48346. * Gizmo that enables viewing a light
  48347. */
  48348. export class LightGizmo extends Gizmo {
  48349. private _lightMesh;
  48350. private _material;
  48351. private cachedPosition;
  48352. private cachedForward;
  48353. /**
  48354. * Creates a LightGizmo
  48355. * @param gizmoLayer The utility layer the gizmo will be added to
  48356. */
  48357. constructor(gizmoLayer?: UtilityLayerRenderer);
  48358. private _light;
  48359. /**
  48360. * The light that the gizmo is attached to
  48361. */
  48362. light: Nullable<Light>;
  48363. /**
  48364. * Gets the material used to render the light gizmo
  48365. */
  48366. readonly material: StandardMaterial;
  48367. /**
  48368. * @hidden
  48369. * Updates the gizmo to match the attached mesh's position/rotation
  48370. */
  48371. protected _update(): void;
  48372. private static _Scale;
  48373. /**
  48374. * Creates the lines for a light mesh
  48375. */
  48376. private static _createLightLines;
  48377. /**
  48378. * Disposes of the light gizmo
  48379. */
  48380. dispose(): void;
  48381. private static _CreateHemisphericLightMesh;
  48382. private static _CreatePointLightMesh;
  48383. private static _CreateSpotLightMesh;
  48384. private static _CreateDirectionalLightMesh;
  48385. }
  48386. }
  48387. declare module "babylonjs/Gizmos/index" {
  48388. export * from "babylonjs/Gizmos/axisDragGizmo";
  48389. export * from "babylonjs/Gizmos/axisScaleGizmo";
  48390. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  48391. export * from "babylonjs/Gizmos/gizmo";
  48392. export * from "babylonjs/Gizmos/gizmoManager";
  48393. export * from "babylonjs/Gizmos/planeRotationGizmo";
  48394. export * from "babylonjs/Gizmos/positionGizmo";
  48395. export * from "babylonjs/Gizmos/rotationGizmo";
  48396. export * from "babylonjs/Gizmos/scaleGizmo";
  48397. export * from "babylonjs/Gizmos/lightGizmo";
  48398. export * from "babylonjs/Gizmos/planeDragGizmo";
  48399. }
  48400. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  48401. /** @hidden */
  48402. export var backgroundFragmentDeclaration: {
  48403. name: string;
  48404. shader: string;
  48405. };
  48406. }
  48407. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  48408. /** @hidden */
  48409. export var backgroundUboDeclaration: {
  48410. name: string;
  48411. shader: string;
  48412. };
  48413. }
  48414. declare module "babylonjs/Shaders/background.fragment" {
  48415. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  48416. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48417. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48418. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48419. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48420. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48421. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48422. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  48423. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48424. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48425. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48426. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48427. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48428. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48429. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48430. /** @hidden */
  48431. export var backgroundPixelShader: {
  48432. name: string;
  48433. shader: string;
  48434. };
  48435. }
  48436. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  48437. /** @hidden */
  48438. export var backgroundVertexDeclaration: {
  48439. name: string;
  48440. shader: string;
  48441. };
  48442. }
  48443. declare module "babylonjs/Shaders/background.vertex" {
  48444. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  48445. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48446. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48447. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48448. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48449. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48450. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48451. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48452. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48453. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48454. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48455. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48456. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48457. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48458. /** @hidden */
  48459. export var backgroundVertexShader: {
  48460. name: string;
  48461. shader: string;
  48462. };
  48463. }
  48464. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  48465. import { Nullable, int, float } from "babylonjs/types";
  48466. import { Scene } from "babylonjs/scene";
  48467. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48468. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48469. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48470. import { Mesh } from "babylonjs/Meshes/mesh";
  48471. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48472. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48473. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48474. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48475. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48476. import { Color3 } from "babylonjs/Maths/math.color";
  48477. import "babylonjs/Shaders/background.fragment";
  48478. import "babylonjs/Shaders/background.vertex";
  48479. /**
  48480. * Background material used to create an efficient environement around your scene.
  48481. */
  48482. export class BackgroundMaterial extends PushMaterial {
  48483. /**
  48484. * Standard reflectance value at parallel view angle.
  48485. */
  48486. static StandardReflectance0: number;
  48487. /**
  48488. * Standard reflectance value at grazing angle.
  48489. */
  48490. static StandardReflectance90: number;
  48491. protected _primaryColor: Color3;
  48492. /**
  48493. * Key light Color (multiply against the environement texture)
  48494. */
  48495. primaryColor: Color3;
  48496. protected __perceptualColor: Nullable<Color3>;
  48497. /**
  48498. * Experimental Internal Use Only.
  48499. *
  48500. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48501. * This acts as a helper to set the primary color to a more "human friendly" value.
  48502. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48503. * output color as close as possible from the chosen value.
  48504. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48505. * part of lighting setup.)
  48506. */
  48507. _perceptualColor: Nullable<Color3>;
  48508. protected _primaryColorShadowLevel: float;
  48509. /**
  48510. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48511. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48512. */
  48513. primaryColorShadowLevel: float;
  48514. protected _primaryColorHighlightLevel: float;
  48515. /**
  48516. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48517. * The primary color is used at the level chosen to define what the white area would look.
  48518. */
  48519. primaryColorHighlightLevel: float;
  48520. protected _reflectionTexture: Nullable<BaseTexture>;
  48521. /**
  48522. * Reflection Texture used in the material.
  48523. * Should be author in a specific way for the best result (refer to the documentation).
  48524. */
  48525. reflectionTexture: Nullable<BaseTexture>;
  48526. protected _reflectionBlur: float;
  48527. /**
  48528. * Reflection Texture level of blur.
  48529. *
  48530. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48531. * texture twice.
  48532. */
  48533. reflectionBlur: float;
  48534. protected _diffuseTexture: Nullable<BaseTexture>;
  48535. /**
  48536. * Diffuse Texture used in the material.
  48537. * Should be author in a specific way for the best result (refer to the documentation).
  48538. */
  48539. diffuseTexture: Nullable<BaseTexture>;
  48540. protected _shadowLights: Nullable<IShadowLight[]>;
  48541. /**
  48542. * Specify the list of lights casting shadow on the material.
  48543. * All scene shadow lights will be included if null.
  48544. */
  48545. shadowLights: Nullable<IShadowLight[]>;
  48546. protected _shadowLevel: float;
  48547. /**
  48548. * Helps adjusting the shadow to a softer level if required.
  48549. * 0 means black shadows and 1 means no shadows.
  48550. */
  48551. shadowLevel: float;
  48552. protected _sceneCenter: Vector3;
  48553. /**
  48554. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48555. * It is usually zero but might be interesting to modify according to your setup.
  48556. */
  48557. sceneCenter: Vector3;
  48558. protected _opacityFresnel: boolean;
  48559. /**
  48560. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48561. * This helps ensuring a nice transition when the camera goes under the ground.
  48562. */
  48563. opacityFresnel: boolean;
  48564. protected _reflectionFresnel: boolean;
  48565. /**
  48566. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48567. * This helps adding a mirror texture on the ground.
  48568. */
  48569. reflectionFresnel: boolean;
  48570. protected _reflectionFalloffDistance: number;
  48571. /**
  48572. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48573. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48574. */
  48575. reflectionFalloffDistance: number;
  48576. protected _reflectionAmount: number;
  48577. /**
  48578. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48579. */
  48580. reflectionAmount: number;
  48581. protected _reflectionReflectance0: number;
  48582. /**
  48583. * This specifies the weight of the reflection at grazing angle.
  48584. */
  48585. reflectionReflectance0: number;
  48586. protected _reflectionReflectance90: number;
  48587. /**
  48588. * This specifies the weight of the reflection at a perpendicular point of view.
  48589. */
  48590. reflectionReflectance90: number;
  48591. /**
  48592. * Sets the reflection reflectance fresnel values according to the default standard
  48593. * empirically know to work well :-)
  48594. */
  48595. reflectionStandardFresnelWeight: number;
  48596. protected _useRGBColor: boolean;
  48597. /**
  48598. * Helps to directly use the maps channels instead of their level.
  48599. */
  48600. useRGBColor: boolean;
  48601. protected _enableNoise: boolean;
  48602. /**
  48603. * This helps reducing the banding effect that could occur on the background.
  48604. */
  48605. enableNoise: boolean;
  48606. /**
  48607. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48608. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48609. * Recommended to be keep at 1.0 except for special cases.
  48610. */
  48611. fovMultiplier: number;
  48612. private _fovMultiplier;
  48613. /**
  48614. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48615. */
  48616. useEquirectangularFOV: boolean;
  48617. private _maxSimultaneousLights;
  48618. /**
  48619. * Number of Simultaneous lights allowed on the material.
  48620. */
  48621. maxSimultaneousLights: int;
  48622. /**
  48623. * Default configuration related to image processing available in the Background Material.
  48624. */
  48625. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48626. /**
  48627. * Keep track of the image processing observer to allow dispose and replace.
  48628. */
  48629. private _imageProcessingObserver;
  48630. /**
  48631. * Attaches a new image processing configuration to the PBR Material.
  48632. * @param configuration (if null the scene configuration will be use)
  48633. */
  48634. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48635. /**
  48636. * Gets the image processing configuration used either in this material.
  48637. */
  48638. /**
  48639. * Sets the Default image processing configuration used either in the this material.
  48640. *
  48641. * If sets to null, the scene one is in use.
  48642. */
  48643. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48644. /**
  48645. * Gets wether the color curves effect is enabled.
  48646. */
  48647. /**
  48648. * Sets wether the color curves effect is enabled.
  48649. */
  48650. cameraColorCurvesEnabled: boolean;
  48651. /**
  48652. * Gets wether the color grading effect is enabled.
  48653. */
  48654. /**
  48655. * Gets wether the color grading effect is enabled.
  48656. */
  48657. cameraColorGradingEnabled: boolean;
  48658. /**
  48659. * Gets wether tonemapping is enabled or not.
  48660. */
  48661. /**
  48662. * Sets wether tonemapping is enabled or not
  48663. */
  48664. cameraToneMappingEnabled: boolean;
  48665. /**
  48666. * The camera exposure used on this material.
  48667. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48668. * This corresponds to a photographic exposure.
  48669. */
  48670. /**
  48671. * The camera exposure used on this material.
  48672. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48673. * This corresponds to a photographic exposure.
  48674. */
  48675. cameraExposure: float;
  48676. /**
  48677. * Gets The camera contrast used on this material.
  48678. */
  48679. /**
  48680. * Sets The camera contrast used on this material.
  48681. */
  48682. cameraContrast: float;
  48683. /**
  48684. * Gets the Color Grading 2D Lookup Texture.
  48685. */
  48686. /**
  48687. * Sets the Color Grading 2D Lookup Texture.
  48688. */
  48689. cameraColorGradingTexture: Nullable<BaseTexture>;
  48690. /**
  48691. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48692. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48693. * 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;
  48694. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48695. */
  48696. /**
  48697. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48698. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48699. * 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;
  48700. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48701. */
  48702. cameraColorCurves: Nullable<ColorCurves>;
  48703. /**
  48704. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48705. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48706. */
  48707. switchToBGR: boolean;
  48708. private _renderTargets;
  48709. private _reflectionControls;
  48710. private _white;
  48711. private _primaryShadowColor;
  48712. private _primaryHighlightColor;
  48713. /**
  48714. * Instantiates a Background Material in the given scene
  48715. * @param name The friendly name of the material
  48716. * @param scene The scene to add the material to
  48717. */
  48718. constructor(name: string, scene: Scene);
  48719. /**
  48720. * Gets a boolean indicating that current material needs to register RTT
  48721. */
  48722. readonly hasRenderTargetTextures: boolean;
  48723. /**
  48724. * The entire material has been created in order to prevent overdraw.
  48725. * @returns false
  48726. */
  48727. needAlphaTesting(): boolean;
  48728. /**
  48729. * The entire material has been created in order to prevent overdraw.
  48730. * @returns true if blending is enable
  48731. */
  48732. needAlphaBlending(): boolean;
  48733. /**
  48734. * Checks wether the material is ready to be rendered for a given mesh.
  48735. * @param mesh The mesh to render
  48736. * @param subMesh The submesh to check against
  48737. * @param useInstances Specify wether or not the material is used with instances
  48738. * @returns true if all the dependencies are ready (Textures, Effects...)
  48739. */
  48740. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48741. /**
  48742. * Compute the primary color according to the chosen perceptual color.
  48743. */
  48744. private _computePrimaryColorFromPerceptualColor;
  48745. /**
  48746. * Compute the highlights and shadow colors according to their chosen levels.
  48747. */
  48748. private _computePrimaryColors;
  48749. /**
  48750. * Build the uniform buffer used in the material.
  48751. */
  48752. buildUniformLayout(): void;
  48753. /**
  48754. * Unbind the material.
  48755. */
  48756. unbind(): void;
  48757. /**
  48758. * Bind only the world matrix to the material.
  48759. * @param world The world matrix to bind.
  48760. */
  48761. bindOnlyWorldMatrix(world: Matrix): void;
  48762. /**
  48763. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48764. * @param world The world matrix to bind.
  48765. * @param subMesh The submesh to bind for.
  48766. */
  48767. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48768. /**
  48769. * Checks to see if a texture is used in the material.
  48770. * @param texture - Base texture to use.
  48771. * @returns - Boolean specifying if a texture is used in the material.
  48772. */
  48773. hasTexture(texture: BaseTexture): boolean;
  48774. /**
  48775. * Dispose the material.
  48776. * @param forceDisposeEffect Force disposal of the associated effect.
  48777. * @param forceDisposeTextures Force disposal of the associated textures.
  48778. */
  48779. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48780. /**
  48781. * Clones the material.
  48782. * @param name The cloned name.
  48783. * @returns The cloned material.
  48784. */
  48785. clone(name: string): BackgroundMaterial;
  48786. /**
  48787. * Serializes the current material to its JSON representation.
  48788. * @returns The JSON representation.
  48789. */
  48790. serialize(): any;
  48791. /**
  48792. * Gets the class name of the material
  48793. * @returns "BackgroundMaterial"
  48794. */
  48795. getClassName(): string;
  48796. /**
  48797. * Parse a JSON input to create back a background material.
  48798. * @param source The JSON data to parse
  48799. * @param scene The scene to create the parsed material in
  48800. * @param rootUrl The root url of the assets the material depends upon
  48801. * @returns the instantiated BackgroundMaterial.
  48802. */
  48803. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48804. }
  48805. }
  48806. declare module "babylonjs/Helpers/environmentHelper" {
  48807. import { Observable } from "babylonjs/Misc/observable";
  48808. import { Nullable } from "babylonjs/types";
  48809. import { Scene } from "babylonjs/scene";
  48810. import { Vector3 } from "babylonjs/Maths/math.vector";
  48811. import { Color3 } from "babylonjs/Maths/math.color";
  48812. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48813. import { Mesh } from "babylonjs/Meshes/mesh";
  48814. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48815. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48816. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48817. import "babylonjs/Meshes/Builders/planeBuilder";
  48818. import "babylonjs/Meshes/Builders/boxBuilder";
  48819. /**
  48820. * Represents the different options available during the creation of
  48821. * a Environment helper.
  48822. *
  48823. * This can control the default ground, skybox and image processing setup of your scene.
  48824. */
  48825. export interface IEnvironmentHelperOptions {
  48826. /**
  48827. * Specifies wether or not to create a ground.
  48828. * True by default.
  48829. */
  48830. createGround: boolean;
  48831. /**
  48832. * Specifies the ground size.
  48833. * 15 by default.
  48834. */
  48835. groundSize: number;
  48836. /**
  48837. * The texture used on the ground for the main color.
  48838. * Comes from the BabylonJS CDN by default.
  48839. *
  48840. * Remarks: Can be either a texture or a url.
  48841. */
  48842. groundTexture: string | BaseTexture;
  48843. /**
  48844. * The color mixed in the ground texture by default.
  48845. * BabylonJS clearColor by default.
  48846. */
  48847. groundColor: Color3;
  48848. /**
  48849. * Specifies the ground opacity.
  48850. * 1 by default.
  48851. */
  48852. groundOpacity: number;
  48853. /**
  48854. * Enables the ground to receive shadows.
  48855. * True by default.
  48856. */
  48857. enableGroundShadow: boolean;
  48858. /**
  48859. * Helps preventing the shadow to be fully black on the ground.
  48860. * 0.5 by default.
  48861. */
  48862. groundShadowLevel: number;
  48863. /**
  48864. * Creates a mirror texture attach to the ground.
  48865. * false by default.
  48866. */
  48867. enableGroundMirror: boolean;
  48868. /**
  48869. * Specifies the ground mirror size ratio.
  48870. * 0.3 by default as the default kernel is 64.
  48871. */
  48872. groundMirrorSizeRatio: number;
  48873. /**
  48874. * Specifies the ground mirror blur kernel size.
  48875. * 64 by default.
  48876. */
  48877. groundMirrorBlurKernel: number;
  48878. /**
  48879. * Specifies the ground mirror visibility amount.
  48880. * 1 by default
  48881. */
  48882. groundMirrorAmount: number;
  48883. /**
  48884. * Specifies the ground mirror reflectance weight.
  48885. * This uses the standard weight of the background material to setup the fresnel effect
  48886. * of the mirror.
  48887. * 1 by default.
  48888. */
  48889. groundMirrorFresnelWeight: number;
  48890. /**
  48891. * Specifies the ground mirror Falloff distance.
  48892. * This can helps reducing the size of the reflection.
  48893. * 0 by Default.
  48894. */
  48895. groundMirrorFallOffDistance: number;
  48896. /**
  48897. * Specifies the ground mirror texture type.
  48898. * Unsigned Int by Default.
  48899. */
  48900. groundMirrorTextureType: number;
  48901. /**
  48902. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48903. * the shown objects.
  48904. */
  48905. groundYBias: number;
  48906. /**
  48907. * Specifies wether or not to create a skybox.
  48908. * True by default.
  48909. */
  48910. createSkybox: boolean;
  48911. /**
  48912. * Specifies the skybox size.
  48913. * 20 by default.
  48914. */
  48915. skyboxSize: number;
  48916. /**
  48917. * The texture used on the skybox for the main color.
  48918. * Comes from the BabylonJS CDN by default.
  48919. *
  48920. * Remarks: Can be either a texture or a url.
  48921. */
  48922. skyboxTexture: string | BaseTexture;
  48923. /**
  48924. * The color mixed in the skybox texture by default.
  48925. * BabylonJS clearColor by default.
  48926. */
  48927. skyboxColor: Color3;
  48928. /**
  48929. * The background rotation around the Y axis of the scene.
  48930. * This helps aligning the key lights of your scene with the background.
  48931. * 0 by default.
  48932. */
  48933. backgroundYRotation: number;
  48934. /**
  48935. * Compute automatically the size of the elements to best fit with the scene.
  48936. */
  48937. sizeAuto: boolean;
  48938. /**
  48939. * Default position of the rootMesh if autoSize is not true.
  48940. */
  48941. rootPosition: Vector3;
  48942. /**
  48943. * Sets up the image processing in the scene.
  48944. * true by default.
  48945. */
  48946. setupImageProcessing: boolean;
  48947. /**
  48948. * The texture used as your environment texture in the scene.
  48949. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48950. *
  48951. * Remarks: Can be either a texture or a url.
  48952. */
  48953. environmentTexture: string | BaseTexture;
  48954. /**
  48955. * The value of the exposure to apply to the scene.
  48956. * 0.6 by default if setupImageProcessing is true.
  48957. */
  48958. cameraExposure: number;
  48959. /**
  48960. * The value of the contrast to apply to the scene.
  48961. * 1.6 by default if setupImageProcessing is true.
  48962. */
  48963. cameraContrast: number;
  48964. /**
  48965. * Specifies wether or not tonemapping should be enabled in the scene.
  48966. * true by default if setupImageProcessing is true.
  48967. */
  48968. toneMappingEnabled: boolean;
  48969. }
  48970. /**
  48971. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48972. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48973. * It also helps with the default setup of your imageProcessing configuration.
  48974. */
  48975. export class EnvironmentHelper {
  48976. /**
  48977. * Default ground texture URL.
  48978. */
  48979. private static _groundTextureCDNUrl;
  48980. /**
  48981. * Default skybox texture URL.
  48982. */
  48983. private static _skyboxTextureCDNUrl;
  48984. /**
  48985. * Default environment texture URL.
  48986. */
  48987. private static _environmentTextureCDNUrl;
  48988. /**
  48989. * Creates the default options for the helper.
  48990. */
  48991. private static _getDefaultOptions;
  48992. private _rootMesh;
  48993. /**
  48994. * Gets the root mesh created by the helper.
  48995. */
  48996. readonly rootMesh: Mesh;
  48997. private _skybox;
  48998. /**
  48999. * Gets the skybox created by the helper.
  49000. */
  49001. readonly skybox: Nullable<Mesh>;
  49002. private _skyboxTexture;
  49003. /**
  49004. * Gets the skybox texture created by the helper.
  49005. */
  49006. readonly skyboxTexture: Nullable<BaseTexture>;
  49007. private _skyboxMaterial;
  49008. /**
  49009. * Gets the skybox material created by the helper.
  49010. */
  49011. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  49012. private _ground;
  49013. /**
  49014. * Gets the ground mesh created by the helper.
  49015. */
  49016. readonly ground: Nullable<Mesh>;
  49017. private _groundTexture;
  49018. /**
  49019. * Gets the ground texture created by the helper.
  49020. */
  49021. readonly groundTexture: Nullable<BaseTexture>;
  49022. private _groundMirror;
  49023. /**
  49024. * Gets the ground mirror created by the helper.
  49025. */
  49026. readonly groundMirror: Nullable<MirrorTexture>;
  49027. /**
  49028. * Gets the ground mirror render list to helps pushing the meshes
  49029. * you wish in the ground reflection.
  49030. */
  49031. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  49032. private _groundMaterial;
  49033. /**
  49034. * Gets the ground material created by the helper.
  49035. */
  49036. readonly groundMaterial: Nullable<BackgroundMaterial>;
  49037. /**
  49038. * Stores the creation options.
  49039. */
  49040. private readonly _scene;
  49041. private _options;
  49042. /**
  49043. * This observable will be notified with any error during the creation of the environment,
  49044. * mainly texture creation errors.
  49045. */
  49046. onErrorObservable: Observable<{
  49047. message?: string;
  49048. exception?: any;
  49049. }>;
  49050. /**
  49051. * constructor
  49052. * @param options Defines the options we want to customize the helper
  49053. * @param scene The scene to add the material to
  49054. */
  49055. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  49056. /**
  49057. * Updates the background according to the new options
  49058. * @param options
  49059. */
  49060. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  49061. /**
  49062. * Sets the primary color of all the available elements.
  49063. * @param color the main color to affect to the ground and the background
  49064. */
  49065. setMainColor(color: Color3): void;
  49066. /**
  49067. * Setup the image processing according to the specified options.
  49068. */
  49069. private _setupImageProcessing;
  49070. /**
  49071. * Setup the environment texture according to the specified options.
  49072. */
  49073. private _setupEnvironmentTexture;
  49074. /**
  49075. * Setup the background according to the specified options.
  49076. */
  49077. private _setupBackground;
  49078. /**
  49079. * Get the scene sizes according to the setup.
  49080. */
  49081. private _getSceneSize;
  49082. /**
  49083. * Setup the ground according to the specified options.
  49084. */
  49085. private _setupGround;
  49086. /**
  49087. * Setup the ground material according to the specified options.
  49088. */
  49089. private _setupGroundMaterial;
  49090. /**
  49091. * Setup the ground diffuse texture according to the specified options.
  49092. */
  49093. private _setupGroundDiffuseTexture;
  49094. /**
  49095. * Setup the ground mirror texture according to the specified options.
  49096. */
  49097. private _setupGroundMirrorTexture;
  49098. /**
  49099. * Setup the ground to receive the mirror texture.
  49100. */
  49101. private _setupMirrorInGroundMaterial;
  49102. /**
  49103. * Setup the skybox according to the specified options.
  49104. */
  49105. private _setupSkybox;
  49106. /**
  49107. * Setup the skybox material according to the specified options.
  49108. */
  49109. private _setupSkyboxMaterial;
  49110. /**
  49111. * Setup the skybox reflection texture according to the specified options.
  49112. */
  49113. private _setupSkyboxReflectionTexture;
  49114. private _errorHandler;
  49115. /**
  49116. * Dispose all the elements created by the Helper.
  49117. */
  49118. dispose(): void;
  49119. }
  49120. }
  49121. declare module "babylonjs/Helpers/photoDome" {
  49122. import { Observable } from "babylonjs/Misc/observable";
  49123. import { Nullable } from "babylonjs/types";
  49124. import { Scene } from "babylonjs/scene";
  49125. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49126. import { Mesh } from "babylonjs/Meshes/mesh";
  49127. import { Texture } from "babylonjs/Materials/Textures/texture";
  49128. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49129. import "babylonjs/Meshes/Builders/sphereBuilder";
  49130. /**
  49131. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  49132. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  49133. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  49134. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49135. */
  49136. export class PhotoDome extends TransformNode {
  49137. /**
  49138. * Define the image as a Monoscopic panoramic 360 image.
  49139. */
  49140. static readonly MODE_MONOSCOPIC: number;
  49141. /**
  49142. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49143. */
  49144. static readonly MODE_TOPBOTTOM: number;
  49145. /**
  49146. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49147. */
  49148. static readonly MODE_SIDEBYSIDE: number;
  49149. private _useDirectMapping;
  49150. /**
  49151. * The texture being displayed on the sphere
  49152. */
  49153. protected _photoTexture: Texture;
  49154. /**
  49155. * Gets or sets the texture being displayed on the sphere
  49156. */
  49157. photoTexture: Texture;
  49158. /**
  49159. * Observable raised when an error occured while loading the 360 image
  49160. */
  49161. onLoadErrorObservable: Observable<string>;
  49162. /**
  49163. * The skybox material
  49164. */
  49165. protected _material: BackgroundMaterial;
  49166. /**
  49167. * The surface used for the skybox
  49168. */
  49169. protected _mesh: Mesh;
  49170. /**
  49171. * Gets the mesh used for the skybox.
  49172. */
  49173. readonly mesh: Mesh;
  49174. /**
  49175. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49176. * Also see the options.resolution property.
  49177. */
  49178. fovMultiplier: number;
  49179. private _imageMode;
  49180. /**
  49181. * Gets or set the current video mode for the video. It can be:
  49182. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  49183. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49184. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49185. */
  49186. imageMode: number;
  49187. /**
  49188. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  49189. * @param name Element's name, child elements will append suffixes for their own names.
  49190. * @param urlsOfPhoto defines the url of the photo to display
  49191. * @param options defines an object containing optional or exposed sub element properties
  49192. * @param onError defines a callback called when an error occured while loading the texture
  49193. */
  49194. constructor(name: string, urlOfPhoto: string, options: {
  49195. resolution?: number;
  49196. size?: number;
  49197. useDirectMapping?: boolean;
  49198. faceForward?: boolean;
  49199. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  49200. private _onBeforeCameraRenderObserver;
  49201. private _changeImageMode;
  49202. /**
  49203. * Releases resources associated with this node.
  49204. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49205. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49206. */
  49207. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49208. }
  49209. }
  49210. declare module "babylonjs/Misc/rgbdTextureTools" {
  49211. import "babylonjs/Shaders/rgbdDecode.fragment";
  49212. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49213. import { Texture } from "babylonjs/Materials/Textures/texture";
  49214. /**
  49215. * Class used to host RGBD texture specific utilities
  49216. */
  49217. export class RGBDTextureTools {
  49218. /**
  49219. * Expand the RGBD Texture from RGBD to Half Float if possible.
  49220. * @param texture the texture to expand.
  49221. */
  49222. static ExpandRGBDTexture(texture: Texture): void;
  49223. }
  49224. }
  49225. declare module "babylonjs/Misc/brdfTextureTools" {
  49226. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49227. import { Scene } from "babylonjs/scene";
  49228. /**
  49229. * Class used to host texture specific utilities
  49230. */
  49231. export class BRDFTextureTools {
  49232. /**
  49233. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  49234. * @param scene defines the hosting scene
  49235. * @returns the environment BRDF texture
  49236. */
  49237. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  49238. private static _environmentBRDFBase64Texture;
  49239. }
  49240. }
  49241. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  49242. import { Nullable } from "babylonjs/types";
  49243. import { Color3 } from "babylonjs/Maths/math.color";
  49244. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49245. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49246. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49247. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49248. import { Engine } from "babylonjs/Engines/engine";
  49249. import { Scene } from "babylonjs/scene";
  49250. /**
  49251. * @hidden
  49252. */
  49253. export interface IMaterialClearCoatDefines {
  49254. CLEARCOAT: boolean;
  49255. CLEARCOAT_DEFAULTIOR: boolean;
  49256. CLEARCOAT_TEXTURE: boolean;
  49257. CLEARCOAT_TEXTUREDIRECTUV: number;
  49258. CLEARCOAT_BUMP: boolean;
  49259. CLEARCOAT_BUMPDIRECTUV: number;
  49260. CLEARCOAT_TINT: boolean;
  49261. CLEARCOAT_TINT_TEXTURE: boolean;
  49262. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49263. /** @hidden */
  49264. _areTexturesDirty: boolean;
  49265. }
  49266. /**
  49267. * Define the code related to the clear coat parameters of the pbr material.
  49268. */
  49269. export class PBRClearCoatConfiguration {
  49270. /**
  49271. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49272. * The default fits with a polyurethane material.
  49273. */
  49274. private static readonly _DefaultIndexOfRefraction;
  49275. private _isEnabled;
  49276. /**
  49277. * Defines if the clear coat is enabled in the material.
  49278. */
  49279. isEnabled: boolean;
  49280. /**
  49281. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  49282. */
  49283. intensity: number;
  49284. /**
  49285. * Defines the clear coat layer roughness.
  49286. */
  49287. roughness: number;
  49288. private _indexOfRefraction;
  49289. /**
  49290. * Defines the index of refraction of the clear coat.
  49291. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49292. * The default fits with a polyurethane material.
  49293. * Changing the default value is more performance intensive.
  49294. */
  49295. indexOfRefraction: number;
  49296. private _texture;
  49297. /**
  49298. * Stores the clear coat values in a texture.
  49299. */
  49300. texture: Nullable<BaseTexture>;
  49301. private _bumpTexture;
  49302. /**
  49303. * Define the clear coat specific bump texture.
  49304. */
  49305. bumpTexture: Nullable<BaseTexture>;
  49306. private _isTintEnabled;
  49307. /**
  49308. * Defines if the clear coat tint is enabled in the material.
  49309. */
  49310. isTintEnabled: boolean;
  49311. /**
  49312. * Defines the clear coat tint of the material.
  49313. * This is only use if tint is enabled
  49314. */
  49315. tintColor: Color3;
  49316. /**
  49317. * Defines the distance at which the tint color should be found in the
  49318. * clear coat media.
  49319. * This is only use if tint is enabled
  49320. */
  49321. tintColorAtDistance: number;
  49322. /**
  49323. * Defines the clear coat layer thickness.
  49324. * This is only use if tint is enabled
  49325. */
  49326. tintThickness: number;
  49327. private _tintTexture;
  49328. /**
  49329. * Stores the clear tint values in a texture.
  49330. * rgb is tint
  49331. * a is a thickness factor
  49332. */
  49333. tintTexture: Nullable<BaseTexture>;
  49334. /** @hidden */
  49335. private _internalMarkAllSubMeshesAsTexturesDirty;
  49336. /** @hidden */
  49337. _markAllSubMeshesAsTexturesDirty(): void;
  49338. /**
  49339. * Instantiate a new istance of clear coat configuration.
  49340. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49341. */
  49342. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49343. /**
  49344. * Gets wehter the submesh is ready to be used or not.
  49345. * @param defines the list of "defines" to update.
  49346. * @param scene defines the scene the material belongs to.
  49347. * @param engine defines the engine the material belongs to.
  49348. * @param disableBumpMap defines wether the material disables bump or not.
  49349. * @returns - boolean indicating that the submesh is ready or not.
  49350. */
  49351. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  49352. /**
  49353. * Checks to see if a texture is used in the material.
  49354. * @param defines the list of "defines" to update.
  49355. * @param scene defines the scene to the material belongs to.
  49356. */
  49357. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  49358. /**
  49359. * Binds the material data.
  49360. * @param uniformBuffer defines the Uniform buffer to fill in.
  49361. * @param scene defines the scene the material belongs to.
  49362. * @param engine defines the engine the material belongs to.
  49363. * @param disableBumpMap defines wether the material disables bump or not.
  49364. * @param isFrozen defines wether the material is frozen or not.
  49365. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49366. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49367. */
  49368. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  49369. /**
  49370. * Checks to see if a texture is used in the material.
  49371. * @param texture - Base texture to use.
  49372. * @returns - Boolean specifying if a texture is used in the material.
  49373. */
  49374. hasTexture(texture: BaseTexture): boolean;
  49375. /**
  49376. * Returns an array of the actively used textures.
  49377. * @param activeTextures Array of BaseTextures
  49378. */
  49379. getActiveTextures(activeTextures: BaseTexture[]): void;
  49380. /**
  49381. * Returns the animatable textures.
  49382. * @param animatables Array of animatable textures.
  49383. */
  49384. getAnimatables(animatables: IAnimatable[]): void;
  49385. /**
  49386. * Disposes the resources of the material.
  49387. * @param forceDisposeTextures - Forces the disposal of all textures.
  49388. */
  49389. dispose(forceDisposeTextures?: boolean): void;
  49390. /**
  49391. * Get the current class name of the texture useful for serialization or dynamic coding.
  49392. * @returns "PBRClearCoatConfiguration"
  49393. */
  49394. getClassName(): string;
  49395. /**
  49396. * Add fallbacks to the effect fallbacks list.
  49397. * @param defines defines the Base texture to use.
  49398. * @param fallbacks defines the current fallback list.
  49399. * @param currentRank defines the current fallback rank.
  49400. * @returns the new fallback rank.
  49401. */
  49402. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49403. /**
  49404. * Add the required uniforms to the current list.
  49405. * @param uniforms defines the current uniform list.
  49406. */
  49407. static AddUniforms(uniforms: string[]): void;
  49408. /**
  49409. * Add the required samplers to the current list.
  49410. * @param samplers defines the current sampler list.
  49411. */
  49412. static AddSamplers(samplers: string[]): void;
  49413. /**
  49414. * Add the required uniforms to the current buffer.
  49415. * @param uniformBuffer defines the current uniform buffer.
  49416. */
  49417. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49418. /**
  49419. * Makes a duplicate of the current configuration into another one.
  49420. * @param clearCoatConfiguration define the config where to copy the info
  49421. */
  49422. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  49423. /**
  49424. * Serializes this clear coat configuration.
  49425. * @returns - An object with the serialized config.
  49426. */
  49427. serialize(): any;
  49428. /**
  49429. * Parses a anisotropy Configuration from a serialized object.
  49430. * @param source - Serialized object.
  49431. * @param scene Defines the scene we are parsing for
  49432. * @param rootUrl Defines the rootUrl to load from
  49433. */
  49434. parse(source: any, scene: Scene, rootUrl: string): void;
  49435. }
  49436. }
  49437. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  49438. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49439. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49440. import { Vector2 } from "babylonjs/Maths/math.vector";
  49441. import { Scene } from "babylonjs/scene";
  49442. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49443. import { Nullable } from "babylonjs/types";
  49444. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49445. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49446. /**
  49447. * @hidden
  49448. */
  49449. export interface IMaterialAnisotropicDefines {
  49450. ANISOTROPIC: boolean;
  49451. ANISOTROPIC_TEXTURE: boolean;
  49452. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49453. MAINUV1: boolean;
  49454. _areTexturesDirty: boolean;
  49455. _needUVs: boolean;
  49456. }
  49457. /**
  49458. * Define the code related to the anisotropic parameters of the pbr material.
  49459. */
  49460. export class PBRAnisotropicConfiguration {
  49461. private _isEnabled;
  49462. /**
  49463. * Defines if the anisotropy is enabled in the material.
  49464. */
  49465. isEnabled: boolean;
  49466. /**
  49467. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  49468. */
  49469. intensity: number;
  49470. /**
  49471. * Defines if the effect is along the tangents, bitangents or in between.
  49472. * By default, the effect is "strectching" the highlights along the tangents.
  49473. */
  49474. direction: Vector2;
  49475. private _texture;
  49476. /**
  49477. * Stores the anisotropy values in a texture.
  49478. * rg is direction (like normal from -1 to 1)
  49479. * b is a intensity
  49480. */
  49481. texture: Nullable<BaseTexture>;
  49482. /** @hidden */
  49483. private _internalMarkAllSubMeshesAsTexturesDirty;
  49484. /** @hidden */
  49485. _markAllSubMeshesAsTexturesDirty(): void;
  49486. /**
  49487. * Instantiate a new istance of anisotropy configuration.
  49488. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49489. */
  49490. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49491. /**
  49492. * Specifies that the submesh is ready to be used.
  49493. * @param defines the list of "defines" to update.
  49494. * @param scene defines the scene the material belongs to.
  49495. * @returns - boolean indicating that the submesh is ready or not.
  49496. */
  49497. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49498. /**
  49499. * Checks to see if a texture is used in the material.
  49500. * @param defines the list of "defines" to update.
  49501. * @param mesh the mesh we are preparing the defines for.
  49502. * @param scene defines the scene the material belongs to.
  49503. */
  49504. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49505. /**
  49506. * Binds the material data.
  49507. * @param uniformBuffer defines the Uniform buffer to fill in.
  49508. * @param scene defines the scene the material belongs to.
  49509. * @param isFrozen defines wether the material is frozen or not.
  49510. */
  49511. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49512. /**
  49513. * Checks to see if a texture is used in the material.
  49514. * @param texture - Base texture to use.
  49515. * @returns - Boolean specifying if a texture is used in the material.
  49516. */
  49517. hasTexture(texture: BaseTexture): boolean;
  49518. /**
  49519. * Returns an array of the actively used textures.
  49520. * @param activeTextures Array of BaseTextures
  49521. */
  49522. getActiveTextures(activeTextures: BaseTexture[]): void;
  49523. /**
  49524. * Returns the animatable textures.
  49525. * @param animatables Array of animatable textures.
  49526. */
  49527. getAnimatables(animatables: IAnimatable[]): void;
  49528. /**
  49529. * Disposes the resources of the material.
  49530. * @param forceDisposeTextures - Forces the disposal of all textures.
  49531. */
  49532. dispose(forceDisposeTextures?: boolean): void;
  49533. /**
  49534. * Get the current class name of the texture useful for serialization or dynamic coding.
  49535. * @returns "PBRAnisotropicConfiguration"
  49536. */
  49537. getClassName(): string;
  49538. /**
  49539. * Add fallbacks to the effect fallbacks list.
  49540. * @param defines defines the Base texture to use.
  49541. * @param fallbacks defines the current fallback list.
  49542. * @param currentRank defines the current fallback rank.
  49543. * @returns the new fallback rank.
  49544. */
  49545. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49546. /**
  49547. * Add the required uniforms to the current list.
  49548. * @param uniforms defines the current uniform list.
  49549. */
  49550. static AddUniforms(uniforms: string[]): void;
  49551. /**
  49552. * Add the required uniforms to the current buffer.
  49553. * @param uniformBuffer defines the current uniform buffer.
  49554. */
  49555. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49556. /**
  49557. * Add the required samplers to the current list.
  49558. * @param samplers defines the current sampler list.
  49559. */
  49560. static AddSamplers(samplers: string[]): void;
  49561. /**
  49562. * Makes a duplicate of the current configuration into another one.
  49563. * @param anisotropicConfiguration define the config where to copy the info
  49564. */
  49565. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49566. /**
  49567. * Serializes this anisotropy configuration.
  49568. * @returns - An object with the serialized config.
  49569. */
  49570. serialize(): any;
  49571. /**
  49572. * Parses a anisotropy Configuration from a serialized object.
  49573. * @param source - Serialized object.
  49574. * @param scene Defines the scene we are parsing for
  49575. * @param rootUrl Defines the rootUrl to load from
  49576. */
  49577. parse(source: any, scene: Scene, rootUrl: string): void;
  49578. }
  49579. }
  49580. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49581. import { Scene } from "babylonjs/scene";
  49582. /**
  49583. * @hidden
  49584. */
  49585. export interface IMaterialBRDFDefines {
  49586. BRDF_V_HEIGHT_CORRELATED: boolean;
  49587. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49588. SPHERICAL_HARMONICS: boolean;
  49589. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49590. /** @hidden */
  49591. _areMiscDirty: boolean;
  49592. }
  49593. /**
  49594. * Define the code related to the BRDF parameters of the pbr material.
  49595. */
  49596. export class PBRBRDFConfiguration {
  49597. /**
  49598. * Default value used for the energy conservation.
  49599. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49600. */
  49601. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49602. /**
  49603. * Default value used for the Smith Visibility Height Correlated mode.
  49604. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49605. */
  49606. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49607. /**
  49608. * Default value used for the IBL diffuse part.
  49609. * This can help switching back to the polynomials mode globally which is a tiny bit
  49610. * less GPU intensive at the drawback of a lower quality.
  49611. */
  49612. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49613. /**
  49614. * Default value used for activating energy conservation for the specular workflow.
  49615. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49616. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49617. */
  49618. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49619. private _useEnergyConservation;
  49620. /**
  49621. * Defines if the material uses energy conservation.
  49622. */
  49623. useEnergyConservation: boolean;
  49624. private _useSmithVisibilityHeightCorrelated;
  49625. /**
  49626. * LEGACY Mode set to false
  49627. * Defines if the material uses height smith correlated visibility term.
  49628. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49629. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49630. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49631. * Not relying on height correlated will also disable energy conservation.
  49632. */
  49633. useSmithVisibilityHeightCorrelated: boolean;
  49634. private _useSphericalHarmonics;
  49635. /**
  49636. * LEGACY Mode set to false
  49637. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49638. * diffuse part of the IBL.
  49639. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49640. * to the ground truth.
  49641. */
  49642. useSphericalHarmonics: boolean;
  49643. private _useSpecularGlossinessInputEnergyConservation;
  49644. /**
  49645. * Defines if the material uses energy conservation, when the specular workflow is active.
  49646. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49647. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49648. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49649. */
  49650. useSpecularGlossinessInputEnergyConservation: boolean;
  49651. /** @hidden */
  49652. private _internalMarkAllSubMeshesAsMiscDirty;
  49653. /** @hidden */
  49654. _markAllSubMeshesAsMiscDirty(): void;
  49655. /**
  49656. * Instantiate a new istance of clear coat configuration.
  49657. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49658. */
  49659. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49660. /**
  49661. * Checks to see if a texture is used in the material.
  49662. * @param defines the list of "defines" to update.
  49663. */
  49664. prepareDefines(defines: IMaterialBRDFDefines): void;
  49665. /**
  49666. * Get the current class name of the texture useful for serialization or dynamic coding.
  49667. * @returns "PBRClearCoatConfiguration"
  49668. */
  49669. getClassName(): string;
  49670. /**
  49671. * Makes a duplicate of the current configuration into another one.
  49672. * @param brdfConfiguration define the config where to copy the info
  49673. */
  49674. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49675. /**
  49676. * Serializes this BRDF configuration.
  49677. * @returns - An object with the serialized config.
  49678. */
  49679. serialize(): any;
  49680. /**
  49681. * Parses a anisotropy Configuration from a serialized object.
  49682. * @param source - Serialized object.
  49683. * @param scene Defines the scene we are parsing for
  49684. * @param rootUrl Defines the rootUrl to load from
  49685. */
  49686. parse(source: any, scene: Scene, rootUrl: string): void;
  49687. }
  49688. }
  49689. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49690. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49691. import { Color3 } from "babylonjs/Maths/math.color";
  49692. import { Scene } from "babylonjs/scene";
  49693. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49694. import { Nullable } from "babylonjs/types";
  49695. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49696. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49697. /**
  49698. * @hidden
  49699. */
  49700. export interface IMaterialSheenDefines {
  49701. SHEEN: boolean;
  49702. SHEEN_TEXTURE: boolean;
  49703. SHEEN_TEXTUREDIRECTUV: number;
  49704. SHEEN_LINKWITHALBEDO: boolean;
  49705. /** @hidden */
  49706. _areTexturesDirty: boolean;
  49707. }
  49708. /**
  49709. * Define the code related to the Sheen parameters of the pbr material.
  49710. */
  49711. export class PBRSheenConfiguration {
  49712. private _isEnabled;
  49713. /**
  49714. * Defines if the material uses sheen.
  49715. */
  49716. isEnabled: boolean;
  49717. private _linkSheenWithAlbedo;
  49718. /**
  49719. * Defines if the sheen is linked to the sheen color.
  49720. */
  49721. linkSheenWithAlbedo: boolean;
  49722. /**
  49723. * Defines the sheen intensity.
  49724. */
  49725. intensity: number;
  49726. /**
  49727. * Defines the sheen color.
  49728. */
  49729. color: Color3;
  49730. private _texture;
  49731. /**
  49732. * Stores the sheen tint values in a texture.
  49733. * rgb is tint
  49734. * a is a intensity
  49735. */
  49736. texture: Nullable<BaseTexture>;
  49737. /** @hidden */
  49738. private _internalMarkAllSubMeshesAsTexturesDirty;
  49739. /** @hidden */
  49740. _markAllSubMeshesAsTexturesDirty(): void;
  49741. /**
  49742. * Instantiate a new istance of clear coat configuration.
  49743. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49744. */
  49745. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49746. /**
  49747. * Specifies that the submesh is ready to be used.
  49748. * @param defines the list of "defines" to update.
  49749. * @param scene defines the scene the material belongs to.
  49750. * @returns - boolean indicating that the submesh is ready or not.
  49751. */
  49752. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49753. /**
  49754. * Checks to see if a texture is used in the material.
  49755. * @param defines the list of "defines" to update.
  49756. * @param scene defines the scene the material belongs to.
  49757. */
  49758. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49759. /**
  49760. * Binds the material data.
  49761. * @param uniformBuffer defines the Uniform buffer to fill in.
  49762. * @param scene defines the scene the material belongs to.
  49763. * @param isFrozen defines wether the material is frozen or not.
  49764. */
  49765. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49766. /**
  49767. * Checks to see if a texture is used in the material.
  49768. * @param texture - Base texture to use.
  49769. * @returns - Boolean specifying if a texture is used in the material.
  49770. */
  49771. hasTexture(texture: BaseTexture): boolean;
  49772. /**
  49773. * Returns an array of the actively used textures.
  49774. * @param activeTextures Array of BaseTextures
  49775. */
  49776. getActiveTextures(activeTextures: BaseTexture[]): void;
  49777. /**
  49778. * Returns the animatable textures.
  49779. * @param animatables Array of animatable textures.
  49780. */
  49781. getAnimatables(animatables: IAnimatable[]): void;
  49782. /**
  49783. * Disposes the resources of the material.
  49784. * @param forceDisposeTextures - Forces the disposal of all textures.
  49785. */
  49786. dispose(forceDisposeTextures?: boolean): void;
  49787. /**
  49788. * Get the current class name of the texture useful for serialization or dynamic coding.
  49789. * @returns "PBRSheenConfiguration"
  49790. */
  49791. getClassName(): string;
  49792. /**
  49793. * Add fallbacks to the effect fallbacks list.
  49794. * @param defines defines the Base texture to use.
  49795. * @param fallbacks defines the current fallback list.
  49796. * @param currentRank defines the current fallback rank.
  49797. * @returns the new fallback rank.
  49798. */
  49799. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49800. /**
  49801. * Add the required uniforms to the current list.
  49802. * @param uniforms defines the current uniform list.
  49803. */
  49804. static AddUniforms(uniforms: string[]): void;
  49805. /**
  49806. * Add the required uniforms to the current buffer.
  49807. * @param uniformBuffer defines the current uniform buffer.
  49808. */
  49809. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49810. /**
  49811. * Add the required samplers to the current list.
  49812. * @param samplers defines the current sampler list.
  49813. */
  49814. static AddSamplers(samplers: string[]): void;
  49815. /**
  49816. * Makes a duplicate of the current configuration into another one.
  49817. * @param sheenConfiguration define the config where to copy the info
  49818. */
  49819. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49820. /**
  49821. * Serializes this BRDF configuration.
  49822. * @returns - An object with the serialized config.
  49823. */
  49824. serialize(): any;
  49825. /**
  49826. * Parses a anisotropy Configuration from a serialized object.
  49827. * @param source - Serialized object.
  49828. * @param scene Defines the scene we are parsing for
  49829. * @param rootUrl Defines the rootUrl to load from
  49830. */
  49831. parse(source: any, scene: Scene, rootUrl: string): void;
  49832. }
  49833. }
  49834. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49835. import { Nullable } from "babylonjs/types";
  49836. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49837. import { Color3 } from "babylonjs/Maths/math.color";
  49838. import { SmartArray } from "babylonjs/Misc/smartArray";
  49839. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49840. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49841. import { Effect } from "babylonjs/Materials/effect";
  49842. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49843. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49844. import { Engine } from "babylonjs/Engines/engine";
  49845. import { Scene } from "babylonjs/scene";
  49846. /**
  49847. * @hidden
  49848. */
  49849. export interface IMaterialSubSurfaceDefines {
  49850. SUBSURFACE: boolean;
  49851. SS_REFRACTION: boolean;
  49852. SS_TRANSLUCENCY: boolean;
  49853. SS_SCATERRING: boolean;
  49854. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49855. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49856. SS_REFRACTIONMAP_3D: boolean;
  49857. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49858. SS_LODINREFRACTIONALPHA: boolean;
  49859. SS_GAMMAREFRACTION: boolean;
  49860. SS_RGBDREFRACTION: boolean;
  49861. SS_LINEARSPECULARREFRACTION: boolean;
  49862. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49863. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49864. /** @hidden */
  49865. _areTexturesDirty: boolean;
  49866. }
  49867. /**
  49868. * Define the code related to the sub surface parameters of the pbr material.
  49869. */
  49870. export class PBRSubSurfaceConfiguration {
  49871. private _isRefractionEnabled;
  49872. /**
  49873. * Defines if the refraction is enabled in the material.
  49874. */
  49875. isRefractionEnabled: boolean;
  49876. private _isTranslucencyEnabled;
  49877. /**
  49878. * Defines if the translucency is enabled in the material.
  49879. */
  49880. isTranslucencyEnabled: boolean;
  49881. private _isScatteringEnabled;
  49882. /**
  49883. * Defines the refraction intensity of the material.
  49884. * The refraction when enabled replaces the Diffuse part of the material.
  49885. * The intensity helps transitionning between diffuse and refraction.
  49886. */
  49887. refractionIntensity: number;
  49888. /**
  49889. * Defines the translucency intensity of the material.
  49890. * When translucency has been enabled, this defines how much of the "translucency"
  49891. * is addded to the diffuse part of the material.
  49892. */
  49893. translucencyIntensity: number;
  49894. /**
  49895. * Defines the scattering intensity of the material.
  49896. * When scattering has been enabled, this defines how much of the "scattered light"
  49897. * is addded to the diffuse part of the material.
  49898. */
  49899. scatteringIntensity: number;
  49900. private _thicknessTexture;
  49901. /**
  49902. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49903. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49904. * 0 would mean minimumThickness
  49905. * 1 would mean maximumThickness
  49906. * The other channels might be use as a mask to vary the different effects intensity.
  49907. */
  49908. thicknessTexture: Nullable<BaseTexture>;
  49909. private _refractionTexture;
  49910. /**
  49911. * Defines the texture to use for refraction.
  49912. */
  49913. refractionTexture: Nullable<BaseTexture>;
  49914. private _indexOfRefraction;
  49915. /**
  49916. * Defines the index of refraction used in the material.
  49917. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49918. */
  49919. indexOfRefraction: number;
  49920. private _invertRefractionY;
  49921. /**
  49922. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49923. */
  49924. invertRefractionY: boolean;
  49925. private _linkRefractionWithTransparency;
  49926. /**
  49927. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49928. * Materials half opaque for instance using refraction could benefit from this control.
  49929. */
  49930. linkRefractionWithTransparency: boolean;
  49931. /**
  49932. * Defines the minimum thickness stored in the thickness map.
  49933. * If no thickness map is defined, this value will be used to simulate thickness.
  49934. */
  49935. minimumThickness: number;
  49936. /**
  49937. * Defines the maximum thickness stored in the thickness map.
  49938. */
  49939. maximumThickness: number;
  49940. /**
  49941. * Defines the volume tint of the material.
  49942. * This is used for both translucency and scattering.
  49943. */
  49944. tintColor: Color3;
  49945. /**
  49946. * Defines the distance at which the tint color should be found in the media.
  49947. * This is used for refraction only.
  49948. */
  49949. tintColorAtDistance: number;
  49950. /**
  49951. * Defines how far each channel transmit through the media.
  49952. * It is defined as a color to simplify it selection.
  49953. */
  49954. diffusionDistance: Color3;
  49955. private _useMaskFromThicknessTexture;
  49956. /**
  49957. * Stores the intensity of the different subsurface effects in the thickness texture.
  49958. * * the green channel is the translucency intensity.
  49959. * * the blue channel is the scattering intensity.
  49960. * * the alpha channel is the refraction intensity.
  49961. */
  49962. useMaskFromThicknessTexture: boolean;
  49963. /** @hidden */
  49964. private _internalMarkAllSubMeshesAsTexturesDirty;
  49965. /** @hidden */
  49966. _markAllSubMeshesAsTexturesDirty(): void;
  49967. /**
  49968. * Instantiate a new istance of sub surface configuration.
  49969. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49970. */
  49971. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49972. /**
  49973. * Gets wehter the submesh is ready to be used or not.
  49974. * @param defines the list of "defines" to update.
  49975. * @param scene defines the scene the material belongs to.
  49976. * @returns - boolean indicating that the submesh is ready or not.
  49977. */
  49978. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49979. /**
  49980. * Checks to see if a texture is used in the material.
  49981. * @param defines the list of "defines" to update.
  49982. * @param scene defines the scene to the material belongs to.
  49983. */
  49984. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49985. /**
  49986. * Binds the material data.
  49987. * @param uniformBuffer defines the Uniform buffer to fill in.
  49988. * @param scene defines the scene the material belongs to.
  49989. * @param engine defines the engine the material belongs to.
  49990. * @param isFrozen defines wether the material is frozen or not.
  49991. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  49992. */
  49993. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  49994. /**
  49995. * Unbinds the material from the mesh.
  49996. * @param activeEffect defines the effect that should be unbound from.
  49997. * @returns true if unbound, otherwise false
  49998. */
  49999. unbind(activeEffect: Effect): boolean;
  50000. /**
  50001. * Returns the texture used for refraction or null if none is used.
  50002. * @param scene defines the scene the material belongs to.
  50003. * @returns - Refraction texture if present. If no refraction texture and refraction
  50004. * is linked with transparency, returns environment texture. Otherwise, returns null.
  50005. */
  50006. private _getRefractionTexture;
  50007. /**
  50008. * Returns true if alpha blending should be disabled.
  50009. */
  50010. readonly disableAlphaBlending: boolean;
  50011. /**
  50012. * Fills the list of render target textures.
  50013. * @param renderTargets the list of render targets to update
  50014. */
  50015. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  50016. /**
  50017. * Checks to see if a texture is used in the material.
  50018. * @param texture - Base texture to use.
  50019. * @returns - Boolean specifying if a texture is used in the material.
  50020. */
  50021. hasTexture(texture: BaseTexture): boolean;
  50022. /**
  50023. * Gets a boolean indicating that current material needs to register RTT
  50024. * @returns true if this uses a render target otherwise false.
  50025. */
  50026. hasRenderTargetTextures(): boolean;
  50027. /**
  50028. * Returns an array of the actively used textures.
  50029. * @param activeTextures Array of BaseTextures
  50030. */
  50031. getActiveTextures(activeTextures: BaseTexture[]): void;
  50032. /**
  50033. * Returns the animatable textures.
  50034. * @param animatables Array of animatable textures.
  50035. */
  50036. getAnimatables(animatables: IAnimatable[]): void;
  50037. /**
  50038. * Disposes the resources of the material.
  50039. * @param forceDisposeTextures - Forces the disposal of all textures.
  50040. */
  50041. dispose(forceDisposeTextures?: boolean): void;
  50042. /**
  50043. * Get the current class name of the texture useful for serialization or dynamic coding.
  50044. * @returns "PBRSubSurfaceConfiguration"
  50045. */
  50046. getClassName(): string;
  50047. /**
  50048. * Add fallbacks to the effect fallbacks list.
  50049. * @param defines defines the Base texture to use.
  50050. * @param fallbacks defines the current fallback list.
  50051. * @param currentRank defines the current fallback rank.
  50052. * @returns the new fallback rank.
  50053. */
  50054. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  50055. /**
  50056. * Add the required uniforms to the current list.
  50057. * @param uniforms defines the current uniform list.
  50058. */
  50059. static AddUniforms(uniforms: string[]): void;
  50060. /**
  50061. * Add the required samplers to the current list.
  50062. * @param samplers defines the current sampler list.
  50063. */
  50064. static AddSamplers(samplers: string[]): void;
  50065. /**
  50066. * Add the required uniforms to the current buffer.
  50067. * @param uniformBuffer defines the current uniform buffer.
  50068. */
  50069. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  50070. /**
  50071. * Makes a duplicate of the current configuration into another one.
  50072. * @param configuration define the config where to copy the info
  50073. */
  50074. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  50075. /**
  50076. * Serializes this Sub Surface configuration.
  50077. * @returns - An object with the serialized config.
  50078. */
  50079. serialize(): any;
  50080. /**
  50081. * Parses a anisotropy Configuration from a serialized object.
  50082. * @param source - Serialized object.
  50083. * @param scene Defines the scene we are parsing for
  50084. * @param rootUrl Defines the rootUrl to load from
  50085. */
  50086. parse(source: any, scene: Scene, rootUrl: string): void;
  50087. }
  50088. }
  50089. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  50090. /** @hidden */
  50091. export var pbrFragmentDeclaration: {
  50092. name: string;
  50093. shader: string;
  50094. };
  50095. }
  50096. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  50097. /** @hidden */
  50098. export var pbrUboDeclaration: {
  50099. name: string;
  50100. shader: string;
  50101. };
  50102. }
  50103. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  50104. /** @hidden */
  50105. export var pbrFragmentExtraDeclaration: {
  50106. name: string;
  50107. shader: string;
  50108. };
  50109. }
  50110. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  50111. /** @hidden */
  50112. export var pbrFragmentSamplersDeclaration: {
  50113. name: string;
  50114. shader: string;
  50115. };
  50116. }
  50117. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  50118. /** @hidden */
  50119. export var pbrHelperFunctions: {
  50120. name: string;
  50121. shader: string;
  50122. };
  50123. }
  50124. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  50125. /** @hidden */
  50126. export var harmonicsFunctions: {
  50127. name: string;
  50128. shader: string;
  50129. };
  50130. }
  50131. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  50132. /** @hidden */
  50133. export var pbrDirectLightingSetupFunctions: {
  50134. name: string;
  50135. shader: string;
  50136. };
  50137. }
  50138. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  50139. /** @hidden */
  50140. export var pbrDirectLightingFalloffFunctions: {
  50141. name: string;
  50142. shader: string;
  50143. };
  50144. }
  50145. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  50146. /** @hidden */
  50147. export var pbrBRDFFunctions: {
  50148. name: string;
  50149. shader: string;
  50150. };
  50151. }
  50152. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  50153. /** @hidden */
  50154. export var pbrDirectLightingFunctions: {
  50155. name: string;
  50156. shader: string;
  50157. };
  50158. }
  50159. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  50160. /** @hidden */
  50161. export var pbrIBLFunctions: {
  50162. name: string;
  50163. shader: string;
  50164. };
  50165. }
  50166. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  50167. /** @hidden */
  50168. export var pbrDebug: {
  50169. name: string;
  50170. shader: string;
  50171. };
  50172. }
  50173. declare module "babylonjs/Shaders/pbr.fragment" {
  50174. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  50175. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50176. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  50177. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50178. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50179. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  50180. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  50181. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  50182. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50183. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  50184. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50185. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  50186. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  50187. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  50188. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50189. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  50190. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  50191. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  50192. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  50193. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  50194. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  50195. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  50196. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  50197. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  50198. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  50199. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  50200. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  50201. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  50202. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  50203. /** @hidden */
  50204. export var pbrPixelShader: {
  50205. name: string;
  50206. shader: string;
  50207. };
  50208. }
  50209. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  50210. /** @hidden */
  50211. export var pbrVertexDeclaration: {
  50212. name: string;
  50213. shader: string;
  50214. };
  50215. }
  50216. declare module "babylonjs/Shaders/pbr.vertex" {
  50217. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  50218. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50219. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50220. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50221. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50222. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50223. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  50224. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  50225. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  50226. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50227. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50228. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50229. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50230. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50231. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50232. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50233. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50234. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  50235. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  50236. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  50237. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  50238. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  50239. /** @hidden */
  50240. export var pbrVertexShader: {
  50241. name: string;
  50242. shader: string;
  50243. };
  50244. }
  50245. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  50246. import { Nullable } from "babylonjs/types";
  50247. import { Scene } from "babylonjs/scene";
  50248. import { Matrix } from "babylonjs/Maths/math.vector";
  50249. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50250. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50251. import { Mesh } from "babylonjs/Meshes/mesh";
  50252. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  50253. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  50254. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  50255. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  50256. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  50257. import { Color3 } from "babylonjs/Maths/math.color";
  50258. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  50259. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  50260. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  50261. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  50262. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50263. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  50264. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  50265. import "babylonjs/Shaders/pbr.fragment";
  50266. import "babylonjs/Shaders/pbr.vertex";
  50267. /**
  50268. * Manages the defines for the PBR Material.
  50269. * @hidden
  50270. */
  50271. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  50272. PBR: boolean;
  50273. MAINUV1: boolean;
  50274. MAINUV2: boolean;
  50275. UV1: boolean;
  50276. UV2: boolean;
  50277. ALBEDO: boolean;
  50278. ALBEDODIRECTUV: number;
  50279. VERTEXCOLOR: boolean;
  50280. AMBIENT: boolean;
  50281. AMBIENTDIRECTUV: number;
  50282. AMBIENTINGRAYSCALE: boolean;
  50283. OPACITY: boolean;
  50284. VERTEXALPHA: boolean;
  50285. OPACITYDIRECTUV: number;
  50286. OPACITYRGB: boolean;
  50287. ALPHATEST: boolean;
  50288. DEPTHPREPASS: boolean;
  50289. ALPHABLEND: boolean;
  50290. ALPHAFROMALBEDO: boolean;
  50291. ALPHATESTVALUE: string;
  50292. SPECULAROVERALPHA: boolean;
  50293. RADIANCEOVERALPHA: boolean;
  50294. ALPHAFRESNEL: boolean;
  50295. LINEARALPHAFRESNEL: boolean;
  50296. PREMULTIPLYALPHA: boolean;
  50297. EMISSIVE: boolean;
  50298. EMISSIVEDIRECTUV: number;
  50299. REFLECTIVITY: boolean;
  50300. REFLECTIVITYDIRECTUV: number;
  50301. SPECULARTERM: boolean;
  50302. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  50303. MICROSURFACEAUTOMATIC: boolean;
  50304. LODBASEDMICROSFURACE: boolean;
  50305. MICROSURFACEMAP: boolean;
  50306. MICROSURFACEMAPDIRECTUV: number;
  50307. METALLICWORKFLOW: boolean;
  50308. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  50309. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  50310. METALLNESSSTOREINMETALMAPBLUE: boolean;
  50311. AOSTOREINMETALMAPRED: boolean;
  50312. METALLICF0FACTORFROMMETALLICMAP: boolean;
  50313. ENVIRONMENTBRDF: boolean;
  50314. ENVIRONMENTBRDF_RGBD: boolean;
  50315. NORMAL: boolean;
  50316. TANGENT: boolean;
  50317. BUMP: boolean;
  50318. BUMPDIRECTUV: number;
  50319. OBJECTSPACE_NORMALMAP: boolean;
  50320. PARALLAX: boolean;
  50321. PARALLAXOCCLUSION: boolean;
  50322. NORMALXYSCALE: boolean;
  50323. LIGHTMAP: boolean;
  50324. LIGHTMAPDIRECTUV: number;
  50325. USELIGHTMAPASSHADOWMAP: boolean;
  50326. GAMMALIGHTMAP: boolean;
  50327. RGBDLIGHTMAP: boolean;
  50328. REFLECTION: boolean;
  50329. REFLECTIONMAP_3D: boolean;
  50330. REFLECTIONMAP_SPHERICAL: boolean;
  50331. REFLECTIONMAP_PLANAR: boolean;
  50332. REFLECTIONMAP_CUBIC: boolean;
  50333. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  50334. REFLECTIONMAP_PROJECTION: boolean;
  50335. REFLECTIONMAP_SKYBOX: boolean;
  50336. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  50337. REFLECTIONMAP_EXPLICIT: boolean;
  50338. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  50339. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  50340. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  50341. INVERTCUBICMAP: boolean;
  50342. USESPHERICALFROMREFLECTIONMAP: boolean;
  50343. USEIRRADIANCEMAP: boolean;
  50344. SPHERICAL_HARMONICS: boolean;
  50345. USESPHERICALINVERTEX: boolean;
  50346. REFLECTIONMAP_OPPOSITEZ: boolean;
  50347. LODINREFLECTIONALPHA: boolean;
  50348. GAMMAREFLECTION: boolean;
  50349. RGBDREFLECTION: boolean;
  50350. LINEARSPECULARREFLECTION: boolean;
  50351. RADIANCEOCCLUSION: boolean;
  50352. HORIZONOCCLUSION: boolean;
  50353. INSTANCES: boolean;
  50354. NUM_BONE_INFLUENCERS: number;
  50355. BonesPerMesh: number;
  50356. BONETEXTURE: boolean;
  50357. NONUNIFORMSCALING: boolean;
  50358. MORPHTARGETS: boolean;
  50359. MORPHTARGETS_NORMAL: boolean;
  50360. MORPHTARGETS_TANGENT: boolean;
  50361. MORPHTARGETS_UV: boolean;
  50362. NUM_MORPH_INFLUENCERS: number;
  50363. IMAGEPROCESSING: boolean;
  50364. VIGNETTE: boolean;
  50365. VIGNETTEBLENDMODEMULTIPLY: boolean;
  50366. VIGNETTEBLENDMODEOPAQUE: boolean;
  50367. TONEMAPPING: boolean;
  50368. TONEMAPPING_ACES: boolean;
  50369. CONTRAST: boolean;
  50370. COLORCURVES: boolean;
  50371. COLORGRADING: boolean;
  50372. COLORGRADING3D: boolean;
  50373. SAMPLER3DGREENDEPTH: boolean;
  50374. SAMPLER3DBGRMAP: boolean;
  50375. IMAGEPROCESSINGPOSTPROCESS: boolean;
  50376. EXPOSURE: boolean;
  50377. MULTIVIEW: boolean;
  50378. USEPHYSICALLIGHTFALLOFF: boolean;
  50379. USEGLTFLIGHTFALLOFF: boolean;
  50380. TWOSIDEDLIGHTING: boolean;
  50381. SHADOWFLOAT: boolean;
  50382. CLIPPLANE: boolean;
  50383. CLIPPLANE2: boolean;
  50384. CLIPPLANE3: boolean;
  50385. CLIPPLANE4: boolean;
  50386. POINTSIZE: boolean;
  50387. FOG: boolean;
  50388. LOGARITHMICDEPTH: boolean;
  50389. FORCENORMALFORWARD: boolean;
  50390. SPECULARAA: boolean;
  50391. CLEARCOAT: boolean;
  50392. CLEARCOAT_DEFAULTIOR: boolean;
  50393. CLEARCOAT_TEXTURE: boolean;
  50394. CLEARCOAT_TEXTUREDIRECTUV: number;
  50395. CLEARCOAT_BUMP: boolean;
  50396. CLEARCOAT_BUMPDIRECTUV: number;
  50397. CLEARCOAT_TINT: boolean;
  50398. CLEARCOAT_TINT_TEXTURE: boolean;
  50399. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  50400. ANISOTROPIC: boolean;
  50401. ANISOTROPIC_TEXTURE: boolean;
  50402. ANISOTROPIC_TEXTUREDIRECTUV: number;
  50403. BRDF_V_HEIGHT_CORRELATED: boolean;
  50404. MS_BRDF_ENERGY_CONSERVATION: boolean;
  50405. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  50406. SHEEN: boolean;
  50407. SHEEN_TEXTURE: boolean;
  50408. SHEEN_TEXTUREDIRECTUV: number;
  50409. SHEEN_LINKWITHALBEDO: boolean;
  50410. SUBSURFACE: boolean;
  50411. SS_REFRACTION: boolean;
  50412. SS_TRANSLUCENCY: boolean;
  50413. SS_SCATERRING: boolean;
  50414. SS_THICKNESSANDMASK_TEXTURE: boolean;
  50415. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  50416. SS_REFRACTIONMAP_3D: boolean;
  50417. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  50418. SS_LODINREFRACTIONALPHA: boolean;
  50419. SS_GAMMAREFRACTION: boolean;
  50420. SS_RGBDREFRACTION: boolean;
  50421. SS_LINEARSPECULARREFRACTION: boolean;
  50422. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  50423. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  50424. UNLIT: boolean;
  50425. DEBUGMODE: number;
  50426. /**
  50427. * Initializes the PBR Material defines.
  50428. */
  50429. constructor();
  50430. /**
  50431. * Resets the PBR Material defines.
  50432. */
  50433. reset(): void;
  50434. }
  50435. /**
  50436. * The Physically based material base class of BJS.
  50437. *
  50438. * This offers the main features of a standard PBR material.
  50439. * For more information, please refer to the documentation :
  50440. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50441. */
  50442. export abstract class PBRBaseMaterial extends PushMaterial {
  50443. /**
  50444. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50445. */
  50446. static readonly PBRMATERIAL_OPAQUE: number;
  50447. /**
  50448. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50449. */
  50450. static readonly PBRMATERIAL_ALPHATEST: number;
  50451. /**
  50452. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50453. */
  50454. static readonly PBRMATERIAL_ALPHABLEND: number;
  50455. /**
  50456. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50457. * They are also discarded below the alpha cutoff threshold to improve performances.
  50458. */
  50459. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50460. /**
  50461. * Defines the default value of how much AO map is occluding the analytical lights
  50462. * (point spot...).
  50463. */
  50464. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50465. /**
  50466. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  50467. */
  50468. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50469. /**
  50470. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50471. * to enhance interoperability with other engines.
  50472. */
  50473. static readonly LIGHTFALLOFF_GLTF: number;
  50474. /**
  50475. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50476. * to enhance interoperability with other materials.
  50477. */
  50478. static readonly LIGHTFALLOFF_STANDARD: number;
  50479. /**
  50480. * Intensity of the direct lights e.g. the four lights available in your scene.
  50481. * This impacts both the direct diffuse and specular highlights.
  50482. */
  50483. protected _directIntensity: number;
  50484. /**
  50485. * Intensity of the emissive part of the material.
  50486. * This helps controlling the emissive effect without modifying the emissive color.
  50487. */
  50488. protected _emissiveIntensity: number;
  50489. /**
  50490. * Intensity of the environment e.g. how much the environment will light the object
  50491. * either through harmonics for rough material or through the refelction for shiny ones.
  50492. */
  50493. protected _environmentIntensity: number;
  50494. /**
  50495. * This is a special control allowing the reduction of the specular highlights coming from the
  50496. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50497. */
  50498. protected _specularIntensity: number;
  50499. /**
  50500. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50501. */
  50502. private _lightingInfos;
  50503. /**
  50504. * Debug Control allowing disabling the bump map on this material.
  50505. */
  50506. protected _disableBumpMap: boolean;
  50507. /**
  50508. * AKA Diffuse Texture in standard nomenclature.
  50509. */
  50510. protected _albedoTexture: Nullable<BaseTexture>;
  50511. /**
  50512. * AKA Occlusion Texture in other nomenclature.
  50513. */
  50514. protected _ambientTexture: Nullable<BaseTexture>;
  50515. /**
  50516. * AKA Occlusion Texture Intensity in other nomenclature.
  50517. */
  50518. protected _ambientTextureStrength: number;
  50519. /**
  50520. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50521. * 1 means it completely occludes it
  50522. * 0 mean it has no impact
  50523. */
  50524. protected _ambientTextureImpactOnAnalyticalLights: number;
  50525. /**
  50526. * Stores the alpha values in a texture.
  50527. */
  50528. protected _opacityTexture: Nullable<BaseTexture>;
  50529. /**
  50530. * Stores the reflection values in a texture.
  50531. */
  50532. protected _reflectionTexture: Nullable<BaseTexture>;
  50533. /**
  50534. * Stores the emissive values in a texture.
  50535. */
  50536. protected _emissiveTexture: Nullable<BaseTexture>;
  50537. /**
  50538. * AKA Specular texture in other nomenclature.
  50539. */
  50540. protected _reflectivityTexture: Nullable<BaseTexture>;
  50541. /**
  50542. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50543. */
  50544. protected _metallicTexture: Nullable<BaseTexture>;
  50545. /**
  50546. * Specifies the metallic scalar of the metallic/roughness workflow.
  50547. * Can also be used to scale the metalness values of the metallic texture.
  50548. */
  50549. protected _metallic: Nullable<number>;
  50550. /**
  50551. * Specifies the roughness scalar of the metallic/roughness workflow.
  50552. * Can also be used to scale the roughness values of the metallic texture.
  50553. */
  50554. protected _roughness: Nullable<number>;
  50555. /**
  50556. * Specifies the an F0 factor to help configuring the material F0.
  50557. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50558. * to 0.5 the previously hard coded value stays the same.
  50559. * Can also be used to scale the F0 values of the metallic texture.
  50560. */
  50561. protected _metallicF0Factor: number;
  50562. /**
  50563. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50564. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50565. * your expectation as it multiplies with the texture data.
  50566. */
  50567. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50568. /**
  50569. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50570. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50571. */
  50572. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50573. /**
  50574. * Stores surface normal data used to displace a mesh in a texture.
  50575. */
  50576. protected _bumpTexture: Nullable<BaseTexture>;
  50577. /**
  50578. * Stores the pre-calculated light information of a mesh in a texture.
  50579. */
  50580. protected _lightmapTexture: Nullable<BaseTexture>;
  50581. /**
  50582. * The color of a material in ambient lighting.
  50583. */
  50584. protected _ambientColor: Color3;
  50585. /**
  50586. * AKA Diffuse Color in other nomenclature.
  50587. */
  50588. protected _albedoColor: Color3;
  50589. /**
  50590. * AKA Specular Color in other nomenclature.
  50591. */
  50592. protected _reflectivityColor: Color3;
  50593. /**
  50594. * The color applied when light is reflected from a material.
  50595. */
  50596. protected _reflectionColor: Color3;
  50597. /**
  50598. * The color applied when light is emitted from a material.
  50599. */
  50600. protected _emissiveColor: Color3;
  50601. /**
  50602. * AKA Glossiness in other nomenclature.
  50603. */
  50604. protected _microSurface: number;
  50605. /**
  50606. * Specifies that the material will use the light map as a show map.
  50607. */
  50608. protected _useLightmapAsShadowmap: boolean;
  50609. /**
  50610. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50611. * makes the reflect vector face the model (under horizon).
  50612. */
  50613. protected _useHorizonOcclusion: boolean;
  50614. /**
  50615. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50616. * too much the area relying on ambient texture to define their ambient occlusion.
  50617. */
  50618. protected _useRadianceOcclusion: boolean;
  50619. /**
  50620. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50621. */
  50622. protected _useAlphaFromAlbedoTexture: boolean;
  50623. /**
  50624. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50625. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50626. */
  50627. protected _useSpecularOverAlpha: boolean;
  50628. /**
  50629. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50630. */
  50631. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50632. /**
  50633. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50634. */
  50635. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50636. /**
  50637. * Specifies if the metallic texture contains the roughness information in its green channel.
  50638. */
  50639. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50640. /**
  50641. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50642. */
  50643. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50644. /**
  50645. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50646. */
  50647. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50648. /**
  50649. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50650. */
  50651. protected _useAmbientInGrayScale: boolean;
  50652. /**
  50653. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50654. * The material will try to infer what glossiness each pixel should be.
  50655. */
  50656. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50657. /**
  50658. * Defines the falloff type used in this material.
  50659. * It by default is Physical.
  50660. */
  50661. protected _lightFalloff: number;
  50662. /**
  50663. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50664. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50665. */
  50666. protected _useRadianceOverAlpha: boolean;
  50667. /**
  50668. * Allows using an object space normal map (instead of tangent space).
  50669. */
  50670. protected _useObjectSpaceNormalMap: boolean;
  50671. /**
  50672. * Allows using the bump map in parallax mode.
  50673. */
  50674. protected _useParallax: boolean;
  50675. /**
  50676. * Allows using the bump map in parallax occlusion mode.
  50677. */
  50678. protected _useParallaxOcclusion: boolean;
  50679. /**
  50680. * Controls the scale bias of the parallax mode.
  50681. */
  50682. protected _parallaxScaleBias: number;
  50683. /**
  50684. * If sets to true, disables all the lights affecting the material.
  50685. */
  50686. protected _disableLighting: boolean;
  50687. /**
  50688. * Number of Simultaneous lights allowed on the material.
  50689. */
  50690. protected _maxSimultaneousLights: number;
  50691. /**
  50692. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50693. */
  50694. protected _invertNormalMapX: boolean;
  50695. /**
  50696. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50697. */
  50698. protected _invertNormalMapY: boolean;
  50699. /**
  50700. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50701. */
  50702. protected _twoSidedLighting: boolean;
  50703. /**
  50704. * Defines the alpha limits in alpha test mode.
  50705. */
  50706. protected _alphaCutOff: number;
  50707. /**
  50708. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50709. */
  50710. protected _forceAlphaTest: boolean;
  50711. /**
  50712. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50713. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50714. */
  50715. protected _useAlphaFresnel: boolean;
  50716. /**
  50717. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50718. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50719. */
  50720. protected _useLinearAlphaFresnel: boolean;
  50721. /**
  50722. * The transparency mode of the material.
  50723. */
  50724. protected _transparencyMode: Nullable<number>;
  50725. /**
  50726. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50727. * from cos thetav and roughness:
  50728. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50729. */
  50730. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50731. /**
  50732. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50733. */
  50734. protected _forceIrradianceInFragment: boolean;
  50735. /**
  50736. * Force normal to face away from face.
  50737. */
  50738. protected _forceNormalForward: boolean;
  50739. /**
  50740. * Enables specular anti aliasing in the PBR shader.
  50741. * It will both interacts on the Geometry for analytical and IBL lighting.
  50742. * It also prefilter the roughness map based on the bump values.
  50743. */
  50744. protected _enableSpecularAntiAliasing: boolean;
  50745. /**
  50746. * Default configuration related to image processing available in the PBR Material.
  50747. */
  50748. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50749. /**
  50750. * Keep track of the image processing observer to allow dispose and replace.
  50751. */
  50752. private _imageProcessingObserver;
  50753. /**
  50754. * Attaches a new image processing configuration to the PBR Material.
  50755. * @param configuration
  50756. */
  50757. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50758. /**
  50759. * Stores the available render targets.
  50760. */
  50761. private _renderTargets;
  50762. /**
  50763. * Sets the global ambient color for the material used in lighting calculations.
  50764. */
  50765. private _globalAmbientColor;
  50766. /**
  50767. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50768. */
  50769. private _useLogarithmicDepth;
  50770. /**
  50771. * If set to true, no lighting calculations will be applied.
  50772. */
  50773. private _unlit;
  50774. private _debugMode;
  50775. /**
  50776. * @hidden
  50777. * This is reserved for the inspector.
  50778. * Defines the material debug mode.
  50779. * It helps seeing only some components of the material while troubleshooting.
  50780. */
  50781. debugMode: number;
  50782. /**
  50783. * @hidden
  50784. * This is reserved for the inspector.
  50785. * Specify from where on screen the debug mode should start.
  50786. * The value goes from -1 (full screen) to 1 (not visible)
  50787. * It helps with side by side comparison against the final render
  50788. * This defaults to -1
  50789. */
  50790. private debugLimit;
  50791. /**
  50792. * @hidden
  50793. * This is reserved for the inspector.
  50794. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50795. * You can use the factor to better multiply the final value.
  50796. */
  50797. private debugFactor;
  50798. /**
  50799. * Defines the clear coat layer parameters for the material.
  50800. */
  50801. readonly clearCoat: PBRClearCoatConfiguration;
  50802. /**
  50803. * Defines the anisotropic parameters for the material.
  50804. */
  50805. readonly anisotropy: PBRAnisotropicConfiguration;
  50806. /**
  50807. * Defines the BRDF parameters for the material.
  50808. */
  50809. readonly brdf: PBRBRDFConfiguration;
  50810. /**
  50811. * Defines the Sheen parameters for the material.
  50812. */
  50813. readonly sheen: PBRSheenConfiguration;
  50814. /**
  50815. * Defines the SubSurface parameters for the material.
  50816. */
  50817. readonly subSurface: PBRSubSurfaceConfiguration;
  50818. /**
  50819. * Custom callback helping to override the default shader used in the material.
  50820. */
  50821. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50822. protected _rebuildInParallel: boolean;
  50823. /**
  50824. * Instantiates a new PBRMaterial instance.
  50825. *
  50826. * @param name The material name
  50827. * @param scene The scene the material will be use in.
  50828. */
  50829. constructor(name: string, scene: Scene);
  50830. /**
  50831. * Gets a boolean indicating that current material needs to register RTT
  50832. */
  50833. readonly hasRenderTargetTextures: boolean;
  50834. /**
  50835. * Gets the name of the material class.
  50836. */
  50837. getClassName(): string;
  50838. /**
  50839. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50840. */
  50841. /**
  50842. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50843. */
  50844. useLogarithmicDepth: boolean;
  50845. /**
  50846. * Gets the current transparency mode.
  50847. */
  50848. /**
  50849. * Sets the transparency mode of the material.
  50850. *
  50851. * | Value | Type | Description |
  50852. * | ----- | ----------------------------------- | ----------- |
  50853. * | 0 | OPAQUE | |
  50854. * | 1 | ALPHATEST | |
  50855. * | 2 | ALPHABLEND | |
  50856. * | 3 | ALPHATESTANDBLEND | |
  50857. *
  50858. */
  50859. transparencyMode: Nullable<number>;
  50860. /**
  50861. * Returns true if alpha blending should be disabled.
  50862. */
  50863. private readonly _disableAlphaBlending;
  50864. /**
  50865. * Specifies whether or not this material should be rendered in alpha blend mode.
  50866. */
  50867. needAlphaBlending(): boolean;
  50868. /**
  50869. * Specifies if the mesh will require alpha blending.
  50870. * @param mesh - BJS mesh.
  50871. */
  50872. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50873. /**
  50874. * Specifies whether or not this material should be rendered in alpha test mode.
  50875. */
  50876. needAlphaTesting(): boolean;
  50877. /**
  50878. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50879. */
  50880. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50881. /**
  50882. * Gets the texture used for the alpha test.
  50883. */
  50884. getAlphaTestTexture(): Nullable<BaseTexture>;
  50885. /**
  50886. * Specifies that the submesh is ready to be used.
  50887. * @param mesh - BJS mesh.
  50888. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50889. * @param useInstances - Specifies that instances should be used.
  50890. * @returns - boolean indicating that the submesh is ready or not.
  50891. */
  50892. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50893. /**
  50894. * Specifies if the material uses metallic roughness workflow.
  50895. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50896. */
  50897. isMetallicWorkflow(): boolean;
  50898. private _prepareEffect;
  50899. private _prepareDefines;
  50900. /**
  50901. * Force shader compilation
  50902. */
  50903. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50904. /**
  50905. * Initializes the uniform buffer layout for the shader.
  50906. */
  50907. buildUniformLayout(): void;
  50908. /**
  50909. * Unbinds the material from the mesh
  50910. */
  50911. unbind(): void;
  50912. /**
  50913. * Binds the submesh data.
  50914. * @param world - The world matrix.
  50915. * @param mesh - The BJS mesh.
  50916. * @param subMesh - A submesh of the BJS mesh.
  50917. */
  50918. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50919. /**
  50920. * Returns the animatable textures.
  50921. * @returns - Array of animatable textures.
  50922. */
  50923. getAnimatables(): IAnimatable[];
  50924. /**
  50925. * Returns the texture used for reflections.
  50926. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50927. */
  50928. private _getReflectionTexture;
  50929. /**
  50930. * Returns an array of the actively used textures.
  50931. * @returns - Array of BaseTextures
  50932. */
  50933. getActiveTextures(): BaseTexture[];
  50934. /**
  50935. * Checks to see if a texture is used in the material.
  50936. * @param texture - Base texture to use.
  50937. * @returns - Boolean specifying if a texture is used in the material.
  50938. */
  50939. hasTexture(texture: BaseTexture): boolean;
  50940. /**
  50941. * Disposes the resources of the material.
  50942. * @param forceDisposeEffect - Forces the disposal of effects.
  50943. * @param forceDisposeTextures - Forces the disposal of all textures.
  50944. */
  50945. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50946. }
  50947. }
  50948. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50949. import { Nullable } from "babylonjs/types";
  50950. import { Scene } from "babylonjs/scene";
  50951. import { Color3 } from "babylonjs/Maths/math.color";
  50952. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50953. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50954. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50955. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50956. /**
  50957. * The Physically based material of BJS.
  50958. *
  50959. * This offers the main features of a standard PBR material.
  50960. * For more information, please refer to the documentation :
  50961. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50962. */
  50963. export class PBRMaterial extends PBRBaseMaterial {
  50964. /**
  50965. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50966. */
  50967. static readonly PBRMATERIAL_OPAQUE: number;
  50968. /**
  50969. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50970. */
  50971. static readonly PBRMATERIAL_ALPHATEST: number;
  50972. /**
  50973. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50974. */
  50975. static readonly PBRMATERIAL_ALPHABLEND: number;
  50976. /**
  50977. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50978. * They are also discarded below the alpha cutoff threshold to improve performances.
  50979. */
  50980. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50981. /**
  50982. * Defines the default value of how much AO map is occluding the analytical lights
  50983. * (point spot...).
  50984. */
  50985. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50986. /**
  50987. * Intensity of the direct lights e.g. the four lights available in your scene.
  50988. * This impacts both the direct diffuse and specular highlights.
  50989. */
  50990. directIntensity: number;
  50991. /**
  50992. * Intensity of the emissive part of the material.
  50993. * This helps controlling the emissive effect without modifying the emissive color.
  50994. */
  50995. emissiveIntensity: number;
  50996. /**
  50997. * Intensity of the environment e.g. how much the environment will light the object
  50998. * either through harmonics for rough material or through the refelction for shiny ones.
  50999. */
  51000. environmentIntensity: number;
  51001. /**
  51002. * This is a special control allowing the reduction of the specular highlights coming from the
  51003. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  51004. */
  51005. specularIntensity: number;
  51006. /**
  51007. * Debug Control allowing disabling the bump map on this material.
  51008. */
  51009. disableBumpMap: boolean;
  51010. /**
  51011. * AKA Diffuse Texture in standard nomenclature.
  51012. */
  51013. albedoTexture: BaseTexture;
  51014. /**
  51015. * AKA Occlusion Texture in other nomenclature.
  51016. */
  51017. ambientTexture: BaseTexture;
  51018. /**
  51019. * AKA Occlusion Texture Intensity in other nomenclature.
  51020. */
  51021. ambientTextureStrength: number;
  51022. /**
  51023. * Defines how much the AO map is occluding the analytical lights (point spot...).
  51024. * 1 means it completely occludes it
  51025. * 0 mean it has no impact
  51026. */
  51027. ambientTextureImpactOnAnalyticalLights: number;
  51028. /**
  51029. * Stores the alpha values in a texture.
  51030. */
  51031. opacityTexture: BaseTexture;
  51032. /**
  51033. * Stores the reflection values in a texture.
  51034. */
  51035. reflectionTexture: Nullable<BaseTexture>;
  51036. /**
  51037. * Stores the emissive values in a texture.
  51038. */
  51039. emissiveTexture: BaseTexture;
  51040. /**
  51041. * AKA Specular texture in other nomenclature.
  51042. */
  51043. reflectivityTexture: BaseTexture;
  51044. /**
  51045. * Used to switch from specular/glossiness to metallic/roughness workflow.
  51046. */
  51047. metallicTexture: BaseTexture;
  51048. /**
  51049. * Specifies the metallic scalar of the metallic/roughness workflow.
  51050. * Can also be used to scale the metalness values of the metallic texture.
  51051. */
  51052. metallic: Nullable<number>;
  51053. /**
  51054. * Specifies the roughness scalar of the metallic/roughness workflow.
  51055. * Can also be used to scale the roughness values of the metallic texture.
  51056. */
  51057. roughness: Nullable<number>;
  51058. /**
  51059. * Specifies the an F0 factor to help configuring the material F0.
  51060. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  51061. * to 0.5 the previously hard coded value stays the same.
  51062. * Can also be used to scale the F0 values of the metallic texture.
  51063. */
  51064. metallicF0Factor: number;
  51065. /**
  51066. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  51067. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  51068. * your expectation as it multiplies with the texture data.
  51069. */
  51070. useMetallicF0FactorFromMetallicTexture: boolean;
  51071. /**
  51072. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  51073. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  51074. */
  51075. microSurfaceTexture: BaseTexture;
  51076. /**
  51077. * Stores surface normal data used to displace a mesh in a texture.
  51078. */
  51079. bumpTexture: BaseTexture;
  51080. /**
  51081. * Stores the pre-calculated light information of a mesh in a texture.
  51082. */
  51083. lightmapTexture: BaseTexture;
  51084. /**
  51085. * Stores the refracted light information in a texture.
  51086. */
  51087. refractionTexture: Nullable<BaseTexture>;
  51088. /**
  51089. * The color of a material in ambient lighting.
  51090. */
  51091. ambientColor: Color3;
  51092. /**
  51093. * AKA Diffuse Color in other nomenclature.
  51094. */
  51095. albedoColor: Color3;
  51096. /**
  51097. * AKA Specular Color in other nomenclature.
  51098. */
  51099. reflectivityColor: Color3;
  51100. /**
  51101. * The color reflected from the material.
  51102. */
  51103. reflectionColor: Color3;
  51104. /**
  51105. * The color emitted from the material.
  51106. */
  51107. emissiveColor: Color3;
  51108. /**
  51109. * AKA Glossiness in other nomenclature.
  51110. */
  51111. microSurface: number;
  51112. /**
  51113. * source material index of refraction (IOR)' / 'destination material IOR.
  51114. */
  51115. indexOfRefraction: number;
  51116. /**
  51117. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  51118. */
  51119. invertRefractionY: boolean;
  51120. /**
  51121. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  51122. * Materials half opaque for instance using refraction could benefit from this control.
  51123. */
  51124. linkRefractionWithTransparency: boolean;
  51125. /**
  51126. * If true, the light map contains occlusion information instead of lighting info.
  51127. */
  51128. useLightmapAsShadowmap: boolean;
  51129. /**
  51130. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  51131. */
  51132. useAlphaFromAlbedoTexture: boolean;
  51133. /**
  51134. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  51135. */
  51136. forceAlphaTest: boolean;
  51137. /**
  51138. * Defines the alpha limits in alpha test mode.
  51139. */
  51140. alphaCutOff: number;
  51141. /**
  51142. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  51143. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  51144. */
  51145. useSpecularOverAlpha: boolean;
  51146. /**
  51147. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  51148. */
  51149. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  51150. /**
  51151. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  51152. */
  51153. useRoughnessFromMetallicTextureAlpha: boolean;
  51154. /**
  51155. * Specifies if the metallic texture contains the roughness information in its green channel.
  51156. */
  51157. useRoughnessFromMetallicTextureGreen: boolean;
  51158. /**
  51159. * Specifies if the metallic texture contains the metallness information in its blue channel.
  51160. */
  51161. useMetallnessFromMetallicTextureBlue: boolean;
  51162. /**
  51163. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  51164. */
  51165. useAmbientOcclusionFromMetallicTextureRed: boolean;
  51166. /**
  51167. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  51168. */
  51169. useAmbientInGrayScale: boolean;
  51170. /**
  51171. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  51172. * The material will try to infer what glossiness each pixel should be.
  51173. */
  51174. useAutoMicroSurfaceFromReflectivityMap: boolean;
  51175. /**
  51176. * BJS is using an harcoded light falloff based on a manually sets up range.
  51177. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51178. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51179. */
  51180. /**
  51181. * BJS is using an harcoded light falloff based on a manually sets up range.
  51182. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51183. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51184. */
  51185. usePhysicalLightFalloff: boolean;
  51186. /**
  51187. * In order to support the falloff compatibility with gltf, a special mode has been added
  51188. * to reproduce the gltf light falloff.
  51189. */
  51190. /**
  51191. * In order to support the falloff compatibility with gltf, a special mode has been added
  51192. * to reproduce the gltf light falloff.
  51193. */
  51194. useGLTFLightFalloff: boolean;
  51195. /**
  51196. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  51197. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  51198. */
  51199. useRadianceOverAlpha: boolean;
  51200. /**
  51201. * Allows using an object space normal map (instead of tangent space).
  51202. */
  51203. useObjectSpaceNormalMap: boolean;
  51204. /**
  51205. * Allows using the bump map in parallax mode.
  51206. */
  51207. useParallax: boolean;
  51208. /**
  51209. * Allows using the bump map in parallax occlusion mode.
  51210. */
  51211. useParallaxOcclusion: boolean;
  51212. /**
  51213. * Controls the scale bias of the parallax mode.
  51214. */
  51215. parallaxScaleBias: number;
  51216. /**
  51217. * If sets to true, disables all the lights affecting the material.
  51218. */
  51219. disableLighting: boolean;
  51220. /**
  51221. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  51222. */
  51223. forceIrradianceInFragment: boolean;
  51224. /**
  51225. * Number of Simultaneous lights allowed on the material.
  51226. */
  51227. maxSimultaneousLights: number;
  51228. /**
  51229. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  51230. */
  51231. invertNormalMapX: boolean;
  51232. /**
  51233. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  51234. */
  51235. invertNormalMapY: boolean;
  51236. /**
  51237. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  51238. */
  51239. twoSidedLighting: boolean;
  51240. /**
  51241. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51242. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  51243. */
  51244. useAlphaFresnel: boolean;
  51245. /**
  51246. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51247. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  51248. */
  51249. useLinearAlphaFresnel: boolean;
  51250. /**
  51251. * Let user defines the brdf lookup texture used for IBL.
  51252. * A default 8bit version is embedded but you could point at :
  51253. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  51254. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  51255. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  51256. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  51257. */
  51258. environmentBRDFTexture: Nullable<BaseTexture>;
  51259. /**
  51260. * Force normal to face away from face.
  51261. */
  51262. forceNormalForward: boolean;
  51263. /**
  51264. * Enables specular anti aliasing in the PBR shader.
  51265. * It will both interacts on the Geometry for analytical and IBL lighting.
  51266. * It also prefilter the roughness map based on the bump values.
  51267. */
  51268. enableSpecularAntiAliasing: boolean;
  51269. /**
  51270. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  51271. * makes the reflect vector face the model (under horizon).
  51272. */
  51273. useHorizonOcclusion: boolean;
  51274. /**
  51275. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  51276. * too much the area relying on ambient texture to define their ambient occlusion.
  51277. */
  51278. useRadianceOcclusion: boolean;
  51279. /**
  51280. * If set to true, no lighting calculations will be applied.
  51281. */
  51282. unlit: boolean;
  51283. /**
  51284. * Gets the image processing configuration used either in this material.
  51285. */
  51286. /**
  51287. * Sets the Default image processing configuration used either in the this material.
  51288. *
  51289. * If sets to null, the scene one is in use.
  51290. */
  51291. imageProcessingConfiguration: ImageProcessingConfiguration;
  51292. /**
  51293. * Gets wether the color curves effect is enabled.
  51294. */
  51295. /**
  51296. * Sets wether the color curves effect is enabled.
  51297. */
  51298. cameraColorCurvesEnabled: boolean;
  51299. /**
  51300. * Gets wether the color grading effect is enabled.
  51301. */
  51302. /**
  51303. * Gets wether the color grading effect is enabled.
  51304. */
  51305. cameraColorGradingEnabled: boolean;
  51306. /**
  51307. * Gets wether tonemapping is enabled or not.
  51308. */
  51309. /**
  51310. * Sets wether tonemapping is enabled or not
  51311. */
  51312. cameraToneMappingEnabled: boolean;
  51313. /**
  51314. * The camera exposure used on this material.
  51315. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51316. * This corresponds to a photographic exposure.
  51317. */
  51318. /**
  51319. * The camera exposure used on this material.
  51320. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51321. * This corresponds to a photographic exposure.
  51322. */
  51323. cameraExposure: number;
  51324. /**
  51325. * Gets The camera contrast used on this material.
  51326. */
  51327. /**
  51328. * Sets The camera contrast used on this material.
  51329. */
  51330. cameraContrast: number;
  51331. /**
  51332. * Gets the Color Grading 2D Lookup Texture.
  51333. */
  51334. /**
  51335. * Sets the Color Grading 2D Lookup Texture.
  51336. */
  51337. cameraColorGradingTexture: Nullable<BaseTexture>;
  51338. /**
  51339. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51340. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51341. * 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;
  51342. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51343. */
  51344. /**
  51345. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51346. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51347. * 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;
  51348. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51349. */
  51350. cameraColorCurves: Nullable<ColorCurves>;
  51351. /**
  51352. * Instantiates a new PBRMaterial instance.
  51353. *
  51354. * @param name The material name
  51355. * @param scene The scene the material will be use in.
  51356. */
  51357. constructor(name: string, scene: Scene);
  51358. /**
  51359. * Returns the name of this material class.
  51360. */
  51361. getClassName(): string;
  51362. /**
  51363. * Makes a duplicate of the current material.
  51364. * @param name - name to use for the new material.
  51365. */
  51366. clone(name: string): PBRMaterial;
  51367. /**
  51368. * Serializes this PBR Material.
  51369. * @returns - An object with the serialized material.
  51370. */
  51371. serialize(): any;
  51372. /**
  51373. * Parses a PBR Material from a serialized object.
  51374. * @param source - Serialized object.
  51375. * @param scene - BJS scene instance.
  51376. * @param rootUrl - url for the scene object
  51377. * @returns - PBRMaterial
  51378. */
  51379. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  51380. }
  51381. }
  51382. declare module "babylonjs/Misc/dds" {
  51383. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  51384. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51385. import { Nullable } from "babylonjs/types";
  51386. import { Scene } from "babylonjs/scene";
  51387. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  51388. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  51389. /**
  51390. * Direct draw surface info
  51391. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  51392. */
  51393. export interface DDSInfo {
  51394. /**
  51395. * Width of the texture
  51396. */
  51397. width: number;
  51398. /**
  51399. * Width of the texture
  51400. */
  51401. height: number;
  51402. /**
  51403. * Number of Mipmaps for the texture
  51404. * @see https://en.wikipedia.org/wiki/Mipmap
  51405. */
  51406. mipmapCount: number;
  51407. /**
  51408. * If the textures format is a known fourCC format
  51409. * @see https://www.fourcc.org/
  51410. */
  51411. isFourCC: boolean;
  51412. /**
  51413. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  51414. */
  51415. isRGB: boolean;
  51416. /**
  51417. * If the texture is a lumincance format
  51418. */
  51419. isLuminance: boolean;
  51420. /**
  51421. * If this is a cube texture
  51422. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  51423. */
  51424. isCube: boolean;
  51425. /**
  51426. * If the texture is a compressed format eg. FOURCC_DXT1
  51427. */
  51428. isCompressed: boolean;
  51429. /**
  51430. * The dxgiFormat of the texture
  51431. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  51432. */
  51433. dxgiFormat: number;
  51434. /**
  51435. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  51436. */
  51437. textureType: number;
  51438. /**
  51439. * Sphericle polynomial created for the dds texture
  51440. */
  51441. sphericalPolynomial?: SphericalPolynomial;
  51442. }
  51443. /**
  51444. * Class used to provide DDS decompression tools
  51445. */
  51446. export class DDSTools {
  51447. /**
  51448. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  51449. */
  51450. static StoreLODInAlphaChannel: boolean;
  51451. /**
  51452. * Gets DDS information from an array buffer
  51453. * @param arrayBuffer defines the array buffer to read data from
  51454. * @returns the DDS information
  51455. */
  51456. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  51457. private static _FloatView;
  51458. private static _Int32View;
  51459. private static _ToHalfFloat;
  51460. private static _FromHalfFloat;
  51461. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  51462. private static _GetHalfFloatRGBAArrayBuffer;
  51463. private static _GetFloatRGBAArrayBuffer;
  51464. private static _GetFloatAsUIntRGBAArrayBuffer;
  51465. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  51466. private static _GetRGBAArrayBuffer;
  51467. private static _ExtractLongWordOrder;
  51468. private static _GetRGBArrayBuffer;
  51469. private static _GetLuminanceArrayBuffer;
  51470. /**
  51471. * Uploads DDS Levels to a Babylon Texture
  51472. * @hidden
  51473. */
  51474. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51475. }
  51476. module "babylonjs/Engines/thinEngine" {
  51477. interface ThinEngine {
  51478. /**
  51479. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51480. * @param rootUrl defines the url where the file to load is located
  51481. * @param scene defines the current scene
  51482. * @param lodScale defines scale to apply to the mip map selection
  51483. * @param lodOffset defines offset to apply to the mip map selection
  51484. * @param onLoad defines an optional callback raised when the texture is loaded
  51485. * @param onError defines an optional callback raised if there is an issue to load the texture
  51486. * @param format defines the format of the data
  51487. * @param forcedExtension defines the extension to use to pick the right loader
  51488. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51489. * @returns the cube texture as an InternalTexture
  51490. */
  51491. 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;
  51492. }
  51493. }
  51494. }
  51495. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51496. import { Nullable } from "babylonjs/types";
  51497. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51498. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51499. /**
  51500. * Implementation of the DDS Texture Loader.
  51501. * @hidden
  51502. */
  51503. export class _DDSTextureLoader implements IInternalTextureLoader {
  51504. /**
  51505. * Defines wether the loader supports cascade loading the different faces.
  51506. */
  51507. readonly supportCascades: boolean;
  51508. /**
  51509. * This returns if the loader support the current file information.
  51510. * @param extension defines the file extension of the file being loaded
  51511. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51512. * @param fallback defines the fallback internal texture if any
  51513. * @param isBase64 defines whether the texture is encoded as a base64
  51514. * @param isBuffer defines whether the texture data are stored as a buffer
  51515. * @returns true if the loader can load the specified file
  51516. */
  51517. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51518. /**
  51519. * Transform the url before loading if required.
  51520. * @param rootUrl the url of the texture
  51521. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51522. * @returns the transformed texture
  51523. */
  51524. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51525. /**
  51526. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51527. * @param rootUrl the url of the texture
  51528. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51529. * @returns the fallback texture
  51530. */
  51531. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51532. /**
  51533. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51534. * @param data contains the texture data
  51535. * @param texture defines the BabylonJS internal texture
  51536. * @param createPolynomials will be true if polynomials have been requested
  51537. * @param onLoad defines the callback to trigger once the texture is ready
  51538. * @param onError defines the callback to trigger in case of error
  51539. */
  51540. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51541. /**
  51542. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51543. * @param data contains the texture data
  51544. * @param texture defines the BabylonJS internal texture
  51545. * @param callback defines the method to call once ready to upload
  51546. */
  51547. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51548. }
  51549. }
  51550. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51551. import { Nullable } from "babylonjs/types";
  51552. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51553. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51554. /**
  51555. * Implementation of the ENV Texture Loader.
  51556. * @hidden
  51557. */
  51558. export class _ENVTextureLoader implements IInternalTextureLoader {
  51559. /**
  51560. * Defines wether the loader supports cascade loading the different faces.
  51561. */
  51562. readonly supportCascades: boolean;
  51563. /**
  51564. * This returns if the loader support the current file information.
  51565. * @param extension defines the file extension of the file being loaded
  51566. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51567. * @param fallback defines the fallback internal texture if any
  51568. * @param isBase64 defines whether the texture is encoded as a base64
  51569. * @param isBuffer defines whether the texture data are stored as a buffer
  51570. * @returns true if the loader can load the specified file
  51571. */
  51572. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51573. /**
  51574. * Transform the url before loading if required.
  51575. * @param rootUrl the url of the texture
  51576. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51577. * @returns the transformed texture
  51578. */
  51579. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51580. /**
  51581. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51582. * @param rootUrl the url of the texture
  51583. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51584. * @returns the fallback texture
  51585. */
  51586. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51587. /**
  51588. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51589. * @param data contains the texture data
  51590. * @param texture defines the BabylonJS internal texture
  51591. * @param createPolynomials will be true if polynomials have been requested
  51592. * @param onLoad defines the callback to trigger once the texture is ready
  51593. * @param onError defines the callback to trigger in case of error
  51594. */
  51595. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51596. /**
  51597. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51598. * @param data contains the texture data
  51599. * @param texture defines the BabylonJS internal texture
  51600. * @param callback defines the method to call once ready to upload
  51601. */
  51602. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51603. }
  51604. }
  51605. declare module "babylonjs/Misc/khronosTextureContainer" {
  51606. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51607. /**
  51608. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51609. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51610. */
  51611. export class KhronosTextureContainer {
  51612. /** contents of the KTX container file */
  51613. arrayBuffer: any;
  51614. private static HEADER_LEN;
  51615. private static COMPRESSED_2D;
  51616. private static COMPRESSED_3D;
  51617. private static TEX_2D;
  51618. private static TEX_3D;
  51619. /**
  51620. * Gets the openGL type
  51621. */
  51622. glType: number;
  51623. /**
  51624. * Gets the openGL type size
  51625. */
  51626. glTypeSize: number;
  51627. /**
  51628. * Gets the openGL format
  51629. */
  51630. glFormat: number;
  51631. /**
  51632. * Gets the openGL internal format
  51633. */
  51634. glInternalFormat: number;
  51635. /**
  51636. * Gets the base internal format
  51637. */
  51638. glBaseInternalFormat: number;
  51639. /**
  51640. * Gets image width in pixel
  51641. */
  51642. pixelWidth: number;
  51643. /**
  51644. * Gets image height in pixel
  51645. */
  51646. pixelHeight: number;
  51647. /**
  51648. * Gets image depth in pixels
  51649. */
  51650. pixelDepth: number;
  51651. /**
  51652. * Gets the number of array elements
  51653. */
  51654. numberOfArrayElements: number;
  51655. /**
  51656. * Gets the number of faces
  51657. */
  51658. numberOfFaces: number;
  51659. /**
  51660. * Gets the number of mipmap levels
  51661. */
  51662. numberOfMipmapLevels: number;
  51663. /**
  51664. * Gets the bytes of key value data
  51665. */
  51666. bytesOfKeyValueData: number;
  51667. /**
  51668. * Gets the load type
  51669. */
  51670. loadType: number;
  51671. /**
  51672. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51673. */
  51674. isInvalid: boolean;
  51675. /**
  51676. * Creates a new KhronosTextureContainer
  51677. * @param arrayBuffer contents of the KTX container file
  51678. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51679. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51680. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51681. */
  51682. constructor(
  51683. /** contents of the KTX container file */
  51684. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51685. /**
  51686. * Uploads KTX content to a Babylon Texture.
  51687. * It is assumed that the texture has already been created & is currently bound
  51688. * @hidden
  51689. */
  51690. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51691. private _upload2DCompressedLevels;
  51692. }
  51693. }
  51694. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51695. import { Nullable } from "babylonjs/types";
  51696. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51697. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51698. /**
  51699. * Implementation of the KTX Texture Loader.
  51700. * @hidden
  51701. */
  51702. export class _KTXTextureLoader implements IInternalTextureLoader {
  51703. /**
  51704. * Defines wether the loader supports cascade loading the different faces.
  51705. */
  51706. readonly supportCascades: boolean;
  51707. /**
  51708. * This returns if the loader support the current file information.
  51709. * @param extension defines the file extension of the file being loaded
  51710. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51711. * @param fallback defines the fallback internal texture if any
  51712. * @param isBase64 defines whether the texture is encoded as a base64
  51713. * @param isBuffer defines whether the texture data are stored as a buffer
  51714. * @returns true if the loader can load the specified file
  51715. */
  51716. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51717. /**
  51718. * Transform the url before loading if required.
  51719. * @param rootUrl the url of the texture
  51720. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51721. * @returns the transformed texture
  51722. */
  51723. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51724. /**
  51725. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51726. * @param rootUrl the url of the texture
  51727. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51728. * @returns the fallback texture
  51729. */
  51730. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51731. /**
  51732. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51733. * @param data contains the texture data
  51734. * @param texture defines the BabylonJS internal texture
  51735. * @param createPolynomials will be true if polynomials have been requested
  51736. * @param onLoad defines the callback to trigger once the texture is ready
  51737. * @param onError defines the callback to trigger in case of error
  51738. */
  51739. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51740. /**
  51741. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51742. * @param data contains the texture data
  51743. * @param texture defines the BabylonJS internal texture
  51744. * @param callback defines the method to call once ready to upload
  51745. */
  51746. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51747. }
  51748. }
  51749. declare module "babylonjs/Helpers/sceneHelpers" {
  51750. import { Nullable } from "babylonjs/types";
  51751. import { Mesh } from "babylonjs/Meshes/mesh";
  51752. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51753. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51754. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51755. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51756. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51757. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51758. import "babylonjs/Meshes/Builders/boxBuilder";
  51759. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51760. /** @hidden */
  51761. export var _forceSceneHelpersToBundle: boolean;
  51762. module "babylonjs/scene" {
  51763. interface Scene {
  51764. /**
  51765. * Creates a default light for the scene.
  51766. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51767. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51768. */
  51769. createDefaultLight(replace?: boolean): void;
  51770. /**
  51771. * Creates a default camera for the scene.
  51772. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51773. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51774. * @param replace has default false, when true replaces the active camera in the scene
  51775. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51776. */
  51777. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51778. /**
  51779. * Creates a default camera and a default light.
  51780. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51781. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51782. * @param replace has the default false, when true replaces the active camera/light in the scene
  51783. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51784. */
  51785. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51786. /**
  51787. * Creates a new sky box
  51788. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51789. * @param environmentTexture defines the texture to use as environment texture
  51790. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51791. * @param scale defines the overall scale of the skybox
  51792. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51793. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51794. * @returns a new mesh holding the sky box
  51795. */
  51796. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51797. /**
  51798. * Creates a new environment
  51799. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51800. * @param options defines the options you can use to configure the environment
  51801. * @returns the new EnvironmentHelper
  51802. */
  51803. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51804. /**
  51805. * Creates a new VREXperienceHelper
  51806. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51807. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51808. * @returns a new VREXperienceHelper
  51809. */
  51810. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51811. /**
  51812. * Creates a new WebXRDefaultExperience
  51813. * @see http://doc.babylonjs.com/how_to/webxr
  51814. * @param options experience options
  51815. * @returns a promise for a new WebXRDefaultExperience
  51816. */
  51817. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51818. }
  51819. }
  51820. }
  51821. declare module "babylonjs/Helpers/videoDome" {
  51822. import { Scene } from "babylonjs/scene";
  51823. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51824. import { Mesh } from "babylonjs/Meshes/mesh";
  51825. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51826. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51827. import "babylonjs/Meshes/Builders/sphereBuilder";
  51828. /**
  51829. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51830. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51831. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51832. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51833. */
  51834. export class VideoDome extends TransformNode {
  51835. /**
  51836. * Define the video source as a Monoscopic panoramic 360 video.
  51837. */
  51838. static readonly MODE_MONOSCOPIC: number;
  51839. /**
  51840. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51841. */
  51842. static readonly MODE_TOPBOTTOM: number;
  51843. /**
  51844. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51845. */
  51846. static readonly MODE_SIDEBYSIDE: number;
  51847. private _halfDome;
  51848. private _useDirectMapping;
  51849. /**
  51850. * The video texture being displayed on the sphere
  51851. */
  51852. protected _videoTexture: VideoTexture;
  51853. /**
  51854. * Gets the video texture being displayed on the sphere
  51855. */
  51856. readonly videoTexture: VideoTexture;
  51857. /**
  51858. * The skybox material
  51859. */
  51860. protected _material: BackgroundMaterial;
  51861. /**
  51862. * The surface used for the skybox
  51863. */
  51864. protected _mesh: Mesh;
  51865. /**
  51866. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51867. */
  51868. private _halfDomeMask;
  51869. /**
  51870. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51871. * Also see the options.resolution property.
  51872. */
  51873. fovMultiplier: number;
  51874. private _videoMode;
  51875. /**
  51876. * Gets or set the current video mode for the video. It can be:
  51877. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51878. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51879. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51880. */
  51881. videoMode: number;
  51882. /**
  51883. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51884. *
  51885. */
  51886. /**
  51887. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51888. */
  51889. halfDome: boolean;
  51890. /**
  51891. * Oberserver used in Stereoscopic VR Mode.
  51892. */
  51893. private _onBeforeCameraRenderObserver;
  51894. /**
  51895. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51896. * @param name Element's name, child elements will append suffixes for their own names.
  51897. * @param urlsOrVideo defines the url(s) or the video element to use
  51898. * @param options An object containing optional or exposed sub element properties
  51899. */
  51900. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51901. resolution?: number;
  51902. clickToPlay?: boolean;
  51903. autoPlay?: boolean;
  51904. loop?: boolean;
  51905. size?: number;
  51906. poster?: string;
  51907. faceForward?: boolean;
  51908. useDirectMapping?: boolean;
  51909. halfDomeMode?: boolean;
  51910. }, scene: Scene);
  51911. private _changeVideoMode;
  51912. /**
  51913. * Releases resources associated with this node.
  51914. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51915. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51916. */
  51917. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51918. }
  51919. }
  51920. declare module "babylonjs/Helpers/index" {
  51921. export * from "babylonjs/Helpers/environmentHelper";
  51922. export * from "babylonjs/Helpers/photoDome";
  51923. export * from "babylonjs/Helpers/sceneHelpers";
  51924. export * from "babylonjs/Helpers/videoDome";
  51925. }
  51926. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51927. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51928. import { IDisposable } from "babylonjs/scene";
  51929. import { Engine } from "babylonjs/Engines/engine";
  51930. /**
  51931. * This class can be used to get instrumentation data from a Babylon engine
  51932. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51933. */
  51934. export class EngineInstrumentation implements IDisposable {
  51935. /**
  51936. * Define the instrumented engine.
  51937. */
  51938. engine: Engine;
  51939. private _captureGPUFrameTime;
  51940. private _gpuFrameTimeToken;
  51941. private _gpuFrameTime;
  51942. private _captureShaderCompilationTime;
  51943. private _shaderCompilationTime;
  51944. private _onBeginFrameObserver;
  51945. private _onEndFrameObserver;
  51946. private _onBeforeShaderCompilationObserver;
  51947. private _onAfterShaderCompilationObserver;
  51948. /**
  51949. * Gets the perf counter used for GPU frame time
  51950. */
  51951. readonly gpuFrameTimeCounter: PerfCounter;
  51952. /**
  51953. * Gets the GPU frame time capture status
  51954. */
  51955. /**
  51956. * Enable or disable the GPU frame time capture
  51957. */
  51958. captureGPUFrameTime: boolean;
  51959. /**
  51960. * Gets the perf counter used for shader compilation time
  51961. */
  51962. readonly shaderCompilationTimeCounter: PerfCounter;
  51963. /**
  51964. * Gets the shader compilation time capture status
  51965. */
  51966. /**
  51967. * Enable or disable the shader compilation time capture
  51968. */
  51969. captureShaderCompilationTime: boolean;
  51970. /**
  51971. * Instantiates a new engine instrumentation.
  51972. * This class can be used to get instrumentation data from a Babylon engine
  51973. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51974. * @param engine Defines the engine to instrument
  51975. */
  51976. constructor(
  51977. /**
  51978. * Define the instrumented engine.
  51979. */
  51980. engine: Engine);
  51981. /**
  51982. * Dispose and release associated resources.
  51983. */
  51984. dispose(): void;
  51985. }
  51986. }
  51987. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51988. import { Scene, IDisposable } from "babylonjs/scene";
  51989. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51990. /**
  51991. * This class can be used to get instrumentation data from a Babylon engine
  51992. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51993. */
  51994. export class SceneInstrumentation implements IDisposable {
  51995. /**
  51996. * Defines the scene to instrument
  51997. */
  51998. scene: Scene;
  51999. private _captureActiveMeshesEvaluationTime;
  52000. private _activeMeshesEvaluationTime;
  52001. private _captureRenderTargetsRenderTime;
  52002. private _renderTargetsRenderTime;
  52003. private _captureFrameTime;
  52004. private _frameTime;
  52005. private _captureRenderTime;
  52006. private _renderTime;
  52007. private _captureInterFrameTime;
  52008. private _interFrameTime;
  52009. private _captureParticlesRenderTime;
  52010. private _particlesRenderTime;
  52011. private _captureSpritesRenderTime;
  52012. private _spritesRenderTime;
  52013. private _capturePhysicsTime;
  52014. private _physicsTime;
  52015. private _captureAnimationsTime;
  52016. private _animationsTime;
  52017. private _captureCameraRenderTime;
  52018. private _cameraRenderTime;
  52019. private _onBeforeActiveMeshesEvaluationObserver;
  52020. private _onAfterActiveMeshesEvaluationObserver;
  52021. private _onBeforeRenderTargetsRenderObserver;
  52022. private _onAfterRenderTargetsRenderObserver;
  52023. private _onAfterRenderObserver;
  52024. private _onBeforeDrawPhaseObserver;
  52025. private _onAfterDrawPhaseObserver;
  52026. private _onBeforeAnimationsObserver;
  52027. private _onBeforeParticlesRenderingObserver;
  52028. private _onAfterParticlesRenderingObserver;
  52029. private _onBeforeSpritesRenderingObserver;
  52030. private _onAfterSpritesRenderingObserver;
  52031. private _onBeforePhysicsObserver;
  52032. private _onAfterPhysicsObserver;
  52033. private _onAfterAnimationsObserver;
  52034. private _onBeforeCameraRenderObserver;
  52035. private _onAfterCameraRenderObserver;
  52036. /**
  52037. * Gets the perf counter used for active meshes evaluation time
  52038. */
  52039. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  52040. /**
  52041. * Gets the active meshes evaluation time capture status
  52042. */
  52043. /**
  52044. * Enable or disable the active meshes evaluation time capture
  52045. */
  52046. captureActiveMeshesEvaluationTime: boolean;
  52047. /**
  52048. * Gets the perf counter used for render targets render time
  52049. */
  52050. readonly renderTargetsRenderTimeCounter: PerfCounter;
  52051. /**
  52052. * Gets the render targets render time capture status
  52053. */
  52054. /**
  52055. * Enable or disable the render targets render time capture
  52056. */
  52057. captureRenderTargetsRenderTime: boolean;
  52058. /**
  52059. * Gets the perf counter used for particles render time
  52060. */
  52061. readonly particlesRenderTimeCounter: PerfCounter;
  52062. /**
  52063. * Gets the particles render time capture status
  52064. */
  52065. /**
  52066. * Enable or disable the particles render time capture
  52067. */
  52068. captureParticlesRenderTime: boolean;
  52069. /**
  52070. * Gets the perf counter used for sprites render time
  52071. */
  52072. readonly spritesRenderTimeCounter: PerfCounter;
  52073. /**
  52074. * Gets the sprites render time capture status
  52075. */
  52076. /**
  52077. * Enable or disable the sprites render time capture
  52078. */
  52079. captureSpritesRenderTime: boolean;
  52080. /**
  52081. * Gets the perf counter used for physics time
  52082. */
  52083. readonly physicsTimeCounter: PerfCounter;
  52084. /**
  52085. * Gets the physics time capture status
  52086. */
  52087. /**
  52088. * Enable or disable the physics time capture
  52089. */
  52090. capturePhysicsTime: boolean;
  52091. /**
  52092. * Gets the perf counter used for animations time
  52093. */
  52094. readonly animationsTimeCounter: PerfCounter;
  52095. /**
  52096. * Gets the animations time capture status
  52097. */
  52098. /**
  52099. * Enable or disable the animations time capture
  52100. */
  52101. captureAnimationsTime: boolean;
  52102. /**
  52103. * Gets the perf counter used for frame time capture
  52104. */
  52105. readonly frameTimeCounter: PerfCounter;
  52106. /**
  52107. * Gets the frame time capture status
  52108. */
  52109. /**
  52110. * Enable or disable the frame time capture
  52111. */
  52112. captureFrameTime: boolean;
  52113. /**
  52114. * Gets the perf counter used for inter-frames time capture
  52115. */
  52116. readonly interFrameTimeCounter: PerfCounter;
  52117. /**
  52118. * Gets the inter-frames time capture status
  52119. */
  52120. /**
  52121. * Enable or disable the inter-frames time capture
  52122. */
  52123. captureInterFrameTime: boolean;
  52124. /**
  52125. * Gets the perf counter used for render time capture
  52126. */
  52127. readonly renderTimeCounter: PerfCounter;
  52128. /**
  52129. * Gets the render time capture status
  52130. */
  52131. /**
  52132. * Enable or disable the render time capture
  52133. */
  52134. captureRenderTime: boolean;
  52135. /**
  52136. * Gets the perf counter used for camera render time capture
  52137. */
  52138. readonly cameraRenderTimeCounter: PerfCounter;
  52139. /**
  52140. * Gets the camera render time capture status
  52141. */
  52142. /**
  52143. * Enable or disable the camera render time capture
  52144. */
  52145. captureCameraRenderTime: boolean;
  52146. /**
  52147. * Gets the perf counter used for draw calls
  52148. */
  52149. readonly drawCallsCounter: PerfCounter;
  52150. /**
  52151. * Instantiates a new scene instrumentation.
  52152. * This class can be used to get instrumentation data from a Babylon engine
  52153. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52154. * @param scene Defines the scene to instrument
  52155. */
  52156. constructor(
  52157. /**
  52158. * Defines the scene to instrument
  52159. */
  52160. scene: Scene);
  52161. /**
  52162. * Dispose and release associated resources.
  52163. */
  52164. dispose(): void;
  52165. }
  52166. }
  52167. declare module "babylonjs/Instrumentation/index" {
  52168. export * from "babylonjs/Instrumentation/engineInstrumentation";
  52169. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  52170. export * from "babylonjs/Instrumentation/timeToken";
  52171. }
  52172. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  52173. /** @hidden */
  52174. export var glowMapGenerationPixelShader: {
  52175. name: string;
  52176. shader: string;
  52177. };
  52178. }
  52179. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  52180. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  52181. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  52182. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  52183. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  52184. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  52185. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  52186. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  52187. /** @hidden */
  52188. export var glowMapGenerationVertexShader: {
  52189. name: string;
  52190. shader: string;
  52191. };
  52192. }
  52193. declare module "babylonjs/Layers/effectLayer" {
  52194. import { Observable } from "babylonjs/Misc/observable";
  52195. import { Nullable } from "babylonjs/types";
  52196. import { Camera } from "babylonjs/Cameras/camera";
  52197. import { Scene } from "babylonjs/scene";
  52198. import { ISize } from "babylonjs/Maths/math.size";
  52199. import { Color4 } from "babylonjs/Maths/math.color";
  52200. import { Engine } from "babylonjs/Engines/engine";
  52201. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52202. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52203. import { Mesh } from "babylonjs/Meshes/mesh";
  52204. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  52205. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52206. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52207. import { Effect } from "babylonjs/Materials/effect";
  52208. import { Material } from "babylonjs/Materials/material";
  52209. import "babylonjs/Shaders/glowMapGeneration.fragment";
  52210. import "babylonjs/Shaders/glowMapGeneration.vertex";
  52211. /**
  52212. * Effect layer options. This helps customizing the behaviour
  52213. * of the effect layer.
  52214. */
  52215. export interface IEffectLayerOptions {
  52216. /**
  52217. * Multiplication factor apply to the canvas size to compute the render target size
  52218. * used to generated the objects (the smaller the faster).
  52219. */
  52220. mainTextureRatio: number;
  52221. /**
  52222. * Enforces a fixed size texture to ensure effect stability across devices.
  52223. */
  52224. mainTextureFixedSize?: number;
  52225. /**
  52226. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  52227. */
  52228. alphaBlendingMode: number;
  52229. /**
  52230. * The camera attached to the layer.
  52231. */
  52232. camera: Nullable<Camera>;
  52233. /**
  52234. * The rendering group to draw the layer in.
  52235. */
  52236. renderingGroupId: number;
  52237. }
  52238. /**
  52239. * The effect layer Helps adding post process effect blended with the main pass.
  52240. *
  52241. * This can be for instance use to generate glow or higlight effects on the scene.
  52242. *
  52243. * The effect layer class can not be used directly and is intented to inherited from to be
  52244. * customized per effects.
  52245. */
  52246. export abstract class EffectLayer {
  52247. private _vertexBuffers;
  52248. private _indexBuffer;
  52249. private _cachedDefines;
  52250. private _effectLayerMapGenerationEffect;
  52251. private _effectLayerOptions;
  52252. private _mergeEffect;
  52253. protected _scene: Scene;
  52254. protected _engine: Engine;
  52255. protected _maxSize: number;
  52256. protected _mainTextureDesiredSize: ISize;
  52257. protected _mainTexture: RenderTargetTexture;
  52258. protected _shouldRender: boolean;
  52259. protected _postProcesses: PostProcess[];
  52260. protected _textures: BaseTexture[];
  52261. protected _emissiveTextureAndColor: {
  52262. texture: Nullable<BaseTexture>;
  52263. color: Color4;
  52264. };
  52265. /**
  52266. * The name of the layer
  52267. */
  52268. name: string;
  52269. /**
  52270. * The clear color of the texture used to generate the glow map.
  52271. */
  52272. neutralColor: Color4;
  52273. /**
  52274. * Specifies wether the highlight layer is enabled or not.
  52275. */
  52276. isEnabled: boolean;
  52277. /**
  52278. * Gets the camera attached to the layer.
  52279. */
  52280. readonly camera: Nullable<Camera>;
  52281. /**
  52282. * Gets the rendering group id the layer should render in.
  52283. */
  52284. renderingGroupId: number;
  52285. /**
  52286. * An event triggered when the effect layer has been disposed.
  52287. */
  52288. onDisposeObservable: Observable<EffectLayer>;
  52289. /**
  52290. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  52291. */
  52292. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  52293. /**
  52294. * An event triggered when the generated texture is being merged in the scene.
  52295. */
  52296. onBeforeComposeObservable: Observable<EffectLayer>;
  52297. /**
  52298. * An event triggered when the mesh is rendered into the effect render target.
  52299. */
  52300. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  52301. /**
  52302. * An event triggered after the mesh has been rendered into the effect render target.
  52303. */
  52304. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  52305. /**
  52306. * An event triggered when the generated texture has been merged in the scene.
  52307. */
  52308. onAfterComposeObservable: Observable<EffectLayer>;
  52309. /**
  52310. * An event triggered when the efffect layer changes its size.
  52311. */
  52312. onSizeChangedObservable: Observable<EffectLayer>;
  52313. /** @hidden */
  52314. static _SceneComponentInitialization: (scene: Scene) => void;
  52315. /**
  52316. * Instantiates a new effect Layer and references it in the scene.
  52317. * @param name The name of the layer
  52318. * @param scene The scene to use the layer in
  52319. */
  52320. constructor(
  52321. /** The Friendly of the effect in the scene */
  52322. name: string, scene: Scene);
  52323. /**
  52324. * Get the effect name of the layer.
  52325. * @return The effect name
  52326. */
  52327. abstract getEffectName(): string;
  52328. /**
  52329. * Checks for the readiness of the element composing the layer.
  52330. * @param subMesh the mesh to check for
  52331. * @param useInstances specify wether or not to use instances to render the mesh
  52332. * @return true if ready otherwise, false
  52333. */
  52334. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52335. /**
  52336. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52337. * @returns true if the effect requires stencil during the main canvas render pass.
  52338. */
  52339. abstract needStencil(): boolean;
  52340. /**
  52341. * Create the merge effect. This is the shader use to blit the information back
  52342. * to the main canvas at the end of the scene rendering.
  52343. * @returns The effect containing the shader used to merge the effect on the main canvas
  52344. */
  52345. protected abstract _createMergeEffect(): Effect;
  52346. /**
  52347. * Creates the render target textures and post processes used in the effect layer.
  52348. */
  52349. protected abstract _createTextureAndPostProcesses(): void;
  52350. /**
  52351. * Implementation specific of rendering the generating effect on the main canvas.
  52352. * @param effect The effect used to render through
  52353. */
  52354. protected abstract _internalRender(effect: Effect): void;
  52355. /**
  52356. * Sets the required values for both the emissive texture and and the main color.
  52357. */
  52358. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52359. /**
  52360. * Free any resources and references associated to a mesh.
  52361. * Internal use
  52362. * @param mesh The mesh to free.
  52363. */
  52364. abstract _disposeMesh(mesh: Mesh): void;
  52365. /**
  52366. * Serializes this layer (Glow or Highlight for example)
  52367. * @returns a serialized layer object
  52368. */
  52369. abstract serialize?(): any;
  52370. /**
  52371. * Initializes the effect layer with the required options.
  52372. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  52373. */
  52374. protected _init(options: Partial<IEffectLayerOptions>): void;
  52375. /**
  52376. * Generates the index buffer of the full screen quad blending to the main canvas.
  52377. */
  52378. private _generateIndexBuffer;
  52379. /**
  52380. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  52381. */
  52382. private _generateVertexBuffer;
  52383. /**
  52384. * Sets the main texture desired size which is the closest power of two
  52385. * of the engine canvas size.
  52386. */
  52387. private _setMainTextureSize;
  52388. /**
  52389. * Creates the main texture for the effect layer.
  52390. */
  52391. protected _createMainTexture(): void;
  52392. /**
  52393. * Adds specific effects defines.
  52394. * @param defines The defines to add specifics to.
  52395. */
  52396. protected _addCustomEffectDefines(defines: string[]): void;
  52397. /**
  52398. * Checks for the readiness of the element composing the layer.
  52399. * @param subMesh the mesh to check for
  52400. * @param useInstances specify wether or not to use instances to render the mesh
  52401. * @param emissiveTexture the associated emissive texture used to generate the glow
  52402. * @return true if ready otherwise, false
  52403. */
  52404. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52405. /**
  52406. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52407. */
  52408. render(): void;
  52409. /**
  52410. * Determine if a given mesh will be used in the current effect.
  52411. * @param mesh mesh to test
  52412. * @returns true if the mesh will be used
  52413. */
  52414. hasMesh(mesh: AbstractMesh): boolean;
  52415. /**
  52416. * Returns true if the layer contains information to display, otherwise false.
  52417. * @returns true if the glow layer should be rendered
  52418. */
  52419. shouldRender(): boolean;
  52420. /**
  52421. * Returns true if the mesh should render, otherwise false.
  52422. * @param mesh The mesh to render
  52423. * @returns true if it should render otherwise false
  52424. */
  52425. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52426. /**
  52427. * Returns true if the mesh can be rendered, otherwise false.
  52428. * @param mesh The mesh to render
  52429. * @param material The material used on the mesh
  52430. * @returns true if it can be rendered otherwise false
  52431. */
  52432. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52433. /**
  52434. * Returns true if the mesh should render, otherwise false.
  52435. * @param mesh The mesh to render
  52436. * @returns true if it should render otherwise false
  52437. */
  52438. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52439. /**
  52440. * Renders the submesh passed in parameter to the generation map.
  52441. */
  52442. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52443. /**
  52444. * Defines wether the current material of the mesh should be use to render the effect.
  52445. * @param mesh defines the current mesh to render
  52446. */
  52447. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52448. /**
  52449. * Rebuild the required buffers.
  52450. * @hidden Internal use only.
  52451. */
  52452. _rebuild(): void;
  52453. /**
  52454. * Dispose only the render target textures and post process.
  52455. */
  52456. private _disposeTextureAndPostProcesses;
  52457. /**
  52458. * Dispose the highlight layer and free resources.
  52459. */
  52460. dispose(): void;
  52461. /**
  52462. * Gets the class name of the effect layer
  52463. * @returns the string with the class name of the effect layer
  52464. */
  52465. getClassName(): string;
  52466. /**
  52467. * Creates an effect layer from parsed effect layer data
  52468. * @param parsedEffectLayer defines effect layer data
  52469. * @param scene defines the current scene
  52470. * @param rootUrl defines the root URL containing the effect layer information
  52471. * @returns a parsed effect Layer
  52472. */
  52473. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52474. }
  52475. }
  52476. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52477. import { Scene } from "babylonjs/scene";
  52478. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52479. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52480. import { AbstractScene } from "babylonjs/abstractScene";
  52481. module "babylonjs/abstractScene" {
  52482. interface AbstractScene {
  52483. /**
  52484. * The list of effect layers (highlights/glow) added to the scene
  52485. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52486. * @see http://doc.babylonjs.com/how_to/glow_layer
  52487. */
  52488. effectLayers: Array<EffectLayer>;
  52489. /**
  52490. * Removes the given effect layer from this scene.
  52491. * @param toRemove defines the effect layer to remove
  52492. * @returns the index of the removed effect layer
  52493. */
  52494. removeEffectLayer(toRemove: EffectLayer): number;
  52495. /**
  52496. * Adds the given effect layer to this scene
  52497. * @param newEffectLayer defines the effect layer to add
  52498. */
  52499. addEffectLayer(newEffectLayer: EffectLayer): void;
  52500. }
  52501. }
  52502. /**
  52503. * Defines the layer scene component responsible to manage any effect layers
  52504. * in a given scene.
  52505. */
  52506. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52507. /**
  52508. * The component name helpfull to identify the component in the list of scene components.
  52509. */
  52510. readonly name: string;
  52511. /**
  52512. * The scene the component belongs to.
  52513. */
  52514. scene: Scene;
  52515. private _engine;
  52516. private _renderEffects;
  52517. private _needStencil;
  52518. private _previousStencilState;
  52519. /**
  52520. * Creates a new instance of the component for the given scene
  52521. * @param scene Defines the scene to register the component in
  52522. */
  52523. constructor(scene: Scene);
  52524. /**
  52525. * Registers the component in a given scene
  52526. */
  52527. register(): void;
  52528. /**
  52529. * Rebuilds the elements related to this component in case of
  52530. * context lost for instance.
  52531. */
  52532. rebuild(): void;
  52533. /**
  52534. * Serializes the component data to the specified json object
  52535. * @param serializationObject The object to serialize to
  52536. */
  52537. serialize(serializationObject: any): void;
  52538. /**
  52539. * Adds all the elements from the container to the scene
  52540. * @param container the container holding the elements
  52541. */
  52542. addFromContainer(container: AbstractScene): void;
  52543. /**
  52544. * Removes all the elements in the container from the scene
  52545. * @param container contains the elements to remove
  52546. * @param dispose if the removed element should be disposed (default: false)
  52547. */
  52548. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52549. /**
  52550. * Disposes the component and the associated ressources.
  52551. */
  52552. dispose(): void;
  52553. private _isReadyForMesh;
  52554. private _renderMainTexture;
  52555. private _setStencil;
  52556. private _setStencilBack;
  52557. private _draw;
  52558. private _drawCamera;
  52559. private _drawRenderingGroup;
  52560. }
  52561. }
  52562. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52563. /** @hidden */
  52564. export var glowMapMergePixelShader: {
  52565. name: string;
  52566. shader: string;
  52567. };
  52568. }
  52569. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52570. /** @hidden */
  52571. export var glowMapMergeVertexShader: {
  52572. name: string;
  52573. shader: string;
  52574. };
  52575. }
  52576. declare module "babylonjs/Layers/glowLayer" {
  52577. import { Nullable } from "babylonjs/types";
  52578. import { Camera } from "babylonjs/Cameras/camera";
  52579. import { Scene } from "babylonjs/scene";
  52580. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52581. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52582. import { Mesh } from "babylonjs/Meshes/mesh";
  52583. import { Texture } from "babylonjs/Materials/Textures/texture";
  52584. import { Effect } from "babylonjs/Materials/effect";
  52585. import { Material } from "babylonjs/Materials/material";
  52586. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52587. import { Color4 } from "babylonjs/Maths/math.color";
  52588. import "babylonjs/Shaders/glowMapMerge.fragment";
  52589. import "babylonjs/Shaders/glowMapMerge.vertex";
  52590. import "babylonjs/Layers/effectLayerSceneComponent";
  52591. module "babylonjs/abstractScene" {
  52592. interface AbstractScene {
  52593. /**
  52594. * Return a the first highlight layer of the scene with a given name.
  52595. * @param name The name of the highlight layer to look for.
  52596. * @return The highlight layer if found otherwise null.
  52597. */
  52598. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52599. }
  52600. }
  52601. /**
  52602. * Glow layer options. This helps customizing the behaviour
  52603. * of the glow layer.
  52604. */
  52605. export interface IGlowLayerOptions {
  52606. /**
  52607. * Multiplication factor apply to the canvas size to compute the render target size
  52608. * used to generated the glowing objects (the smaller the faster).
  52609. */
  52610. mainTextureRatio: number;
  52611. /**
  52612. * Enforces a fixed size texture to ensure resize independant blur.
  52613. */
  52614. mainTextureFixedSize?: number;
  52615. /**
  52616. * How big is the kernel of the blur texture.
  52617. */
  52618. blurKernelSize: number;
  52619. /**
  52620. * The camera attached to the layer.
  52621. */
  52622. camera: Nullable<Camera>;
  52623. /**
  52624. * Enable MSAA by chosing the number of samples.
  52625. */
  52626. mainTextureSamples?: number;
  52627. /**
  52628. * The rendering group to draw the layer in.
  52629. */
  52630. renderingGroupId: number;
  52631. }
  52632. /**
  52633. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52634. *
  52635. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52636. *
  52637. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52638. */
  52639. export class GlowLayer extends EffectLayer {
  52640. /**
  52641. * Effect Name of the layer.
  52642. */
  52643. static readonly EffectName: string;
  52644. /**
  52645. * The default blur kernel size used for the glow.
  52646. */
  52647. static DefaultBlurKernelSize: number;
  52648. /**
  52649. * The default texture size ratio used for the glow.
  52650. */
  52651. static DefaultTextureRatio: number;
  52652. /**
  52653. * Sets the kernel size of the blur.
  52654. */
  52655. /**
  52656. * Gets the kernel size of the blur.
  52657. */
  52658. blurKernelSize: number;
  52659. /**
  52660. * Sets the glow intensity.
  52661. */
  52662. /**
  52663. * Gets the glow intensity.
  52664. */
  52665. intensity: number;
  52666. private _options;
  52667. private _intensity;
  52668. private _horizontalBlurPostprocess1;
  52669. private _verticalBlurPostprocess1;
  52670. private _horizontalBlurPostprocess2;
  52671. private _verticalBlurPostprocess2;
  52672. private _blurTexture1;
  52673. private _blurTexture2;
  52674. private _postProcesses1;
  52675. private _postProcesses2;
  52676. private _includedOnlyMeshes;
  52677. private _excludedMeshes;
  52678. private _meshesUsingTheirOwnMaterials;
  52679. /**
  52680. * Callback used to let the user override the color selection on a per mesh basis
  52681. */
  52682. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52683. /**
  52684. * Callback used to let the user override the texture selection on a per mesh basis
  52685. */
  52686. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52687. /**
  52688. * Instantiates a new glow Layer and references it to the scene.
  52689. * @param name The name of the layer
  52690. * @param scene The scene to use the layer in
  52691. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52692. */
  52693. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52694. /**
  52695. * Get the effect name of the layer.
  52696. * @return The effect name
  52697. */
  52698. getEffectName(): string;
  52699. /**
  52700. * Create the merge effect. This is the shader use to blit the information back
  52701. * to the main canvas at the end of the scene rendering.
  52702. */
  52703. protected _createMergeEffect(): Effect;
  52704. /**
  52705. * Creates the render target textures and post processes used in the glow layer.
  52706. */
  52707. protected _createTextureAndPostProcesses(): void;
  52708. /**
  52709. * Checks for the readiness of the element composing the layer.
  52710. * @param subMesh the mesh to check for
  52711. * @param useInstances specify wether or not to use instances to render the mesh
  52712. * @param emissiveTexture the associated emissive texture used to generate the glow
  52713. * @return true if ready otherwise, false
  52714. */
  52715. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52716. /**
  52717. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52718. */
  52719. needStencil(): boolean;
  52720. /**
  52721. * Returns true if the mesh can be rendered, otherwise false.
  52722. * @param mesh The mesh to render
  52723. * @param material The material used on the mesh
  52724. * @returns true if it can be rendered otherwise false
  52725. */
  52726. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52727. /**
  52728. * Implementation specific of rendering the generating effect on the main canvas.
  52729. * @param effect The effect used to render through
  52730. */
  52731. protected _internalRender(effect: Effect): void;
  52732. /**
  52733. * Sets the required values for both the emissive texture and and the main color.
  52734. */
  52735. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52736. /**
  52737. * Returns true if the mesh should render, otherwise false.
  52738. * @param mesh The mesh to render
  52739. * @returns true if it should render otherwise false
  52740. */
  52741. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52742. /**
  52743. * Adds specific effects defines.
  52744. * @param defines The defines to add specifics to.
  52745. */
  52746. protected _addCustomEffectDefines(defines: string[]): void;
  52747. /**
  52748. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52749. * @param mesh The mesh to exclude from the glow layer
  52750. */
  52751. addExcludedMesh(mesh: Mesh): void;
  52752. /**
  52753. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52754. * @param mesh The mesh to remove
  52755. */
  52756. removeExcludedMesh(mesh: Mesh): void;
  52757. /**
  52758. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52759. * @param mesh The mesh to include in the glow layer
  52760. */
  52761. addIncludedOnlyMesh(mesh: Mesh): void;
  52762. /**
  52763. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52764. * @param mesh The mesh to remove
  52765. */
  52766. removeIncludedOnlyMesh(mesh: Mesh): void;
  52767. /**
  52768. * Determine if a given mesh will be used in the glow layer
  52769. * @param mesh The mesh to test
  52770. * @returns true if the mesh will be highlighted by the current glow layer
  52771. */
  52772. hasMesh(mesh: AbstractMesh): boolean;
  52773. /**
  52774. * Defines wether the current material of the mesh should be use to render the effect.
  52775. * @param mesh defines the current mesh to render
  52776. */
  52777. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52778. /**
  52779. * Add a mesh to be rendered through its own material and not with emissive only.
  52780. * @param mesh The mesh for which we need to use its material
  52781. */
  52782. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52783. /**
  52784. * Remove a mesh from being rendered through its own material and not with emissive only.
  52785. * @param mesh The mesh for which we need to not use its material
  52786. */
  52787. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52788. /**
  52789. * Free any resources and references associated to a mesh.
  52790. * Internal use
  52791. * @param mesh The mesh to free.
  52792. * @hidden
  52793. */
  52794. _disposeMesh(mesh: Mesh): void;
  52795. /**
  52796. * Gets the class name of the effect layer
  52797. * @returns the string with the class name of the effect layer
  52798. */
  52799. getClassName(): string;
  52800. /**
  52801. * Serializes this glow layer
  52802. * @returns a serialized glow layer object
  52803. */
  52804. serialize(): any;
  52805. /**
  52806. * Creates a Glow Layer from parsed glow layer data
  52807. * @param parsedGlowLayer defines glow layer data
  52808. * @param scene defines the current scene
  52809. * @param rootUrl defines the root URL containing the glow layer information
  52810. * @returns a parsed Glow Layer
  52811. */
  52812. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52813. }
  52814. }
  52815. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52816. /** @hidden */
  52817. export var glowBlurPostProcessPixelShader: {
  52818. name: string;
  52819. shader: string;
  52820. };
  52821. }
  52822. declare module "babylonjs/Layers/highlightLayer" {
  52823. import { Observable } from "babylonjs/Misc/observable";
  52824. import { Nullable } from "babylonjs/types";
  52825. import { Camera } from "babylonjs/Cameras/camera";
  52826. import { Scene } from "babylonjs/scene";
  52827. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52828. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52829. import { Mesh } from "babylonjs/Meshes/mesh";
  52830. import { Effect } from "babylonjs/Materials/effect";
  52831. import { Material } from "babylonjs/Materials/material";
  52832. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52833. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52834. import "babylonjs/Shaders/glowMapMerge.fragment";
  52835. import "babylonjs/Shaders/glowMapMerge.vertex";
  52836. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52837. module "babylonjs/abstractScene" {
  52838. interface AbstractScene {
  52839. /**
  52840. * Return a the first highlight layer of the scene with a given name.
  52841. * @param name The name of the highlight layer to look for.
  52842. * @return The highlight layer if found otherwise null.
  52843. */
  52844. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52845. }
  52846. }
  52847. /**
  52848. * Highlight layer options. This helps customizing the behaviour
  52849. * of the highlight layer.
  52850. */
  52851. export interface IHighlightLayerOptions {
  52852. /**
  52853. * Multiplication factor apply to the canvas size to compute the render target size
  52854. * used to generated the glowing objects (the smaller the faster).
  52855. */
  52856. mainTextureRatio: number;
  52857. /**
  52858. * Enforces a fixed size texture to ensure resize independant blur.
  52859. */
  52860. mainTextureFixedSize?: number;
  52861. /**
  52862. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52863. * of the picture to blur (the smaller the faster).
  52864. */
  52865. blurTextureSizeRatio: number;
  52866. /**
  52867. * How big in texel of the blur texture is the vertical blur.
  52868. */
  52869. blurVerticalSize: number;
  52870. /**
  52871. * How big in texel of the blur texture is the horizontal blur.
  52872. */
  52873. blurHorizontalSize: number;
  52874. /**
  52875. * Alpha blending mode used to apply the blur. Default is combine.
  52876. */
  52877. alphaBlendingMode: number;
  52878. /**
  52879. * The camera attached to the layer.
  52880. */
  52881. camera: Nullable<Camera>;
  52882. /**
  52883. * Should we display highlight as a solid stroke?
  52884. */
  52885. isStroke?: boolean;
  52886. /**
  52887. * The rendering group to draw the layer in.
  52888. */
  52889. renderingGroupId: number;
  52890. }
  52891. /**
  52892. * The highlight layer Helps adding a glow effect around a mesh.
  52893. *
  52894. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52895. * glowy meshes to your scene.
  52896. *
  52897. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52898. */
  52899. export class HighlightLayer extends EffectLayer {
  52900. name: string;
  52901. /**
  52902. * Effect Name of the highlight layer.
  52903. */
  52904. static readonly EffectName: string;
  52905. /**
  52906. * The neutral color used during the preparation of the glow effect.
  52907. * This is black by default as the blend operation is a blend operation.
  52908. */
  52909. static NeutralColor: Color4;
  52910. /**
  52911. * Stencil value used for glowing meshes.
  52912. */
  52913. static GlowingMeshStencilReference: number;
  52914. /**
  52915. * Stencil value used for the other meshes in the scene.
  52916. */
  52917. static NormalMeshStencilReference: number;
  52918. /**
  52919. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52920. */
  52921. innerGlow: boolean;
  52922. /**
  52923. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52924. */
  52925. outerGlow: boolean;
  52926. /**
  52927. * Specifies the horizontal size of the blur.
  52928. */
  52929. /**
  52930. * Gets the horizontal size of the blur.
  52931. */
  52932. blurHorizontalSize: number;
  52933. /**
  52934. * Specifies the vertical size of the blur.
  52935. */
  52936. /**
  52937. * Gets the vertical size of the blur.
  52938. */
  52939. blurVerticalSize: number;
  52940. /**
  52941. * An event triggered when the highlight layer is being blurred.
  52942. */
  52943. onBeforeBlurObservable: Observable<HighlightLayer>;
  52944. /**
  52945. * An event triggered when the highlight layer has been blurred.
  52946. */
  52947. onAfterBlurObservable: Observable<HighlightLayer>;
  52948. private _instanceGlowingMeshStencilReference;
  52949. private _options;
  52950. private _downSamplePostprocess;
  52951. private _horizontalBlurPostprocess;
  52952. private _verticalBlurPostprocess;
  52953. private _blurTexture;
  52954. private _meshes;
  52955. private _excludedMeshes;
  52956. /**
  52957. * Instantiates a new highlight Layer and references it to the scene..
  52958. * @param name The name of the layer
  52959. * @param scene The scene to use the layer in
  52960. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52961. */
  52962. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52963. /**
  52964. * Get the effect name of the layer.
  52965. * @return The effect name
  52966. */
  52967. getEffectName(): string;
  52968. /**
  52969. * Create the merge effect. This is the shader use to blit the information back
  52970. * to the main canvas at the end of the scene rendering.
  52971. */
  52972. protected _createMergeEffect(): Effect;
  52973. /**
  52974. * Creates the render target textures and post processes used in the highlight layer.
  52975. */
  52976. protected _createTextureAndPostProcesses(): void;
  52977. /**
  52978. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52979. */
  52980. needStencil(): boolean;
  52981. /**
  52982. * Checks for the readiness of the element composing the layer.
  52983. * @param subMesh the mesh to check for
  52984. * @param useInstances specify wether or not to use instances to render the mesh
  52985. * @param emissiveTexture the associated emissive texture used to generate the glow
  52986. * @return true if ready otherwise, false
  52987. */
  52988. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52989. /**
  52990. * Implementation specific of rendering the generating effect on the main canvas.
  52991. * @param effect The effect used to render through
  52992. */
  52993. protected _internalRender(effect: Effect): void;
  52994. /**
  52995. * Returns true if the layer contains information to display, otherwise false.
  52996. */
  52997. shouldRender(): boolean;
  52998. /**
  52999. * Returns true if the mesh should render, otherwise false.
  53000. * @param mesh The mesh to render
  53001. * @returns true if it should render otherwise false
  53002. */
  53003. protected _shouldRenderMesh(mesh: Mesh): boolean;
  53004. /**
  53005. * Sets the required values for both the emissive texture and and the main color.
  53006. */
  53007. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  53008. /**
  53009. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  53010. * @param mesh The mesh to exclude from the highlight layer
  53011. */
  53012. addExcludedMesh(mesh: Mesh): void;
  53013. /**
  53014. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  53015. * @param mesh The mesh to highlight
  53016. */
  53017. removeExcludedMesh(mesh: Mesh): void;
  53018. /**
  53019. * Determine if a given mesh will be highlighted by the current HighlightLayer
  53020. * @param mesh mesh to test
  53021. * @returns true if the mesh will be highlighted by the current HighlightLayer
  53022. */
  53023. hasMesh(mesh: AbstractMesh): boolean;
  53024. /**
  53025. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  53026. * @param mesh The mesh to highlight
  53027. * @param color The color of the highlight
  53028. * @param glowEmissiveOnly Extract the glow from the emissive texture
  53029. */
  53030. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  53031. /**
  53032. * Remove a mesh from the highlight layer in order to make it stop glowing.
  53033. * @param mesh The mesh to highlight
  53034. */
  53035. removeMesh(mesh: Mesh): void;
  53036. /**
  53037. * Force the stencil to the normal expected value for none glowing parts
  53038. */
  53039. private _defaultStencilReference;
  53040. /**
  53041. * Free any resources and references associated to a mesh.
  53042. * Internal use
  53043. * @param mesh The mesh to free.
  53044. * @hidden
  53045. */
  53046. _disposeMesh(mesh: Mesh): void;
  53047. /**
  53048. * Dispose the highlight layer and free resources.
  53049. */
  53050. dispose(): void;
  53051. /**
  53052. * Gets the class name of the effect layer
  53053. * @returns the string with the class name of the effect layer
  53054. */
  53055. getClassName(): string;
  53056. /**
  53057. * Serializes this Highlight layer
  53058. * @returns a serialized Highlight layer object
  53059. */
  53060. serialize(): any;
  53061. /**
  53062. * Creates a Highlight layer from parsed Highlight layer data
  53063. * @param parsedHightlightLayer defines the Highlight layer data
  53064. * @param scene defines the current scene
  53065. * @param rootUrl defines the root URL containing the Highlight layer information
  53066. * @returns a parsed Highlight layer
  53067. */
  53068. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  53069. }
  53070. }
  53071. declare module "babylonjs/Layers/layerSceneComponent" {
  53072. import { Scene } from "babylonjs/scene";
  53073. import { ISceneComponent } from "babylonjs/sceneComponent";
  53074. import { Layer } from "babylonjs/Layers/layer";
  53075. import { AbstractScene } from "babylonjs/abstractScene";
  53076. module "babylonjs/abstractScene" {
  53077. interface AbstractScene {
  53078. /**
  53079. * The list of layers (background and foreground) of the scene
  53080. */
  53081. layers: Array<Layer>;
  53082. }
  53083. }
  53084. /**
  53085. * Defines the layer scene component responsible to manage any layers
  53086. * in a given scene.
  53087. */
  53088. export class LayerSceneComponent implements ISceneComponent {
  53089. /**
  53090. * The component name helpfull to identify the component in the list of scene components.
  53091. */
  53092. readonly name: string;
  53093. /**
  53094. * The scene the component belongs to.
  53095. */
  53096. scene: Scene;
  53097. private _engine;
  53098. /**
  53099. * Creates a new instance of the component for the given scene
  53100. * @param scene Defines the scene to register the component in
  53101. */
  53102. constructor(scene: Scene);
  53103. /**
  53104. * Registers the component in a given scene
  53105. */
  53106. register(): void;
  53107. /**
  53108. * Rebuilds the elements related to this component in case of
  53109. * context lost for instance.
  53110. */
  53111. rebuild(): void;
  53112. /**
  53113. * Disposes the component and the associated ressources.
  53114. */
  53115. dispose(): void;
  53116. private _draw;
  53117. private _drawCameraPredicate;
  53118. private _drawCameraBackground;
  53119. private _drawCameraForeground;
  53120. private _drawRenderTargetPredicate;
  53121. private _drawRenderTargetBackground;
  53122. private _drawRenderTargetForeground;
  53123. /**
  53124. * Adds all the elements from the container to the scene
  53125. * @param container the container holding the elements
  53126. */
  53127. addFromContainer(container: AbstractScene): void;
  53128. /**
  53129. * Removes all the elements in the container from the scene
  53130. * @param container contains the elements to remove
  53131. * @param dispose if the removed element should be disposed (default: false)
  53132. */
  53133. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53134. }
  53135. }
  53136. declare module "babylonjs/Shaders/layer.fragment" {
  53137. /** @hidden */
  53138. export var layerPixelShader: {
  53139. name: string;
  53140. shader: string;
  53141. };
  53142. }
  53143. declare module "babylonjs/Shaders/layer.vertex" {
  53144. /** @hidden */
  53145. export var layerVertexShader: {
  53146. name: string;
  53147. shader: string;
  53148. };
  53149. }
  53150. declare module "babylonjs/Layers/layer" {
  53151. import { Observable } from "babylonjs/Misc/observable";
  53152. import { Nullable } from "babylonjs/types";
  53153. import { Scene } from "babylonjs/scene";
  53154. import { Vector2 } from "babylonjs/Maths/math.vector";
  53155. import { Color4 } from "babylonjs/Maths/math.color";
  53156. import { Texture } from "babylonjs/Materials/Textures/texture";
  53157. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53158. import "babylonjs/Shaders/layer.fragment";
  53159. import "babylonjs/Shaders/layer.vertex";
  53160. /**
  53161. * This represents a full screen 2d layer.
  53162. * This can be useful to display a picture in the background of your scene for instance.
  53163. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53164. */
  53165. export class Layer {
  53166. /**
  53167. * Define the name of the layer.
  53168. */
  53169. name: string;
  53170. /**
  53171. * Define the texture the layer should display.
  53172. */
  53173. texture: Nullable<Texture>;
  53174. /**
  53175. * Is the layer in background or foreground.
  53176. */
  53177. isBackground: boolean;
  53178. /**
  53179. * Define the color of the layer (instead of texture).
  53180. */
  53181. color: Color4;
  53182. /**
  53183. * Define the scale of the layer in order to zoom in out of the texture.
  53184. */
  53185. scale: Vector2;
  53186. /**
  53187. * Define an offset for the layer in order to shift the texture.
  53188. */
  53189. offset: Vector2;
  53190. /**
  53191. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  53192. */
  53193. alphaBlendingMode: number;
  53194. /**
  53195. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  53196. * Alpha test will not mix with the background color in case of transparency.
  53197. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  53198. */
  53199. alphaTest: boolean;
  53200. /**
  53201. * Define a mask to restrict the layer to only some of the scene cameras.
  53202. */
  53203. layerMask: number;
  53204. /**
  53205. * Define the list of render target the layer is visible into.
  53206. */
  53207. renderTargetTextures: RenderTargetTexture[];
  53208. /**
  53209. * Define if the layer is only used in renderTarget or if it also
  53210. * renders in the main frame buffer of the canvas.
  53211. */
  53212. renderOnlyInRenderTargetTextures: boolean;
  53213. private _scene;
  53214. private _vertexBuffers;
  53215. private _indexBuffer;
  53216. private _effect;
  53217. private _alphaTestEffect;
  53218. /**
  53219. * An event triggered when the layer is disposed.
  53220. */
  53221. onDisposeObservable: Observable<Layer>;
  53222. private _onDisposeObserver;
  53223. /**
  53224. * Back compatibility with callback before the onDisposeObservable existed.
  53225. * The set callback will be triggered when the layer has been disposed.
  53226. */
  53227. onDispose: () => void;
  53228. /**
  53229. * An event triggered before rendering the scene
  53230. */
  53231. onBeforeRenderObservable: Observable<Layer>;
  53232. private _onBeforeRenderObserver;
  53233. /**
  53234. * Back compatibility with callback before the onBeforeRenderObservable existed.
  53235. * The set callback will be triggered just before rendering the layer.
  53236. */
  53237. onBeforeRender: () => void;
  53238. /**
  53239. * An event triggered after rendering the scene
  53240. */
  53241. onAfterRenderObservable: Observable<Layer>;
  53242. private _onAfterRenderObserver;
  53243. /**
  53244. * Back compatibility with callback before the onAfterRenderObservable existed.
  53245. * The set callback will be triggered just after rendering the layer.
  53246. */
  53247. onAfterRender: () => void;
  53248. /**
  53249. * Instantiates a new layer.
  53250. * This represents a full screen 2d layer.
  53251. * This can be useful to display a picture in the background of your scene for instance.
  53252. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53253. * @param name Define the name of the layer in the scene
  53254. * @param imgUrl Define the url of the texture to display in the layer
  53255. * @param scene Define the scene the layer belongs to
  53256. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  53257. * @param color Defines a color for the layer
  53258. */
  53259. constructor(
  53260. /**
  53261. * Define the name of the layer.
  53262. */
  53263. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  53264. private _createIndexBuffer;
  53265. /** @hidden */
  53266. _rebuild(): void;
  53267. /**
  53268. * Renders the layer in the scene.
  53269. */
  53270. render(): void;
  53271. /**
  53272. * Disposes and releases the associated ressources.
  53273. */
  53274. dispose(): void;
  53275. }
  53276. }
  53277. declare module "babylonjs/Layers/index" {
  53278. export * from "babylonjs/Layers/effectLayer";
  53279. export * from "babylonjs/Layers/effectLayerSceneComponent";
  53280. export * from "babylonjs/Layers/glowLayer";
  53281. export * from "babylonjs/Layers/highlightLayer";
  53282. export * from "babylonjs/Layers/layer";
  53283. export * from "babylonjs/Layers/layerSceneComponent";
  53284. }
  53285. declare module "babylonjs/Shaders/lensFlare.fragment" {
  53286. /** @hidden */
  53287. export var lensFlarePixelShader: {
  53288. name: string;
  53289. shader: string;
  53290. };
  53291. }
  53292. declare module "babylonjs/Shaders/lensFlare.vertex" {
  53293. /** @hidden */
  53294. export var lensFlareVertexShader: {
  53295. name: string;
  53296. shader: string;
  53297. };
  53298. }
  53299. declare module "babylonjs/LensFlares/lensFlareSystem" {
  53300. import { Scene } from "babylonjs/scene";
  53301. import { Vector3 } from "babylonjs/Maths/math.vector";
  53302. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53303. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  53304. import "babylonjs/Shaders/lensFlare.fragment";
  53305. import "babylonjs/Shaders/lensFlare.vertex";
  53306. import { Viewport } from "babylonjs/Maths/math.viewport";
  53307. /**
  53308. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53309. * It is usually composed of several `lensFlare`.
  53310. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53311. */
  53312. export class LensFlareSystem {
  53313. /**
  53314. * Define the name of the lens flare system
  53315. */
  53316. name: string;
  53317. /**
  53318. * List of lens flares used in this system.
  53319. */
  53320. lensFlares: LensFlare[];
  53321. /**
  53322. * Define a limit from the border the lens flare can be visible.
  53323. */
  53324. borderLimit: number;
  53325. /**
  53326. * Define a viewport border we do not want to see the lens flare in.
  53327. */
  53328. viewportBorder: number;
  53329. /**
  53330. * Define a predicate which could limit the list of meshes able to occlude the effect.
  53331. */
  53332. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  53333. /**
  53334. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  53335. */
  53336. layerMask: number;
  53337. /**
  53338. * Define the id of the lens flare system in the scene.
  53339. * (equal to name by default)
  53340. */
  53341. id: string;
  53342. private _scene;
  53343. private _emitter;
  53344. private _vertexBuffers;
  53345. private _indexBuffer;
  53346. private _effect;
  53347. private _positionX;
  53348. private _positionY;
  53349. private _isEnabled;
  53350. /** @hidden */
  53351. static _SceneComponentInitialization: (scene: Scene) => void;
  53352. /**
  53353. * Instantiates a lens flare system.
  53354. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53355. * It is usually composed of several `lensFlare`.
  53356. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53357. * @param name Define the name of the lens flare system in the scene
  53358. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  53359. * @param scene Define the scene the lens flare system belongs to
  53360. */
  53361. constructor(
  53362. /**
  53363. * Define the name of the lens flare system
  53364. */
  53365. name: string, emitter: any, scene: Scene);
  53366. /**
  53367. * Define if the lens flare system is enabled.
  53368. */
  53369. isEnabled: boolean;
  53370. /**
  53371. * Get the scene the effects belongs to.
  53372. * @returns the scene holding the lens flare system
  53373. */
  53374. getScene(): Scene;
  53375. /**
  53376. * Get the emitter of the lens flare system.
  53377. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53378. * @returns the emitter of the lens flare system
  53379. */
  53380. getEmitter(): any;
  53381. /**
  53382. * Set the emitter of the lens flare system.
  53383. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53384. * @param newEmitter Define the new emitter of the system
  53385. */
  53386. setEmitter(newEmitter: any): void;
  53387. /**
  53388. * Get the lens flare system emitter position.
  53389. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  53390. * @returns the position
  53391. */
  53392. getEmitterPosition(): Vector3;
  53393. /**
  53394. * @hidden
  53395. */
  53396. computeEffectivePosition(globalViewport: Viewport): boolean;
  53397. /** @hidden */
  53398. _isVisible(): boolean;
  53399. /**
  53400. * @hidden
  53401. */
  53402. render(): boolean;
  53403. /**
  53404. * Dispose and release the lens flare with its associated resources.
  53405. */
  53406. dispose(): void;
  53407. /**
  53408. * Parse a lens flare system from a JSON repressentation
  53409. * @param parsedLensFlareSystem Define the JSON to parse
  53410. * @param scene Define the scene the parsed system should be instantiated in
  53411. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53412. * @returns the parsed system
  53413. */
  53414. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53415. /**
  53416. * Serialize the current Lens Flare System into a JSON representation.
  53417. * @returns the serialized JSON
  53418. */
  53419. serialize(): any;
  53420. }
  53421. }
  53422. declare module "babylonjs/LensFlares/lensFlare" {
  53423. import { Nullable } from "babylonjs/types";
  53424. import { Color3 } from "babylonjs/Maths/math.color";
  53425. import { Texture } from "babylonjs/Materials/Textures/texture";
  53426. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53427. /**
  53428. * This represents one of the lens effect in a `lensFlareSystem`.
  53429. * It controls one of the indiviual texture used in the effect.
  53430. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53431. */
  53432. export class LensFlare {
  53433. /**
  53434. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53435. */
  53436. size: number;
  53437. /**
  53438. * 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.
  53439. */
  53440. position: number;
  53441. /**
  53442. * Define the lens color.
  53443. */
  53444. color: Color3;
  53445. /**
  53446. * Define the lens texture.
  53447. */
  53448. texture: Nullable<Texture>;
  53449. /**
  53450. * Define the alpha mode to render this particular lens.
  53451. */
  53452. alphaMode: number;
  53453. private _system;
  53454. /**
  53455. * Creates a new Lens Flare.
  53456. * This represents one of the lens effect in a `lensFlareSystem`.
  53457. * It controls one of the indiviual texture used in the effect.
  53458. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53459. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53460. * @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.
  53461. * @param color Define the lens color
  53462. * @param imgUrl Define the lens texture url
  53463. * @param system Define the `lensFlareSystem` this flare is part of
  53464. * @returns The newly created Lens Flare
  53465. */
  53466. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53467. /**
  53468. * Instantiates a new Lens Flare.
  53469. * This represents one of the lens effect in a `lensFlareSystem`.
  53470. * It controls one of the indiviual texture used in the effect.
  53471. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53472. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53473. * @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.
  53474. * @param color Define the lens color
  53475. * @param imgUrl Define the lens texture url
  53476. * @param system Define the `lensFlareSystem` this flare is part of
  53477. */
  53478. constructor(
  53479. /**
  53480. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53481. */
  53482. size: number,
  53483. /**
  53484. * 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.
  53485. */
  53486. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53487. /**
  53488. * Dispose and release the lens flare with its associated resources.
  53489. */
  53490. dispose(): void;
  53491. }
  53492. }
  53493. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53494. import { Nullable } from "babylonjs/types";
  53495. import { Scene } from "babylonjs/scene";
  53496. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53497. import { AbstractScene } from "babylonjs/abstractScene";
  53498. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53499. module "babylonjs/abstractScene" {
  53500. interface AbstractScene {
  53501. /**
  53502. * The list of lens flare system added to the scene
  53503. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53504. */
  53505. lensFlareSystems: Array<LensFlareSystem>;
  53506. /**
  53507. * Removes the given lens flare system from this scene.
  53508. * @param toRemove The lens flare system to remove
  53509. * @returns The index of the removed lens flare system
  53510. */
  53511. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53512. /**
  53513. * Adds the given lens flare system to this scene
  53514. * @param newLensFlareSystem The lens flare system to add
  53515. */
  53516. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53517. /**
  53518. * Gets a lens flare system using its name
  53519. * @param name defines the name to look for
  53520. * @returns the lens flare system or null if not found
  53521. */
  53522. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53523. /**
  53524. * Gets a lens flare system using its id
  53525. * @param id defines the id to look for
  53526. * @returns the lens flare system or null if not found
  53527. */
  53528. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53529. }
  53530. }
  53531. /**
  53532. * Defines the lens flare scene component responsible to manage any lens flares
  53533. * in a given scene.
  53534. */
  53535. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53536. /**
  53537. * The component name helpfull to identify the component in the list of scene components.
  53538. */
  53539. readonly name: string;
  53540. /**
  53541. * The scene the component belongs to.
  53542. */
  53543. scene: Scene;
  53544. /**
  53545. * Creates a new instance of the component for the given scene
  53546. * @param scene Defines the scene to register the component in
  53547. */
  53548. constructor(scene: Scene);
  53549. /**
  53550. * Registers the component in a given scene
  53551. */
  53552. register(): void;
  53553. /**
  53554. * Rebuilds the elements related to this component in case of
  53555. * context lost for instance.
  53556. */
  53557. rebuild(): void;
  53558. /**
  53559. * Adds all the elements from the container to the scene
  53560. * @param container the container holding the elements
  53561. */
  53562. addFromContainer(container: AbstractScene): void;
  53563. /**
  53564. * Removes all the elements in the container from the scene
  53565. * @param container contains the elements to remove
  53566. * @param dispose if the removed element should be disposed (default: false)
  53567. */
  53568. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53569. /**
  53570. * Serializes the component data to the specified json object
  53571. * @param serializationObject The object to serialize to
  53572. */
  53573. serialize(serializationObject: any): void;
  53574. /**
  53575. * Disposes the component and the associated ressources.
  53576. */
  53577. dispose(): void;
  53578. private _draw;
  53579. }
  53580. }
  53581. declare module "babylonjs/LensFlares/index" {
  53582. export * from "babylonjs/LensFlares/lensFlare";
  53583. export * from "babylonjs/LensFlares/lensFlareSystem";
  53584. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53585. }
  53586. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53587. import { Scene } from "babylonjs/scene";
  53588. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53589. import { AbstractScene } from "babylonjs/abstractScene";
  53590. /**
  53591. * Defines the shadow generator component responsible to manage any shadow generators
  53592. * in a given scene.
  53593. */
  53594. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53595. /**
  53596. * The component name helpfull to identify the component in the list of scene components.
  53597. */
  53598. readonly name: string;
  53599. /**
  53600. * The scene the component belongs to.
  53601. */
  53602. scene: Scene;
  53603. /**
  53604. * Creates a new instance of the component for the given scene
  53605. * @param scene Defines the scene to register the component in
  53606. */
  53607. constructor(scene: Scene);
  53608. /**
  53609. * Registers the component in a given scene
  53610. */
  53611. register(): void;
  53612. /**
  53613. * Rebuilds the elements related to this component in case of
  53614. * context lost for instance.
  53615. */
  53616. rebuild(): void;
  53617. /**
  53618. * Serializes the component data to the specified json object
  53619. * @param serializationObject The object to serialize to
  53620. */
  53621. serialize(serializationObject: any): void;
  53622. /**
  53623. * Adds all the elements from the container to the scene
  53624. * @param container the container holding the elements
  53625. */
  53626. addFromContainer(container: AbstractScene): void;
  53627. /**
  53628. * Removes all the elements in the container from the scene
  53629. * @param container contains the elements to remove
  53630. * @param dispose if the removed element should be disposed (default: false)
  53631. */
  53632. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53633. /**
  53634. * Rebuilds the elements related to this component in case of
  53635. * context lost for instance.
  53636. */
  53637. dispose(): void;
  53638. private _gatherRenderTargets;
  53639. }
  53640. }
  53641. declare module "babylonjs/Lights/Shadows/index" {
  53642. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53643. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53644. }
  53645. declare module "babylonjs/Lights/pointLight" {
  53646. import { Scene } from "babylonjs/scene";
  53647. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53648. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53649. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53650. import { Effect } from "babylonjs/Materials/effect";
  53651. /**
  53652. * A point light is a light defined by an unique point in world space.
  53653. * The light is emitted in every direction from this point.
  53654. * A good example of a point light is a standard light bulb.
  53655. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53656. */
  53657. export class PointLight extends ShadowLight {
  53658. private _shadowAngle;
  53659. /**
  53660. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53661. * This specifies what angle the shadow will use to be created.
  53662. *
  53663. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53664. */
  53665. /**
  53666. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53667. * This specifies what angle the shadow will use to be created.
  53668. *
  53669. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53670. */
  53671. shadowAngle: number;
  53672. /**
  53673. * Gets the direction if it has been set.
  53674. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53675. */
  53676. /**
  53677. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53678. */
  53679. direction: Vector3;
  53680. /**
  53681. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53682. * A PointLight emits the light in every direction.
  53683. * It can cast shadows.
  53684. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53685. * ```javascript
  53686. * var pointLight = new PointLight("pl", camera.position, scene);
  53687. * ```
  53688. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53689. * @param name The light friendly name
  53690. * @param position The position of the point light in the scene
  53691. * @param scene The scene the lights belongs to
  53692. */
  53693. constructor(name: string, position: Vector3, scene: Scene);
  53694. /**
  53695. * Returns the string "PointLight"
  53696. * @returns the class name
  53697. */
  53698. getClassName(): string;
  53699. /**
  53700. * Returns the integer 0.
  53701. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53702. */
  53703. getTypeID(): number;
  53704. /**
  53705. * Specifies wether or not the shadowmap should be a cube texture.
  53706. * @returns true if the shadowmap needs to be a cube texture.
  53707. */
  53708. needCube(): boolean;
  53709. /**
  53710. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53711. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53712. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53713. */
  53714. getShadowDirection(faceIndex?: number): Vector3;
  53715. /**
  53716. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53717. * - fov = PI / 2
  53718. * - aspect ratio : 1.0
  53719. * - z-near and far equal to the active camera minZ and maxZ.
  53720. * Returns the PointLight.
  53721. */
  53722. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53723. protected _buildUniformLayout(): void;
  53724. /**
  53725. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53726. * @param effect The effect to update
  53727. * @param lightIndex The index of the light in the effect to update
  53728. * @returns The point light
  53729. */
  53730. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53731. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53732. /**
  53733. * Prepares the list of defines specific to the light type.
  53734. * @param defines the list of defines
  53735. * @param lightIndex defines the index of the light for the effect
  53736. */
  53737. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53738. }
  53739. }
  53740. declare module "babylonjs/Lights/index" {
  53741. export * from "babylonjs/Lights/light";
  53742. export * from "babylonjs/Lights/shadowLight";
  53743. export * from "babylonjs/Lights/Shadows/index";
  53744. export * from "babylonjs/Lights/directionalLight";
  53745. export * from "babylonjs/Lights/hemisphericLight";
  53746. export * from "babylonjs/Lights/pointLight";
  53747. export * from "babylonjs/Lights/spotLight";
  53748. }
  53749. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53750. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53751. /**
  53752. * Header information of HDR texture files.
  53753. */
  53754. export interface HDRInfo {
  53755. /**
  53756. * The height of the texture in pixels.
  53757. */
  53758. height: number;
  53759. /**
  53760. * The width of the texture in pixels.
  53761. */
  53762. width: number;
  53763. /**
  53764. * The index of the beginning of the data in the binary file.
  53765. */
  53766. dataPosition: number;
  53767. }
  53768. /**
  53769. * This groups tools to convert HDR texture to native colors array.
  53770. */
  53771. export class HDRTools {
  53772. private static Ldexp;
  53773. private static Rgbe2float;
  53774. private static readStringLine;
  53775. /**
  53776. * Reads header information from an RGBE texture stored in a native array.
  53777. * More information on this format are available here:
  53778. * https://en.wikipedia.org/wiki/RGBE_image_format
  53779. *
  53780. * @param uint8array The binary file stored in native array.
  53781. * @return The header information.
  53782. */
  53783. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53784. /**
  53785. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53786. * This RGBE texture needs to store the information as a panorama.
  53787. *
  53788. * More information on this format are available here:
  53789. * https://en.wikipedia.org/wiki/RGBE_image_format
  53790. *
  53791. * @param buffer The binary file stored in an array buffer.
  53792. * @param size The expected size of the extracted cubemap.
  53793. * @return The Cube Map information.
  53794. */
  53795. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53796. /**
  53797. * Returns the pixels data extracted from an RGBE texture.
  53798. * This pixels will be stored left to right up to down in the R G B order in one array.
  53799. *
  53800. * More information on this format are available here:
  53801. * https://en.wikipedia.org/wiki/RGBE_image_format
  53802. *
  53803. * @param uint8array The binary file stored in an array buffer.
  53804. * @param hdrInfo The header information of the file.
  53805. * @return The pixels data in RGB right to left up to down order.
  53806. */
  53807. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53808. private static RGBE_ReadPixels_RLE;
  53809. }
  53810. }
  53811. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53812. import { Nullable } from "babylonjs/types";
  53813. import { Scene } from "babylonjs/scene";
  53814. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53815. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53816. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53817. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53818. /**
  53819. * This represents a texture coming from an HDR input.
  53820. *
  53821. * The only supported format is currently panorama picture stored in RGBE format.
  53822. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53823. */
  53824. export class HDRCubeTexture extends BaseTexture {
  53825. private static _facesMapping;
  53826. private _generateHarmonics;
  53827. private _noMipmap;
  53828. private _textureMatrix;
  53829. private _size;
  53830. private _onLoad;
  53831. private _onError;
  53832. /**
  53833. * The texture URL.
  53834. */
  53835. url: string;
  53836. /**
  53837. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53838. */
  53839. coordinatesMode: number;
  53840. protected _isBlocking: boolean;
  53841. /**
  53842. * Sets wether or not the texture is blocking during loading.
  53843. */
  53844. /**
  53845. * Gets wether or not the texture is blocking during loading.
  53846. */
  53847. isBlocking: boolean;
  53848. protected _rotationY: number;
  53849. /**
  53850. * Sets texture matrix rotation angle around Y axis in radians.
  53851. */
  53852. /**
  53853. * Gets texture matrix rotation angle around Y axis radians.
  53854. */
  53855. rotationY: number;
  53856. /**
  53857. * Gets or sets the center of the bounding box associated with the cube texture
  53858. * It must define where the camera used to render the texture was set
  53859. */
  53860. boundingBoxPosition: Vector3;
  53861. private _boundingBoxSize;
  53862. /**
  53863. * Gets or sets the size of the bounding box associated with the cube texture
  53864. * When defined, the cubemap will switch to local mode
  53865. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53866. * @example https://www.babylonjs-playground.com/#RNASML
  53867. */
  53868. boundingBoxSize: Vector3;
  53869. /**
  53870. * Instantiates an HDRTexture from the following parameters.
  53871. *
  53872. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53873. * @param scene The scene the texture will be used in
  53874. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53875. * @param noMipmap Forces to not generate the mipmap if true
  53876. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53877. * @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)
  53878. * @param reserved Reserved flag for internal use.
  53879. */
  53880. 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>);
  53881. /**
  53882. * Get the current class name of the texture useful for serialization or dynamic coding.
  53883. * @returns "HDRCubeTexture"
  53884. */
  53885. getClassName(): string;
  53886. /**
  53887. * Occurs when the file is raw .hdr file.
  53888. */
  53889. private loadTexture;
  53890. clone(): HDRCubeTexture;
  53891. delayLoad(): void;
  53892. /**
  53893. * Get the texture reflection matrix used to rotate/transform the reflection.
  53894. * @returns the reflection matrix
  53895. */
  53896. getReflectionTextureMatrix(): Matrix;
  53897. /**
  53898. * Set the texture reflection matrix used to rotate/transform the reflection.
  53899. * @param value Define the reflection matrix to set
  53900. */
  53901. setReflectionTextureMatrix(value: Matrix): void;
  53902. /**
  53903. * Parses a JSON representation of an HDR Texture in order to create the texture
  53904. * @param parsedTexture Define the JSON representation
  53905. * @param scene Define the scene the texture should be created in
  53906. * @param rootUrl Define the root url in case we need to load relative dependencies
  53907. * @returns the newly created texture after parsing
  53908. */
  53909. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53910. serialize(): any;
  53911. }
  53912. }
  53913. declare module "babylonjs/Physics/physicsEngine" {
  53914. import { Nullable } from "babylonjs/types";
  53915. import { Vector3 } from "babylonjs/Maths/math.vector";
  53916. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53917. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53918. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53919. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53920. /**
  53921. * Class used to control physics engine
  53922. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53923. */
  53924. export class PhysicsEngine implements IPhysicsEngine {
  53925. private _physicsPlugin;
  53926. /**
  53927. * Global value used to control the smallest number supported by the simulation
  53928. */
  53929. static Epsilon: number;
  53930. private _impostors;
  53931. private _joints;
  53932. /**
  53933. * Gets the gravity vector used by the simulation
  53934. */
  53935. gravity: Vector3;
  53936. /**
  53937. * Factory used to create the default physics plugin.
  53938. * @returns The default physics plugin
  53939. */
  53940. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53941. /**
  53942. * Creates a new Physics Engine
  53943. * @param gravity defines the gravity vector used by the simulation
  53944. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53945. */
  53946. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53947. /**
  53948. * Sets the gravity vector used by the simulation
  53949. * @param gravity defines the gravity vector to use
  53950. */
  53951. setGravity(gravity: Vector3): void;
  53952. /**
  53953. * Set the time step of the physics engine.
  53954. * Default is 1/60.
  53955. * To slow it down, enter 1/600 for example.
  53956. * To speed it up, 1/30
  53957. * @param newTimeStep defines the new timestep to apply to this world.
  53958. */
  53959. setTimeStep(newTimeStep?: number): void;
  53960. /**
  53961. * Get the time step of the physics engine.
  53962. * @returns the current time step
  53963. */
  53964. getTimeStep(): number;
  53965. /**
  53966. * Release all resources
  53967. */
  53968. dispose(): void;
  53969. /**
  53970. * Gets the name of the current physics plugin
  53971. * @returns the name of the plugin
  53972. */
  53973. getPhysicsPluginName(): string;
  53974. /**
  53975. * Adding a new impostor for the impostor tracking.
  53976. * This will be done by the impostor itself.
  53977. * @param impostor the impostor to add
  53978. */
  53979. addImpostor(impostor: PhysicsImpostor): void;
  53980. /**
  53981. * Remove an impostor from the engine.
  53982. * This impostor and its mesh will not longer be updated by the physics engine.
  53983. * @param impostor the impostor to remove
  53984. */
  53985. removeImpostor(impostor: PhysicsImpostor): void;
  53986. /**
  53987. * Add a joint to the physics engine
  53988. * @param mainImpostor defines the main impostor to which the joint is added.
  53989. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  53990. * @param joint defines the joint that will connect both impostors.
  53991. */
  53992. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53993. /**
  53994. * Removes a joint from the simulation
  53995. * @param mainImpostor defines the impostor used with the joint
  53996. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  53997. * @param joint defines the joint to remove
  53998. */
  53999. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54000. /**
  54001. * Called by the scene. No need to call it.
  54002. * @param delta defines the timespam between frames
  54003. */
  54004. _step(delta: number): void;
  54005. /**
  54006. * Gets the current plugin used to run the simulation
  54007. * @returns current plugin
  54008. */
  54009. getPhysicsPlugin(): IPhysicsEnginePlugin;
  54010. /**
  54011. * Gets the list of physic impostors
  54012. * @returns an array of PhysicsImpostor
  54013. */
  54014. getImpostors(): Array<PhysicsImpostor>;
  54015. /**
  54016. * Gets the impostor for a physics enabled object
  54017. * @param object defines the object impersonated by the impostor
  54018. * @returns the PhysicsImpostor or null if not found
  54019. */
  54020. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  54021. /**
  54022. * Gets the impostor for a physics body object
  54023. * @param body defines physics body used by the impostor
  54024. * @returns the PhysicsImpostor or null if not found
  54025. */
  54026. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  54027. /**
  54028. * Does a raycast in the physics world
  54029. * @param from when should the ray start?
  54030. * @param to when should the ray end?
  54031. * @returns PhysicsRaycastResult
  54032. */
  54033. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54034. }
  54035. }
  54036. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  54037. import { Nullable } from "babylonjs/types";
  54038. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54039. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54040. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54041. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54042. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54043. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54044. /** @hidden */
  54045. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  54046. private _useDeltaForWorldStep;
  54047. world: any;
  54048. name: string;
  54049. private _physicsMaterials;
  54050. private _fixedTimeStep;
  54051. private _cannonRaycastResult;
  54052. private _raycastResult;
  54053. private _physicsBodysToRemoveAfterStep;
  54054. BJSCANNON: any;
  54055. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  54056. setGravity(gravity: Vector3): void;
  54057. setTimeStep(timeStep: number): void;
  54058. getTimeStep(): number;
  54059. executeStep(delta: number): void;
  54060. private _removeMarkedPhysicsBodiesFromWorld;
  54061. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54062. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54063. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54064. private _processChildMeshes;
  54065. removePhysicsBody(impostor: PhysicsImpostor): void;
  54066. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54067. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54068. private _addMaterial;
  54069. private _checkWithEpsilon;
  54070. private _createShape;
  54071. private _createHeightmap;
  54072. private _minus90X;
  54073. private _plus90X;
  54074. private _tmpPosition;
  54075. private _tmpDeltaPosition;
  54076. private _tmpUnityRotation;
  54077. private _updatePhysicsBodyTransformation;
  54078. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54079. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54080. isSupported(): boolean;
  54081. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54082. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54083. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54084. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54085. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54086. getBodyMass(impostor: PhysicsImpostor): number;
  54087. getBodyFriction(impostor: PhysicsImpostor): number;
  54088. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54089. getBodyRestitution(impostor: PhysicsImpostor): number;
  54090. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54091. sleepBody(impostor: PhysicsImpostor): void;
  54092. wakeUpBody(impostor: PhysicsImpostor): void;
  54093. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  54094. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54095. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54096. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54097. getRadius(impostor: PhysicsImpostor): number;
  54098. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54099. dispose(): void;
  54100. private _extendNamespace;
  54101. /**
  54102. * Does a raycast in the physics world
  54103. * @param from when should the ray start?
  54104. * @param to when should the ray end?
  54105. * @returns PhysicsRaycastResult
  54106. */
  54107. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54108. }
  54109. }
  54110. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  54111. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54112. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54113. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54114. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54115. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54116. import { Nullable } from "babylonjs/types";
  54117. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54118. /** @hidden */
  54119. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  54120. world: any;
  54121. name: string;
  54122. BJSOIMO: any;
  54123. private _raycastResult;
  54124. constructor(iterations?: number, oimoInjection?: any);
  54125. setGravity(gravity: Vector3): void;
  54126. setTimeStep(timeStep: number): void;
  54127. getTimeStep(): number;
  54128. private _tmpImpostorsArray;
  54129. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54130. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54131. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54132. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54133. private _tmpPositionVector;
  54134. removePhysicsBody(impostor: PhysicsImpostor): void;
  54135. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54136. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54137. isSupported(): boolean;
  54138. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54139. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54140. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54141. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54142. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54143. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54144. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54145. getBodyMass(impostor: PhysicsImpostor): number;
  54146. getBodyFriction(impostor: PhysicsImpostor): number;
  54147. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54148. getBodyRestitution(impostor: PhysicsImpostor): number;
  54149. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54150. sleepBody(impostor: PhysicsImpostor): void;
  54151. wakeUpBody(impostor: PhysicsImpostor): void;
  54152. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54153. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  54154. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  54155. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54156. getRadius(impostor: PhysicsImpostor): number;
  54157. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54158. dispose(): void;
  54159. /**
  54160. * Does a raycast in the physics world
  54161. * @param from when should the ray start?
  54162. * @param to when should the ray end?
  54163. * @returns PhysicsRaycastResult
  54164. */
  54165. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54166. }
  54167. }
  54168. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  54169. import { Nullable } from "babylonjs/types";
  54170. import { Scene } from "babylonjs/scene";
  54171. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  54172. import { Color4 } from "babylonjs/Maths/math.color";
  54173. import { Mesh } from "babylonjs/Meshes/mesh";
  54174. /**
  54175. * Class containing static functions to help procedurally build meshes
  54176. */
  54177. export class RibbonBuilder {
  54178. /**
  54179. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  54180. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  54181. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  54182. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  54183. * * 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
  54184. * * 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
  54185. * * 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
  54186. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54187. * * 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
  54188. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54189. * * 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
  54190. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  54191. * * 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
  54192. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  54193. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54194. * @param name defines the name of the mesh
  54195. * @param options defines the options used to create the mesh
  54196. * @param scene defines the hosting scene
  54197. * @returns the ribbon mesh
  54198. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  54199. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54200. */
  54201. static CreateRibbon(name: string, options: {
  54202. pathArray: Vector3[][];
  54203. closeArray?: boolean;
  54204. closePath?: boolean;
  54205. offset?: number;
  54206. updatable?: boolean;
  54207. sideOrientation?: number;
  54208. frontUVs?: Vector4;
  54209. backUVs?: Vector4;
  54210. instance?: Mesh;
  54211. invertUV?: boolean;
  54212. uvs?: Vector2[];
  54213. colors?: Color4[];
  54214. }, scene?: Nullable<Scene>): Mesh;
  54215. }
  54216. }
  54217. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  54218. import { Nullable } from "babylonjs/types";
  54219. import { Scene } from "babylonjs/scene";
  54220. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  54221. import { Mesh } from "babylonjs/Meshes/mesh";
  54222. /**
  54223. * Class containing static functions to help procedurally build meshes
  54224. */
  54225. export class ShapeBuilder {
  54226. /**
  54227. * 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.
  54228. * * 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.
  54229. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54230. * * 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.
  54231. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  54232. * * 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
  54233. * * 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
  54234. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  54235. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54236. * * 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
  54237. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  54238. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  54239. * @param name defines the name of the mesh
  54240. * @param options defines the options used to create the mesh
  54241. * @param scene defines the hosting scene
  54242. * @returns the extruded shape mesh
  54243. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54244. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54245. */
  54246. static ExtrudeShape(name: string, options: {
  54247. shape: Vector3[];
  54248. path: Vector3[];
  54249. scale?: number;
  54250. rotation?: number;
  54251. cap?: number;
  54252. updatable?: boolean;
  54253. sideOrientation?: number;
  54254. frontUVs?: Vector4;
  54255. backUVs?: Vector4;
  54256. instance?: Mesh;
  54257. invertUV?: boolean;
  54258. }, scene?: Nullable<Scene>): Mesh;
  54259. /**
  54260. * Creates an custom extruded shape mesh.
  54261. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54262. * * 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.
  54263. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54264. * * 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
  54265. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  54266. * * 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
  54267. * * It must returns a float value that will be the scale value applied to the shape on each path point
  54268. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  54269. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  54270. * * 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
  54271. * * 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
  54272. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  54273. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54274. * * 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
  54275. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  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 custom extruded shape mesh
  54281. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  54282. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54283. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54284. */
  54285. static ExtrudeShapeCustom(name: string, options: {
  54286. shape: Vector3[];
  54287. path: Vector3[];
  54288. scaleFunction?: any;
  54289. rotationFunction?: any;
  54290. ribbonCloseArray?: boolean;
  54291. ribbonClosePath?: boolean;
  54292. cap?: number;
  54293. updatable?: boolean;
  54294. sideOrientation?: number;
  54295. frontUVs?: Vector4;
  54296. backUVs?: Vector4;
  54297. instance?: Mesh;
  54298. invertUV?: boolean;
  54299. }, scene?: Nullable<Scene>): Mesh;
  54300. private static _ExtrudeShapeGeneric;
  54301. }
  54302. }
  54303. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  54304. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  54305. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54306. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54307. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54308. import { Nullable } from "babylonjs/types";
  54309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54310. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54311. /**
  54312. * AmmoJS Physics plugin
  54313. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  54314. * @see https://github.com/kripken/ammo.js/
  54315. */
  54316. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  54317. private _useDeltaForWorldStep;
  54318. /**
  54319. * Reference to the Ammo library
  54320. */
  54321. bjsAMMO: any;
  54322. /**
  54323. * Created ammoJS world which physics bodies are added to
  54324. */
  54325. world: any;
  54326. /**
  54327. * Name of the plugin
  54328. */
  54329. name: string;
  54330. private _timeStep;
  54331. private _fixedTimeStep;
  54332. private _maxSteps;
  54333. private _tmpQuaternion;
  54334. private _tmpAmmoTransform;
  54335. private _tmpAmmoQuaternion;
  54336. private _tmpAmmoConcreteContactResultCallback;
  54337. private _collisionConfiguration;
  54338. private _dispatcher;
  54339. private _overlappingPairCache;
  54340. private _solver;
  54341. private _softBodySolver;
  54342. private _tmpAmmoVectorA;
  54343. private _tmpAmmoVectorB;
  54344. private _tmpAmmoVectorC;
  54345. private _tmpAmmoVectorD;
  54346. private _tmpContactCallbackResult;
  54347. private _tmpAmmoVectorRCA;
  54348. private _tmpAmmoVectorRCB;
  54349. private _raycastResult;
  54350. private static readonly DISABLE_COLLISION_FLAG;
  54351. private static readonly KINEMATIC_FLAG;
  54352. private static readonly DISABLE_DEACTIVATION_FLAG;
  54353. /**
  54354. * Initializes the ammoJS plugin
  54355. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  54356. * @param ammoInjection can be used to inject your own ammo reference
  54357. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  54358. */
  54359. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  54360. /**
  54361. * Sets the gravity of the physics world (m/(s^2))
  54362. * @param gravity Gravity to set
  54363. */
  54364. setGravity(gravity: Vector3): void;
  54365. /**
  54366. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  54367. * @param timeStep timestep to use in seconds
  54368. */
  54369. setTimeStep(timeStep: number): void;
  54370. /**
  54371. * 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)
  54372. * @param fixedTimeStep fixedTimeStep to use in seconds
  54373. */
  54374. setFixedTimeStep(fixedTimeStep: number): void;
  54375. /**
  54376. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  54377. * @param maxSteps the maximum number of steps by the physics engine per frame
  54378. */
  54379. setMaxSteps(maxSteps: number): void;
  54380. /**
  54381. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  54382. * @returns the current timestep in seconds
  54383. */
  54384. getTimeStep(): number;
  54385. private _isImpostorInContact;
  54386. private _isImpostorPairInContact;
  54387. private _stepSimulation;
  54388. /**
  54389. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  54390. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  54391. * After the step the babylon meshes are set to the position of the physics imposters
  54392. * @param delta amount of time to step forward
  54393. * @param impostors array of imposters to update before/after the step
  54394. */
  54395. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54396. /**
  54397. * Update babylon mesh to match physics world object
  54398. * @param impostor imposter to match
  54399. */
  54400. private _afterSoftStep;
  54401. /**
  54402. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54403. * @param impostor imposter to match
  54404. */
  54405. private _ropeStep;
  54406. /**
  54407. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54408. * @param impostor imposter to match
  54409. */
  54410. private _softbodyOrClothStep;
  54411. private _tmpVector;
  54412. private _tmpMatrix;
  54413. /**
  54414. * Applies an impulse on the imposter
  54415. * @param impostor imposter to apply impulse to
  54416. * @param force amount of force to be applied to the imposter
  54417. * @param contactPoint the location to apply the impulse on the imposter
  54418. */
  54419. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54420. /**
  54421. * Applies a force on the imposter
  54422. * @param impostor imposter to apply force
  54423. * @param force amount of force to be applied to the imposter
  54424. * @param contactPoint the location to apply the force on the imposter
  54425. */
  54426. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54427. /**
  54428. * Creates a physics body using the plugin
  54429. * @param impostor the imposter to create the physics body on
  54430. */
  54431. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54432. /**
  54433. * Removes the physics body from the imposter and disposes of the body's memory
  54434. * @param impostor imposter to remove the physics body from
  54435. */
  54436. removePhysicsBody(impostor: PhysicsImpostor): void;
  54437. /**
  54438. * Generates a joint
  54439. * @param impostorJoint the imposter joint to create the joint with
  54440. */
  54441. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54442. /**
  54443. * Removes a joint
  54444. * @param impostorJoint the imposter joint to remove the joint from
  54445. */
  54446. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54447. private _addMeshVerts;
  54448. /**
  54449. * Initialise the soft body vertices to match its object's (mesh) vertices
  54450. * Softbody vertices (nodes) are in world space and to match this
  54451. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54452. * @param impostor to create the softbody for
  54453. */
  54454. private _softVertexData;
  54455. /**
  54456. * Create an impostor's soft body
  54457. * @param impostor to create the softbody for
  54458. */
  54459. private _createSoftbody;
  54460. /**
  54461. * Create cloth for an impostor
  54462. * @param impostor to create the softbody for
  54463. */
  54464. private _createCloth;
  54465. /**
  54466. * Create rope for an impostor
  54467. * @param impostor to create the softbody for
  54468. */
  54469. private _createRope;
  54470. private _addHullVerts;
  54471. private _createShape;
  54472. /**
  54473. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54474. * @param impostor imposter containing the physics body and babylon object
  54475. */
  54476. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54477. /**
  54478. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54479. * @param impostor imposter containing the physics body and babylon object
  54480. * @param newPosition new position
  54481. * @param newRotation new rotation
  54482. */
  54483. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54484. /**
  54485. * If this plugin is supported
  54486. * @returns true if its supported
  54487. */
  54488. isSupported(): boolean;
  54489. /**
  54490. * Sets the linear velocity of the physics body
  54491. * @param impostor imposter to set the velocity on
  54492. * @param velocity velocity to set
  54493. */
  54494. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54495. /**
  54496. * Sets the angular velocity of the physics body
  54497. * @param impostor imposter to set the velocity on
  54498. * @param velocity velocity to set
  54499. */
  54500. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54501. /**
  54502. * gets the linear velocity
  54503. * @param impostor imposter to get linear velocity from
  54504. * @returns linear velocity
  54505. */
  54506. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54507. /**
  54508. * gets the angular velocity
  54509. * @param impostor imposter to get angular velocity from
  54510. * @returns angular velocity
  54511. */
  54512. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54513. /**
  54514. * Sets the mass of physics body
  54515. * @param impostor imposter to set the mass on
  54516. * @param mass mass to set
  54517. */
  54518. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54519. /**
  54520. * Gets the mass of the physics body
  54521. * @param impostor imposter to get the mass from
  54522. * @returns mass
  54523. */
  54524. getBodyMass(impostor: PhysicsImpostor): number;
  54525. /**
  54526. * Gets friction of the impostor
  54527. * @param impostor impostor to get friction from
  54528. * @returns friction value
  54529. */
  54530. getBodyFriction(impostor: PhysicsImpostor): number;
  54531. /**
  54532. * Sets friction of the impostor
  54533. * @param impostor impostor to set friction on
  54534. * @param friction friction value
  54535. */
  54536. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54537. /**
  54538. * Gets restitution of the impostor
  54539. * @param impostor impostor to get restitution from
  54540. * @returns restitution value
  54541. */
  54542. getBodyRestitution(impostor: PhysicsImpostor): number;
  54543. /**
  54544. * Sets resitution of the impostor
  54545. * @param impostor impostor to set resitution on
  54546. * @param restitution resitution value
  54547. */
  54548. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54549. /**
  54550. * Gets pressure inside the impostor
  54551. * @param impostor impostor to get pressure from
  54552. * @returns pressure value
  54553. */
  54554. getBodyPressure(impostor: PhysicsImpostor): number;
  54555. /**
  54556. * Sets pressure inside a soft body impostor
  54557. * Cloth and rope must remain 0 pressure
  54558. * @param impostor impostor to set pressure on
  54559. * @param pressure pressure value
  54560. */
  54561. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54562. /**
  54563. * Gets stiffness of the impostor
  54564. * @param impostor impostor to get stiffness from
  54565. * @returns pressure value
  54566. */
  54567. getBodyStiffness(impostor: PhysicsImpostor): number;
  54568. /**
  54569. * Sets stiffness of the impostor
  54570. * @param impostor impostor to set stiffness on
  54571. * @param stiffness stiffness value from 0 to 1
  54572. */
  54573. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54574. /**
  54575. * Gets velocityIterations of the impostor
  54576. * @param impostor impostor to get velocity iterations from
  54577. * @returns velocityIterations value
  54578. */
  54579. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54580. /**
  54581. * Sets velocityIterations of the impostor
  54582. * @param impostor impostor to set velocity iterations on
  54583. * @param velocityIterations velocityIterations value
  54584. */
  54585. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54586. /**
  54587. * Gets positionIterations of the impostor
  54588. * @param impostor impostor to get position iterations from
  54589. * @returns positionIterations value
  54590. */
  54591. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54592. /**
  54593. * Sets positionIterations of the impostor
  54594. * @param impostor impostor to set position on
  54595. * @param positionIterations positionIterations value
  54596. */
  54597. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54598. /**
  54599. * Append an anchor to a cloth object
  54600. * @param impostor is the cloth impostor to add anchor to
  54601. * @param otherImpostor is the rigid impostor to anchor to
  54602. * @param width ratio across width from 0 to 1
  54603. * @param height ratio up height from 0 to 1
  54604. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54605. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54606. */
  54607. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54608. /**
  54609. * Append an hook to a rope object
  54610. * @param impostor is the rope impostor to add hook to
  54611. * @param otherImpostor is the rigid impostor to hook to
  54612. * @param length ratio along the rope from 0 to 1
  54613. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54614. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54615. */
  54616. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54617. /**
  54618. * Sleeps the physics body and stops it from being active
  54619. * @param impostor impostor to sleep
  54620. */
  54621. sleepBody(impostor: PhysicsImpostor): void;
  54622. /**
  54623. * Activates the physics body
  54624. * @param impostor impostor to activate
  54625. */
  54626. wakeUpBody(impostor: PhysicsImpostor): void;
  54627. /**
  54628. * Updates the distance parameters of the joint
  54629. * @param joint joint to update
  54630. * @param maxDistance maximum distance of the joint
  54631. * @param minDistance minimum distance of the joint
  54632. */
  54633. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54634. /**
  54635. * Sets a motor on the joint
  54636. * @param joint joint to set motor on
  54637. * @param speed speed of the motor
  54638. * @param maxForce maximum force of the motor
  54639. * @param motorIndex index of the motor
  54640. */
  54641. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54642. /**
  54643. * Sets the motors limit
  54644. * @param joint joint to set limit on
  54645. * @param upperLimit upper limit
  54646. * @param lowerLimit lower limit
  54647. */
  54648. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54649. /**
  54650. * Syncs the position and rotation of a mesh with the impostor
  54651. * @param mesh mesh to sync
  54652. * @param impostor impostor to update the mesh with
  54653. */
  54654. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54655. /**
  54656. * Gets the radius of the impostor
  54657. * @param impostor impostor to get radius from
  54658. * @returns the radius
  54659. */
  54660. getRadius(impostor: PhysicsImpostor): number;
  54661. /**
  54662. * Gets the box size of the impostor
  54663. * @param impostor impostor to get box size from
  54664. * @param result the resulting box size
  54665. */
  54666. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54667. /**
  54668. * Disposes of the impostor
  54669. */
  54670. dispose(): void;
  54671. /**
  54672. * Does a raycast in the physics world
  54673. * @param from when should the ray start?
  54674. * @param to when should the ray end?
  54675. * @returns PhysicsRaycastResult
  54676. */
  54677. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54678. }
  54679. }
  54680. declare module "babylonjs/Probes/reflectionProbe" {
  54681. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54682. import { Vector3 } from "babylonjs/Maths/math.vector";
  54683. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54684. import { Nullable } from "babylonjs/types";
  54685. import { Scene } from "babylonjs/scene";
  54686. module "babylonjs/abstractScene" {
  54687. interface AbstractScene {
  54688. /**
  54689. * The list of reflection probes added to the scene
  54690. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54691. */
  54692. reflectionProbes: Array<ReflectionProbe>;
  54693. /**
  54694. * Removes the given reflection probe from this scene.
  54695. * @param toRemove The reflection probe to remove
  54696. * @returns The index of the removed reflection probe
  54697. */
  54698. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54699. /**
  54700. * Adds the given reflection probe to this scene.
  54701. * @param newReflectionProbe The reflection probe to add
  54702. */
  54703. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54704. }
  54705. }
  54706. /**
  54707. * Class used to generate realtime reflection / refraction cube textures
  54708. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54709. */
  54710. export class ReflectionProbe {
  54711. /** defines the name of the probe */
  54712. name: string;
  54713. private _scene;
  54714. private _renderTargetTexture;
  54715. private _projectionMatrix;
  54716. private _viewMatrix;
  54717. private _target;
  54718. private _add;
  54719. private _attachedMesh;
  54720. private _invertYAxis;
  54721. /** Gets or sets probe position (center of the cube map) */
  54722. position: Vector3;
  54723. /**
  54724. * Creates a new reflection probe
  54725. * @param name defines the name of the probe
  54726. * @param size defines the texture resolution (for each face)
  54727. * @param scene defines the hosting scene
  54728. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54729. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54730. */
  54731. constructor(
  54732. /** defines the name of the probe */
  54733. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54734. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54735. samples: number;
  54736. /** Gets or sets the refresh rate to use (on every frame by default) */
  54737. refreshRate: number;
  54738. /**
  54739. * Gets the hosting scene
  54740. * @returns a Scene
  54741. */
  54742. getScene(): Scene;
  54743. /** Gets the internal CubeTexture used to render to */
  54744. readonly cubeTexture: RenderTargetTexture;
  54745. /** Gets the list of meshes to render */
  54746. readonly renderList: Nullable<AbstractMesh[]>;
  54747. /**
  54748. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54749. * @param mesh defines the mesh to attach to
  54750. */
  54751. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54752. /**
  54753. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54754. * @param renderingGroupId The rendering group id corresponding to its index
  54755. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54756. */
  54757. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54758. /**
  54759. * Clean all associated resources
  54760. */
  54761. dispose(): void;
  54762. /**
  54763. * Converts the reflection probe information to a readable string for debug purpose.
  54764. * @param fullDetails Supports for multiple levels of logging within scene loading
  54765. * @returns the human readable reflection probe info
  54766. */
  54767. toString(fullDetails?: boolean): string;
  54768. /**
  54769. * Get the class name of the relfection probe.
  54770. * @returns "ReflectionProbe"
  54771. */
  54772. getClassName(): string;
  54773. /**
  54774. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54775. * @returns The JSON representation of the texture
  54776. */
  54777. serialize(): any;
  54778. /**
  54779. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54780. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54781. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54782. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54783. * @returns The parsed reflection probe if successful
  54784. */
  54785. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54786. }
  54787. }
  54788. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54789. /** @hidden */
  54790. export var _BabylonLoaderRegistered: boolean;
  54791. /**
  54792. * Helps setting up some configuration for the babylon file loader.
  54793. */
  54794. export class BabylonFileLoaderConfiguration {
  54795. /**
  54796. * The loader does not allow injecting custom physix engine into the plugins.
  54797. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54798. * So you could set this variable to your engine import to make it work.
  54799. */
  54800. static LoaderInjectedPhysicsEngine: any;
  54801. }
  54802. }
  54803. declare module "babylonjs/Loading/Plugins/index" {
  54804. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54805. }
  54806. declare module "babylonjs/Loading/index" {
  54807. export * from "babylonjs/Loading/loadingScreen";
  54808. export * from "babylonjs/Loading/Plugins/index";
  54809. export * from "babylonjs/Loading/sceneLoader";
  54810. export * from "babylonjs/Loading/sceneLoaderFlags";
  54811. }
  54812. declare module "babylonjs/Materials/Background/index" {
  54813. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54814. }
  54815. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54816. import { Scene } from "babylonjs/scene";
  54817. import { Color3 } from "babylonjs/Maths/math.color";
  54818. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54819. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54820. /**
  54821. * The Physically based simple base material of BJS.
  54822. *
  54823. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54824. * It is used as the base class for both the specGloss and metalRough conventions.
  54825. */
  54826. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54827. /**
  54828. * Number of Simultaneous lights allowed on the material.
  54829. */
  54830. maxSimultaneousLights: number;
  54831. /**
  54832. * If sets to true, disables all the lights affecting the material.
  54833. */
  54834. disableLighting: boolean;
  54835. /**
  54836. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54837. */
  54838. environmentTexture: BaseTexture;
  54839. /**
  54840. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54841. */
  54842. invertNormalMapX: boolean;
  54843. /**
  54844. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54845. */
  54846. invertNormalMapY: boolean;
  54847. /**
  54848. * Normal map used in the model.
  54849. */
  54850. normalTexture: BaseTexture;
  54851. /**
  54852. * Emissivie color used to self-illuminate the model.
  54853. */
  54854. emissiveColor: Color3;
  54855. /**
  54856. * Emissivie texture used to self-illuminate the model.
  54857. */
  54858. emissiveTexture: BaseTexture;
  54859. /**
  54860. * Occlusion Channel Strenght.
  54861. */
  54862. occlusionStrength: number;
  54863. /**
  54864. * Occlusion Texture of the material (adding extra occlusion effects).
  54865. */
  54866. occlusionTexture: BaseTexture;
  54867. /**
  54868. * Defines the alpha limits in alpha test mode.
  54869. */
  54870. alphaCutOff: number;
  54871. /**
  54872. * Gets the current double sided mode.
  54873. */
  54874. /**
  54875. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54876. */
  54877. doubleSided: boolean;
  54878. /**
  54879. * Stores the pre-calculated light information of a mesh in a texture.
  54880. */
  54881. lightmapTexture: BaseTexture;
  54882. /**
  54883. * If true, the light map contains occlusion information instead of lighting info.
  54884. */
  54885. useLightmapAsShadowmap: boolean;
  54886. /**
  54887. * Instantiates a new PBRMaterial instance.
  54888. *
  54889. * @param name The material name
  54890. * @param scene The scene the material will be use in.
  54891. */
  54892. constructor(name: string, scene: Scene);
  54893. getClassName(): string;
  54894. }
  54895. }
  54896. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54897. import { Scene } from "babylonjs/scene";
  54898. import { Color3 } from "babylonjs/Maths/math.color";
  54899. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54900. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54901. /**
  54902. * The PBR material of BJS following the metal roughness convention.
  54903. *
  54904. * This fits to the PBR convention in the GLTF definition:
  54905. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54906. */
  54907. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54908. /**
  54909. * The base color has two different interpretations depending on the value of metalness.
  54910. * When the material is a metal, the base color is the specific measured reflectance value
  54911. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54912. * of the material.
  54913. */
  54914. baseColor: Color3;
  54915. /**
  54916. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54917. * well as opacity information in the alpha channel.
  54918. */
  54919. baseTexture: BaseTexture;
  54920. /**
  54921. * Specifies the metallic scalar value of the material.
  54922. * Can also be used to scale the metalness values of the metallic texture.
  54923. */
  54924. metallic: number;
  54925. /**
  54926. * Specifies the roughness scalar value of the material.
  54927. * Can also be used to scale the roughness values of the metallic texture.
  54928. */
  54929. roughness: number;
  54930. /**
  54931. * Texture containing both the metallic value in the B channel and the
  54932. * roughness value in the G channel to keep better precision.
  54933. */
  54934. metallicRoughnessTexture: BaseTexture;
  54935. /**
  54936. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54937. *
  54938. * @param name The material name
  54939. * @param scene The scene the material will be use in.
  54940. */
  54941. constructor(name: string, scene: Scene);
  54942. /**
  54943. * Return the currrent class name of the material.
  54944. */
  54945. getClassName(): string;
  54946. /**
  54947. * Makes a duplicate of the current material.
  54948. * @param name - name to use for the new material.
  54949. */
  54950. clone(name: string): PBRMetallicRoughnessMaterial;
  54951. /**
  54952. * Serialize the material to a parsable JSON object.
  54953. */
  54954. serialize(): any;
  54955. /**
  54956. * Parses a JSON object correponding to the serialize function.
  54957. */
  54958. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54959. }
  54960. }
  54961. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54962. import { Scene } from "babylonjs/scene";
  54963. import { Color3 } from "babylonjs/Maths/math.color";
  54964. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54965. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54966. /**
  54967. * The PBR material of BJS following the specular glossiness convention.
  54968. *
  54969. * This fits to the PBR convention in the GLTF definition:
  54970. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54971. */
  54972. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54973. /**
  54974. * Specifies the diffuse color of the material.
  54975. */
  54976. diffuseColor: Color3;
  54977. /**
  54978. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54979. * channel.
  54980. */
  54981. diffuseTexture: BaseTexture;
  54982. /**
  54983. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54984. */
  54985. specularColor: Color3;
  54986. /**
  54987. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54988. */
  54989. glossiness: number;
  54990. /**
  54991. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  54992. */
  54993. specularGlossinessTexture: BaseTexture;
  54994. /**
  54995. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  54996. *
  54997. * @param name The material name
  54998. * @param scene The scene the material will be use in.
  54999. */
  55000. constructor(name: string, scene: Scene);
  55001. /**
  55002. * Return the currrent class name of the material.
  55003. */
  55004. getClassName(): string;
  55005. /**
  55006. * Makes a duplicate of the current material.
  55007. * @param name - name to use for the new material.
  55008. */
  55009. clone(name: string): PBRSpecularGlossinessMaterial;
  55010. /**
  55011. * Serialize the material to a parsable JSON object.
  55012. */
  55013. serialize(): any;
  55014. /**
  55015. * Parses a JSON object correponding to the serialize function.
  55016. */
  55017. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  55018. }
  55019. }
  55020. declare module "babylonjs/Materials/PBR/index" {
  55021. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  55022. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55023. export * from "babylonjs/Materials/PBR/pbrMaterial";
  55024. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  55025. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  55026. }
  55027. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  55028. import { Nullable } from "babylonjs/types";
  55029. import { Scene } from "babylonjs/scene";
  55030. import { Matrix } from "babylonjs/Maths/math.vector";
  55031. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55032. /**
  55033. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  55034. * It can help converting any input color in a desired output one. This can then be used to create effects
  55035. * from sepia, black and white to sixties or futuristic rendering...
  55036. *
  55037. * The only supported format is currently 3dl.
  55038. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  55039. */
  55040. export class ColorGradingTexture extends BaseTexture {
  55041. /**
  55042. * The current texture matrix. (will always be identity in color grading texture)
  55043. */
  55044. private _textureMatrix;
  55045. /**
  55046. * The texture URL.
  55047. */
  55048. url: string;
  55049. /**
  55050. * Empty line regex stored for GC.
  55051. */
  55052. private static _noneEmptyLineRegex;
  55053. private _engine;
  55054. /**
  55055. * Instantiates a ColorGradingTexture from the following parameters.
  55056. *
  55057. * @param url The location of the color gradind data (currently only supporting 3dl)
  55058. * @param scene The scene the texture will be used in
  55059. */
  55060. constructor(url: string, scene: Scene);
  55061. /**
  55062. * Returns the texture matrix used in most of the material.
  55063. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  55064. */
  55065. getTextureMatrix(): Matrix;
  55066. /**
  55067. * Occurs when the file being loaded is a .3dl LUT file.
  55068. */
  55069. private load3dlTexture;
  55070. /**
  55071. * Starts the loading process of the texture.
  55072. */
  55073. private loadTexture;
  55074. /**
  55075. * Clones the color gradind texture.
  55076. */
  55077. clone(): ColorGradingTexture;
  55078. /**
  55079. * Called during delayed load for textures.
  55080. */
  55081. delayLoad(): void;
  55082. /**
  55083. * Parses a color grading texture serialized by Babylon.
  55084. * @param parsedTexture The texture information being parsedTexture
  55085. * @param scene The scene to load the texture in
  55086. * @param rootUrl The root url of the data assets to load
  55087. * @return A color gradind texture
  55088. */
  55089. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  55090. /**
  55091. * Serializes the LUT texture to json format.
  55092. */
  55093. serialize(): any;
  55094. }
  55095. }
  55096. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  55097. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55098. import { Scene } from "babylonjs/scene";
  55099. import { Nullable } from "babylonjs/types";
  55100. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55101. /**
  55102. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  55103. */
  55104. export class EquiRectangularCubeTexture extends BaseTexture {
  55105. /** The six faces of the cube. */
  55106. private static _FacesMapping;
  55107. private _noMipmap;
  55108. private _onLoad;
  55109. private _onError;
  55110. /** The size of the cubemap. */
  55111. private _size;
  55112. /** The buffer of the image. */
  55113. private _buffer;
  55114. /** The width of the input image. */
  55115. private _width;
  55116. /** The height of the input image. */
  55117. private _height;
  55118. /** The URL to the image. */
  55119. url: string;
  55120. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  55121. coordinatesMode: number;
  55122. /**
  55123. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  55124. * @param url The location of the image
  55125. * @param scene The scene the texture will be used in
  55126. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  55127. * @param noMipmap Forces to not generate the mipmap if true
  55128. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  55129. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  55130. * @param onLoad — defines a callback called when texture is loaded
  55131. * @param onError — defines a callback called if there is an error
  55132. */
  55133. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  55134. /**
  55135. * Load the image data, by putting the image on a canvas and extracting its buffer.
  55136. */
  55137. private loadImage;
  55138. /**
  55139. * Convert the image buffer into a cubemap and create a CubeTexture.
  55140. */
  55141. private loadTexture;
  55142. /**
  55143. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  55144. * @param buffer The ArrayBuffer that should be converted.
  55145. * @returns The buffer as Float32Array.
  55146. */
  55147. private getFloat32ArrayFromArrayBuffer;
  55148. /**
  55149. * Get the current class name of the texture useful for serialization or dynamic coding.
  55150. * @returns "EquiRectangularCubeTexture"
  55151. */
  55152. getClassName(): string;
  55153. /**
  55154. * Create a clone of the current EquiRectangularCubeTexture and return it.
  55155. * @returns A clone of the current EquiRectangularCubeTexture.
  55156. */
  55157. clone(): EquiRectangularCubeTexture;
  55158. }
  55159. }
  55160. declare module "babylonjs/Misc/tga" {
  55161. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55162. /**
  55163. * Based on jsTGALoader - Javascript loader for TGA file
  55164. * By Vincent Thibault
  55165. * @see http://blog.robrowser.com/javascript-tga-loader.html
  55166. */
  55167. export class TGATools {
  55168. private static _TYPE_INDEXED;
  55169. private static _TYPE_RGB;
  55170. private static _TYPE_GREY;
  55171. private static _TYPE_RLE_INDEXED;
  55172. private static _TYPE_RLE_RGB;
  55173. private static _TYPE_RLE_GREY;
  55174. private static _ORIGIN_MASK;
  55175. private static _ORIGIN_SHIFT;
  55176. private static _ORIGIN_BL;
  55177. private static _ORIGIN_BR;
  55178. private static _ORIGIN_UL;
  55179. private static _ORIGIN_UR;
  55180. /**
  55181. * Gets the header of a TGA file
  55182. * @param data defines the TGA data
  55183. * @returns the header
  55184. */
  55185. static GetTGAHeader(data: Uint8Array): any;
  55186. /**
  55187. * Uploads TGA content to a Babylon Texture
  55188. * @hidden
  55189. */
  55190. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  55191. /** @hidden */
  55192. 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;
  55193. /** @hidden */
  55194. 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;
  55195. /** @hidden */
  55196. 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;
  55197. /** @hidden */
  55198. 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;
  55199. /** @hidden */
  55200. 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;
  55201. /** @hidden */
  55202. 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;
  55203. }
  55204. }
  55205. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  55206. import { Nullable } from "babylonjs/types";
  55207. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55208. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55209. /**
  55210. * Implementation of the TGA Texture Loader.
  55211. * @hidden
  55212. */
  55213. export class _TGATextureLoader implements IInternalTextureLoader {
  55214. /**
  55215. * Defines wether the loader supports cascade loading the different faces.
  55216. */
  55217. readonly supportCascades: boolean;
  55218. /**
  55219. * This returns if the loader support the current file information.
  55220. * @param extension defines the file extension of the file being loaded
  55221. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55222. * @param fallback defines the fallback internal texture if any
  55223. * @param isBase64 defines whether the texture is encoded as a base64
  55224. * @param isBuffer defines whether the texture data are stored as a buffer
  55225. * @returns true if the loader can load the specified file
  55226. */
  55227. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55228. /**
  55229. * Transform the url before loading if required.
  55230. * @param rootUrl the url of the texture
  55231. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55232. * @returns the transformed texture
  55233. */
  55234. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55235. /**
  55236. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55237. * @param rootUrl the url of the texture
  55238. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55239. * @returns the fallback texture
  55240. */
  55241. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55242. /**
  55243. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  55244. * @param data contains the texture data
  55245. * @param texture defines the BabylonJS internal texture
  55246. * @param createPolynomials will be true if polynomials have been requested
  55247. * @param onLoad defines the callback to trigger once the texture is ready
  55248. * @param onError defines the callback to trigger in case of error
  55249. */
  55250. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55251. /**
  55252. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55253. * @param data contains the texture data
  55254. * @param texture defines the BabylonJS internal texture
  55255. * @param callback defines the method to call once ready to upload
  55256. */
  55257. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55258. }
  55259. }
  55260. declare module "babylonjs/Misc/basis" {
  55261. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55262. /**
  55263. * Info about the .basis files
  55264. */
  55265. class BasisFileInfo {
  55266. /**
  55267. * If the file has alpha
  55268. */
  55269. hasAlpha: boolean;
  55270. /**
  55271. * Info about each image of the basis file
  55272. */
  55273. images: Array<{
  55274. levels: Array<{
  55275. width: number;
  55276. height: number;
  55277. transcodedPixels: ArrayBufferView;
  55278. }>;
  55279. }>;
  55280. }
  55281. /**
  55282. * Result of transcoding a basis file
  55283. */
  55284. class TranscodeResult {
  55285. /**
  55286. * Info about the .basis file
  55287. */
  55288. fileInfo: BasisFileInfo;
  55289. /**
  55290. * Format to use when loading the file
  55291. */
  55292. format: number;
  55293. }
  55294. /**
  55295. * Configuration options for the Basis transcoder
  55296. */
  55297. export class BasisTranscodeConfiguration {
  55298. /**
  55299. * Supported compression formats used to determine the supported output format of the transcoder
  55300. */
  55301. supportedCompressionFormats?: {
  55302. /**
  55303. * etc1 compression format
  55304. */
  55305. etc1?: boolean;
  55306. /**
  55307. * s3tc compression format
  55308. */
  55309. s3tc?: boolean;
  55310. /**
  55311. * pvrtc compression format
  55312. */
  55313. pvrtc?: boolean;
  55314. /**
  55315. * etc2 compression format
  55316. */
  55317. etc2?: boolean;
  55318. };
  55319. /**
  55320. * If mipmap levels should be loaded for transcoded images (Default: true)
  55321. */
  55322. loadMipmapLevels?: boolean;
  55323. /**
  55324. * Index of a single image to load (Default: all images)
  55325. */
  55326. loadSingleImage?: number;
  55327. }
  55328. /**
  55329. * Used to load .Basis files
  55330. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  55331. */
  55332. export class BasisTools {
  55333. private static _IgnoreSupportedFormats;
  55334. /**
  55335. * URL to use when loading the basis transcoder
  55336. */
  55337. static JSModuleURL: string;
  55338. /**
  55339. * URL to use when loading the wasm module for the transcoder
  55340. */
  55341. static WasmModuleURL: string;
  55342. /**
  55343. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  55344. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  55345. * @returns internal format corresponding to the Basis format
  55346. */
  55347. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  55348. private static _WorkerPromise;
  55349. private static _Worker;
  55350. private static _actionId;
  55351. private static _CreateWorkerAsync;
  55352. /**
  55353. * Transcodes a loaded image file to compressed pixel data
  55354. * @param imageData image data to transcode
  55355. * @param config configuration options for the transcoding
  55356. * @returns a promise resulting in the transcoded image
  55357. */
  55358. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  55359. /**
  55360. * Loads a texture from the transcode result
  55361. * @param texture texture load to
  55362. * @param transcodeResult the result of transcoding the basis file to load from
  55363. */
  55364. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  55365. }
  55366. }
  55367. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  55368. import { Nullable } from "babylonjs/types";
  55369. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55370. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55371. /**
  55372. * Loader for .basis file format
  55373. */
  55374. export class _BasisTextureLoader implements IInternalTextureLoader {
  55375. /**
  55376. * Defines whether the loader supports cascade loading the different faces.
  55377. */
  55378. readonly supportCascades: boolean;
  55379. /**
  55380. * This returns if the loader support the current file information.
  55381. * @param extension defines the file extension of the file being loaded
  55382. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55383. * @param fallback defines the fallback internal texture if any
  55384. * @param isBase64 defines whether the texture is encoded as a base64
  55385. * @param isBuffer defines whether the texture data are stored as a buffer
  55386. * @returns true if the loader can load the specified file
  55387. */
  55388. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55389. /**
  55390. * Transform the url before loading if required.
  55391. * @param rootUrl the url of the texture
  55392. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55393. * @returns the transformed texture
  55394. */
  55395. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55396. /**
  55397. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55398. * @param rootUrl the url of the texture
  55399. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55400. * @returns the fallback texture
  55401. */
  55402. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55403. /**
  55404. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55405. * @param data contains the texture data
  55406. * @param texture defines the BabylonJS internal texture
  55407. * @param createPolynomials will be true if polynomials have been requested
  55408. * @param onLoad defines the callback to trigger once the texture is ready
  55409. * @param onError defines the callback to trigger in case of error
  55410. */
  55411. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55412. /**
  55413. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55414. * @param data contains the texture data
  55415. * @param texture defines the BabylonJS internal texture
  55416. * @param callback defines the method to call once ready to upload
  55417. */
  55418. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55419. }
  55420. }
  55421. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55422. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55423. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55424. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55425. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55426. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55427. }
  55428. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55429. import { Scene } from "babylonjs/scene";
  55430. import { Texture } from "babylonjs/Materials/Textures/texture";
  55431. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55432. /**
  55433. * 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.
  55434. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55435. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55436. */
  55437. export class CustomProceduralTexture extends ProceduralTexture {
  55438. private _animate;
  55439. private _time;
  55440. private _config;
  55441. private _texturePath;
  55442. /**
  55443. * Instantiates a new Custom Procedural Texture.
  55444. * 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.
  55445. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55446. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55447. * @param name Define the name of the texture
  55448. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55449. * @param size Define the size of the texture to create
  55450. * @param scene Define the scene the texture belongs to
  55451. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55452. * @param generateMipMaps Define if the texture should creates mip maps or not
  55453. */
  55454. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55455. private _loadJson;
  55456. /**
  55457. * Is the texture ready to be used ? (rendered at least once)
  55458. * @returns true if ready, otherwise, false.
  55459. */
  55460. isReady(): boolean;
  55461. /**
  55462. * Render the texture to its associated render target.
  55463. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55464. */
  55465. render(useCameraPostProcess?: boolean): void;
  55466. /**
  55467. * Update the list of dependant textures samplers in the shader.
  55468. */
  55469. updateTextures(): void;
  55470. /**
  55471. * Update the uniform values of the procedural texture in the shader.
  55472. */
  55473. updateShaderUniforms(): void;
  55474. /**
  55475. * Define if the texture animates or not.
  55476. */
  55477. animate: boolean;
  55478. }
  55479. }
  55480. declare module "babylonjs/Shaders/noise.fragment" {
  55481. /** @hidden */
  55482. export var noisePixelShader: {
  55483. name: string;
  55484. shader: string;
  55485. };
  55486. }
  55487. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55488. import { Nullable } from "babylonjs/types";
  55489. import { Scene } from "babylonjs/scene";
  55490. import { Texture } from "babylonjs/Materials/Textures/texture";
  55491. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55492. import "babylonjs/Shaders/noise.fragment";
  55493. /**
  55494. * Class used to generate noise procedural textures
  55495. */
  55496. export class NoiseProceduralTexture extends ProceduralTexture {
  55497. private _time;
  55498. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55499. brightness: number;
  55500. /** Defines the number of octaves to process */
  55501. octaves: number;
  55502. /** Defines the level of persistence (0.8 by default) */
  55503. persistence: number;
  55504. /** Gets or sets animation speed factor (default is 1) */
  55505. animationSpeedFactor: number;
  55506. /**
  55507. * Creates a new NoiseProceduralTexture
  55508. * @param name defines the name fo the texture
  55509. * @param size defines the size of the texture (default is 256)
  55510. * @param scene defines the hosting scene
  55511. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55512. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55513. */
  55514. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55515. private _updateShaderUniforms;
  55516. protected _getDefines(): string;
  55517. /** Generate the current state of the procedural texture */
  55518. render(useCameraPostProcess?: boolean): void;
  55519. /**
  55520. * Serializes this noise procedural texture
  55521. * @returns a serialized noise procedural texture object
  55522. */
  55523. serialize(): any;
  55524. /**
  55525. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55526. * @param parsedTexture defines parsed texture data
  55527. * @param scene defines the current scene
  55528. * @param rootUrl defines the root URL containing noise procedural texture information
  55529. * @returns a parsed NoiseProceduralTexture
  55530. */
  55531. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55532. }
  55533. }
  55534. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55535. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55536. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55537. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55538. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55539. }
  55540. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55541. import { Nullable } from "babylonjs/types";
  55542. import { Scene } from "babylonjs/scene";
  55543. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55544. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55545. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55546. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55547. /**
  55548. * Raw cube texture where the raw buffers are passed in
  55549. */
  55550. export class RawCubeTexture extends CubeTexture {
  55551. /**
  55552. * Creates a cube texture where the raw buffers are passed in.
  55553. * @param scene defines the scene the texture is attached to
  55554. * @param data defines the array of data to use to create each face
  55555. * @param size defines the size of the textures
  55556. * @param format defines the format of the data
  55557. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55558. * @param generateMipMaps defines if the engine should generate the mip levels
  55559. * @param invertY defines if data must be stored with Y axis inverted
  55560. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55561. * @param compression defines the compression used (null by default)
  55562. */
  55563. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55564. /**
  55565. * Updates the raw cube texture.
  55566. * @param data defines the data to store
  55567. * @param format defines the data format
  55568. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55569. * @param invertY defines if data must be stored with Y axis inverted
  55570. * @param compression defines the compression used (null by default)
  55571. * @param level defines which level of the texture to update
  55572. */
  55573. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55574. /**
  55575. * Updates a raw cube texture with RGBD encoded data.
  55576. * @param data defines the array of data [mipmap][face] to use to create each face
  55577. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55578. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55579. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55580. * @returns a promsie that resolves when the operation is complete
  55581. */
  55582. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55583. /**
  55584. * Clones the raw cube texture.
  55585. * @return a new cube texture
  55586. */
  55587. clone(): CubeTexture;
  55588. /** @hidden */
  55589. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55590. }
  55591. }
  55592. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55593. import { Scene } from "babylonjs/scene";
  55594. import { Texture } from "babylonjs/Materials/Textures/texture";
  55595. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55596. /**
  55597. * Class used to store 3D textures containing user data
  55598. */
  55599. export class RawTexture3D extends Texture {
  55600. /** Gets or sets the texture format to use */
  55601. format: number;
  55602. private _engine;
  55603. /**
  55604. * Create a new RawTexture3D
  55605. * @param data defines the data of the texture
  55606. * @param width defines the width of the texture
  55607. * @param height defines the height of the texture
  55608. * @param depth defines the depth of the texture
  55609. * @param format defines the texture format to use
  55610. * @param scene defines the hosting scene
  55611. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55612. * @param invertY defines if texture must be stored with Y axis inverted
  55613. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55614. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55615. */
  55616. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55617. /** Gets or sets the texture format to use */
  55618. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55619. /**
  55620. * Update the texture with new data
  55621. * @param data defines the data to store in the texture
  55622. */
  55623. update(data: ArrayBufferView): void;
  55624. }
  55625. }
  55626. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  55627. import { Scene } from "babylonjs/scene";
  55628. import { Texture } from "babylonjs/Materials/Textures/texture";
  55629. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55630. /**
  55631. * Class used to store 2D array textures containing user data
  55632. */
  55633. export class RawTexture2DArray extends Texture {
  55634. /** Gets or sets the texture format to use */
  55635. format: number;
  55636. private _engine;
  55637. /**
  55638. * Create a new RawTexture2DArray
  55639. * @param data defines the data of the texture
  55640. * @param width defines the width of the texture
  55641. * @param height defines the height of the texture
  55642. * @param depth defines the number of layers of the texture
  55643. * @param format defines the texture format to use
  55644. * @param scene defines the hosting scene
  55645. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55646. * @param invertY defines if texture must be stored with Y axis inverted
  55647. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55648. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55649. */
  55650. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55651. /** Gets or sets the texture format to use */
  55652. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55653. /**
  55654. * Update the texture with new data
  55655. * @param data defines the data to store in the texture
  55656. */
  55657. update(data: ArrayBufferView): void;
  55658. }
  55659. }
  55660. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55661. import { Scene } from "babylonjs/scene";
  55662. import { Plane } from "babylonjs/Maths/math.plane";
  55663. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55664. /**
  55665. * Creates a refraction texture used by refraction channel of the standard material.
  55666. * It is like a mirror but to see through a material.
  55667. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55668. */
  55669. export class RefractionTexture extends RenderTargetTexture {
  55670. /**
  55671. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55672. * 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.
  55673. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55674. */
  55675. refractionPlane: Plane;
  55676. /**
  55677. * Define how deep under the surface we should see.
  55678. */
  55679. depth: number;
  55680. /**
  55681. * Creates a refraction texture used by refraction channel of the standard material.
  55682. * It is like a mirror but to see through a material.
  55683. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55684. * @param name Define the texture name
  55685. * @param size Define the size of the underlying texture
  55686. * @param scene Define the scene the refraction belongs to
  55687. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55688. */
  55689. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55690. /**
  55691. * Clone the refraction texture.
  55692. * @returns the cloned texture
  55693. */
  55694. clone(): RefractionTexture;
  55695. /**
  55696. * Serialize the texture to a JSON representation you could use in Parse later on
  55697. * @returns the serialized JSON representation
  55698. */
  55699. serialize(): any;
  55700. }
  55701. }
  55702. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55703. import { Nullable } from "babylonjs/types";
  55704. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55705. import { Matrix } from "babylonjs/Maths/math.vector";
  55706. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55707. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55708. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55709. import { Scene } from "babylonjs/scene";
  55710. /**
  55711. * Defines the options related to the creation of an HtmlElementTexture
  55712. */
  55713. export interface IHtmlElementTextureOptions {
  55714. /**
  55715. * Defines wether mip maps should be created or not.
  55716. */
  55717. generateMipMaps?: boolean;
  55718. /**
  55719. * Defines the sampling mode of the texture.
  55720. */
  55721. samplingMode?: number;
  55722. /**
  55723. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55724. */
  55725. engine: Nullable<ThinEngine>;
  55726. /**
  55727. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55728. */
  55729. scene: Nullable<Scene>;
  55730. }
  55731. /**
  55732. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55733. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55734. * is automatically managed.
  55735. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55736. * in your application.
  55737. *
  55738. * As the update is not automatic, you need to call them manually.
  55739. */
  55740. export class HtmlElementTexture extends BaseTexture {
  55741. /**
  55742. * The texture URL.
  55743. */
  55744. element: HTMLVideoElement | HTMLCanvasElement;
  55745. private static readonly DefaultOptions;
  55746. private _textureMatrix;
  55747. private _engine;
  55748. private _isVideo;
  55749. private _generateMipMaps;
  55750. private _samplingMode;
  55751. /**
  55752. * Instantiates a HtmlElementTexture from the following parameters.
  55753. *
  55754. * @param name Defines the name of the texture
  55755. * @param element Defines the video or canvas the texture is filled with
  55756. * @param options Defines the other none mandatory texture creation options
  55757. */
  55758. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55759. private _createInternalTexture;
  55760. /**
  55761. * Returns the texture matrix used in most of the material.
  55762. */
  55763. getTextureMatrix(): Matrix;
  55764. /**
  55765. * Updates the content of the texture.
  55766. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55767. */
  55768. update(invertY?: Nullable<boolean>): void;
  55769. }
  55770. }
  55771. declare module "babylonjs/Materials/Textures/index" {
  55772. export * from "babylonjs/Materials/Textures/baseTexture";
  55773. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55774. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55775. export * from "babylonjs/Materials/Textures/cubeTexture";
  55776. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55777. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55778. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55779. export * from "babylonjs/Materials/Textures/internalTexture";
  55780. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55781. export * from "babylonjs/Materials/Textures/Loaders/index";
  55782. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55783. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55784. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55785. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55786. export * from "babylonjs/Materials/Textures/rawTexture";
  55787. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55788. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  55789. export * from "babylonjs/Materials/Textures/refractionTexture";
  55790. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55791. export * from "babylonjs/Materials/Textures/texture";
  55792. export * from "babylonjs/Materials/Textures/videoTexture";
  55793. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55794. }
  55795. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55796. /**
  55797. * Enum used to define the target of a block
  55798. */
  55799. export enum NodeMaterialBlockTargets {
  55800. /** Vertex shader */
  55801. Vertex = 1,
  55802. /** Fragment shader */
  55803. Fragment = 2,
  55804. /** Neutral */
  55805. Neutral = 4,
  55806. /** Vertex and Fragment */
  55807. VertexAndFragment = 3
  55808. }
  55809. }
  55810. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55811. /**
  55812. * Defines the kind of connection point for node based material
  55813. */
  55814. export enum NodeMaterialBlockConnectionPointTypes {
  55815. /** Float */
  55816. Float = 1,
  55817. /** Int */
  55818. Int = 2,
  55819. /** Vector2 */
  55820. Vector2 = 4,
  55821. /** Vector3 */
  55822. Vector3 = 8,
  55823. /** Vector4 */
  55824. Vector4 = 16,
  55825. /** Color3 */
  55826. Color3 = 32,
  55827. /** Color4 */
  55828. Color4 = 64,
  55829. /** Matrix */
  55830. Matrix = 128,
  55831. /** Detect type based on connection */
  55832. AutoDetect = 1024,
  55833. /** Output type that will be defined by input type */
  55834. BasedOnInput = 2048
  55835. }
  55836. }
  55837. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55838. /**
  55839. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55840. */
  55841. export enum NodeMaterialBlockConnectionPointMode {
  55842. /** Value is an uniform */
  55843. Uniform = 0,
  55844. /** Value is a mesh attribute */
  55845. Attribute = 1,
  55846. /** Value is a varying between vertex and fragment shaders */
  55847. Varying = 2,
  55848. /** Mode is undefined */
  55849. Undefined = 3
  55850. }
  55851. }
  55852. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55853. /**
  55854. * Enum used to define system values e.g. values automatically provided by the system
  55855. */
  55856. export enum NodeMaterialSystemValues {
  55857. /** World */
  55858. World = 1,
  55859. /** View */
  55860. View = 2,
  55861. /** Projection */
  55862. Projection = 3,
  55863. /** ViewProjection */
  55864. ViewProjection = 4,
  55865. /** WorldView */
  55866. WorldView = 5,
  55867. /** WorldViewProjection */
  55868. WorldViewProjection = 6,
  55869. /** CameraPosition */
  55870. CameraPosition = 7,
  55871. /** Fog Color */
  55872. FogColor = 8,
  55873. /** Delta time */
  55874. DeltaTime = 9
  55875. }
  55876. }
  55877. declare module "babylonjs/Materials/Node/Enums/index" {
  55878. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55879. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55880. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55881. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55882. }
  55883. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55884. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55885. /**
  55886. * Root class for all node material optimizers
  55887. */
  55888. export class NodeMaterialOptimizer {
  55889. /**
  55890. * Function used to optimize a NodeMaterial graph
  55891. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55892. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55893. */
  55894. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55895. }
  55896. }
  55897. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55898. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55899. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55900. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55901. import { Scene } from "babylonjs/scene";
  55902. /**
  55903. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55904. */
  55905. export class TransformBlock extends NodeMaterialBlock {
  55906. /**
  55907. * Defines the value to use to complement W value to transform it to a Vector4
  55908. */
  55909. complementW: number;
  55910. /**
  55911. * Defines the value to use to complement z value to transform it to a Vector4
  55912. */
  55913. complementZ: number;
  55914. /**
  55915. * Creates a new TransformBlock
  55916. * @param name defines the block name
  55917. */
  55918. constructor(name: string);
  55919. /**
  55920. * Gets the current class name
  55921. * @returns the class name
  55922. */
  55923. getClassName(): string;
  55924. /**
  55925. * Gets the vector input
  55926. */
  55927. readonly vector: NodeMaterialConnectionPoint;
  55928. /**
  55929. * Gets the output component
  55930. */
  55931. readonly output: NodeMaterialConnectionPoint;
  55932. /**
  55933. * Gets the matrix transform input
  55934. */
  55935. readonly transform: NodeMaterialConnectionPoint;
  55936. protected _buildBlock(state: NodeMaterialBuildState): this;
  55937. serialize(): any;
  55938. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55939. protected _dumpPropertiesCode(): string;
  55940. }
  55941. }
  55942. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55943. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55944. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55945. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55946. /**
  55947. * Block used to output the vertex position
  55948. */
  55949. export class VertexOutputBlock extends NodeMaterialBlock {
  55950. /**
  55951. * Creates a new VertexOutputBlock
  55952. * @param name defines the block name
  55953. */
  55954. constructor(name: string);
  55955. /**
  55956. * Gets the current class name
  55957. * @returns the class name
  55958. */
  55959. getClassName(): string;
  55960. /**
  55961. * Gets the vector input component
  55962. */
  55963. readonly vector: NodeMaterialConnectionPoint;
  55964. protected _buildBlock(state: NodeMaterialBuildState): this;
  55965. }
  55966. }
  55967. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55968. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55969. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55970. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55971. /**
  55972. * Block used to output the final color
  55973. */
  55974. export class FragmentOutputBlock extends NodeMaterialBlock {
  55975. /**
  55976. * Create a new FragmentOutputBlock
  55977. * @param name defines the block name
  55978. */
  55979. constructor(name: string);
  55980. /**
  55981. * Gets the current class name
  55982. * @returns the class name
  55983. */
  55984. getClassName(): string;
  55985. /**
  55986. * Gets the rgba input component
  55987. */
  55988. readonly rgba: NodeMaterialConnectionPoint;
  55989. /**
  55990. * Gets the rgb input component
  55991. */
  55992. readonly rgb: NodeMaterialConnectionPoint;
  55993. /**
  55994. * Gets the a input component
  55995. */
  55996. readonly a: NodeMaterialConnectionPoint;
  55997. protected _buildBlock(state: NodeMaterialBuildState): this;
  55998. }
  55999. }
  56000. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  56001. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56002. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56003. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56004. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56005. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56006. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56007. import { Effect } from "babylonjs/Materials/effect";
  56008. import { Mesh } from "babylonjs/Meshes/mesh";
  56009. import { Nullable } from "babylonjs/types";
  56010. import { Scene } from "babylonjs/scene";
  56011. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  56012. /**
  56013. * Block used to read a reflection texture from a sampler
  56014. */
  56015. export class ReflectionTextureBlock extends NodeMaterialBlock {
  56016. private _define3DName;
  56017. private _defineCubicName;
  56018. private _defineExplicitName;
  56019. private _defineProjectionName;
  56020. private _defineLocalCubicName;
  56021. private _defineSphericalName;
  56022. private _definePlanarName;
  56023. private _defineEquirectangularName;
  56024. private _defineMirroredEquirectangularFixedName;
  56025. private _defineEquirectangularFixedName;
  56026. private _defineSkyboxName;
  56027. private _cubeSamplerName;
  56028. private _2DSamplerName;
  56029. private _positionUVWName;
  56030. private _directionWName;
  56031. private _reflectionCoordsName;
  56032. private _reflection2DCoordsName;
  56033. private _reflectionColorName;
  56034. private _reflectionMatrixName;
  56035. /**
  56036. * Gets or sets the texture associated with the node
  56037. */
  56038. texture: Nullable<BaseTexture>;
  56039. /**
  56040. * Create a new TextureBlock
  56041. * @param name defines the block name
  56042. */
  56043. constructor(name: string);
  56044. /**
  56045. * Gets the current class name
  56046. * @returns the class name
  56047. */
  56048. getClassName(): string;
  56049. /**
  56050. * Gets the world position input component
  56051. */
  56052. readonly position: NodeMaterialConnectionPoint;
  56053. /**
  56054. * Gets the world position input component
  56055. */
  56056. readonly worldPosition: NodeMaterialConnectionPoint;
  56057. /**
  56058. * Gets the world normal input component
  56059. */
  56060. readonly worldNormal: NodeMaterialConnectionPoint;
  56061. /**
  56062. * Gets the world input component
  56063. */
  56064. readonly world: NodeMaterialConnectionPoint;
  56065. /**
  56066. * Gets the camera (or eye) position component
  56067. */
  56068. readonly cameraPosition: NodeMaterialConnectionPoint;
  56069. /**
  56070. * Gets the view input component
  56071. */
  56072. readonly view: NodeMaterialConnectionPoint;
  56073. /**
  56074. * Gets the rgb output component
  56075. */
  56076. readonly rgb: NodeMaterialConnectionPoint;
  56077. /**
  56078. * Gets the r output component
  56079. */
  56080. readonly r: NodeMaterialConnectionPoint;
  56081. /**
  56082. * Gets the g output component
  56083. */
  56084. readonly g: NodeMaterialConnectionPoint;
  56085. /**
  56086. * Gets the b output component
  56087. */
  56088. readonly b: NodeMaterialConnectionPoint;
  56089. autoConfigure(material: NodeMaterial): void;
  56090. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56091. isReady(): boolean;
  56092. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56093. private _injectVertexCode;
  56094. private _writeOutput;
  56095. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56096. protected _dumpPropertiesCode(): string;
  56097. serialize(): any;
  56098. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56099. }
  56100. }
  56101. declare module "babylonjs/Materials/Node/nodeMaterial" {
  56102. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56103. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  56104. import { Scene } from "babylonjs/scene";
  56105. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56106. import { Matrix } from "babylonjs/Maths/math.vector";
  56107. import { Mesh } from "babylonjs/Meshes/mesh";
  56108. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56109. import { Observable } from "babylonjs/Misc/observable";
  56110. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56111. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  56112. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56113. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  56114. import { Nullable } from "babylonjs/types";
  56115. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56116. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56117. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56118. /**
  56119. * Interface used to configure the node material editor
  56120. */
  56121. export interface INodeMaterialEditorOptions {
  56122. /** Define the URl to load node editor script */
  56123. editorURL?: string;
  56124. }
  56125. /** @hidden */
  56126. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  56127. /** BONES */
  56128. NUM_BONE_INFLUENCERS: number;
  56129. BonesPerMesh: number;
  56130. BONETEXTURE: boolean;
  56131. /** MORPH TARGETS */
  56132. MORPHTARGETS: boolean;
  56133. MORPHTARGETS_NORMAL: boolean;
  56134. MORPHTARGETS_TANGENT: boolean;
  56135. MORPHTARGETS_UV: boolean;
  56136. NUM_MORPH_INFLUENCERS: number;
  56137. /** IMAGE PROCESSING */
  56138. IMAGEPROCESSING: boolean;
  56139. VIGNETTE: boolean;
  56140. VIGNETTEBLENDMODEMULTIPLY: boolean;
  56141. VIGNETTEBLENDMODEOPAQUE: boolean;
  56142. TONEMAPPING: boolean;
  56143. TONEMAPPING_ACES: boolean;
  56144. CONTRAST: boolean;
  56145. EXPOSURE: boolean;
  56146. COLORCURVES: boolean;
  56147. COLORGRADING: boolean;
  56148. COLORGRADING3D: boolean;
  56149. SAMPLER3DGREENDEPTH: boolean;
  56150. SAMPLER3DBGRMAP: boolean;
  56151. IMAGEPROCESSINGPOSTPROCESS: boolean;
  56152. /** MISC. */
  56153. BUMPDIRECTUV: number;
  56154. constructor();
  56155. setValue(name: string, value: boolean): void;
  56156. }
  56157. /**
  56158. * Class used to configure NodeMaterial
  56159. */
  56160. export interface INodeMaterialOptions {
  56161. /**
  56162. * Defines if blocks should emit comments
  56163. */
  56164. emitComments: boolean;
  56165. }
  56166. /**
  56167. * Class used to create a node based material built by assembling shader blocks
  56168. */
  56169. export class NodeMaterial extends PushMaterial {
  56170. private static _BuildIdGenerator;
  56171. private _options;
  56172. private _vertexCompilationState;
  56173. private _fragmentCompilationState;
  56174. private _sharedData;
  56175. private _buildId;
  56176. private _buildWasSuccessful;
  56177. private _cachedWorldViewMatrix;
  56178. private _cachedWorldViewProjectionMatrix;
  56179. private _optimizers;
  56180. private _animationFrame;
  56181. /** Define the URl to load node editor script */
  56182. static EditorURL: string;
  56183. private BJSNODEMATERIALEDITOR;
  56184. /** Get the inspector from bundle or global */
  56185. private _getGlobalNodeMaterialEditor;
  56186. /**
  56187. * Gets or sets data used by visual editor
  56188. * @see https://nme.babylonjs.com
  56189. */
  56190. editorData: any;
  56191. /**
  56192. * 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)
  56193. */
  56194. ignoreAlpha: boolean;
  56195. /**
  56196. * Defines the maximum number of lights that can be used in the material
  56197. */
  56198. maxSimultaneousLights: number;
  56199. /**
  56200. * Observable raised when the material is built
  56201. */
  56202. onBuildObservable: Observable<NodeMaterial>;
  56203. /**
  56204. * Gets or sets the root nodes of the material vertex shader
  56205. */
  56206. _vertexOutputNodes: NodeMaterialBlock[];
  56207. /**
  56208. * Gets or sets the root nodes of the material fragment (pixel) shader
  56209. */
  56210. _fragmentOutputNodes: NodeMaterialBlock[];
  56211. /** Gets or sets options to control the node material overall behavior */
  56212. options: INodeMaterialOptions;
  56213. /**
  56214. * Default configuration related to image processing available in the standard Material.
  56215. */
  56216. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  56217. /**
  56218. * Gets the image processing configuration used either in this material.
  56219. */
  56220. /**
  56221. * Sets the Default image processing configuration used either in the this material.
  56222. *
  56223. * If sets to null, the scene one is in use.
  56224. */
  56225. imageProcessingConfiguration: ImageProcessingConfiguration;
  56226. /**
  56227. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  56228. */
  56229. attachedBlocks: NodeMaterialBlock[];
  56230. /**
  56231. * Create a new node based material
  56232. * @param name defines the material name
  56233. * @param scene defines the hosting scene
  56234. * @param options defines creation option
  56235. */
  56236. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  56237. /**
  56238. * Gets the current class name of the material e.g. "NodeMaterial"
  56239. * @returns the class name
  56240. */
  56241. getClassName(): string;
  56242. /**
  56243. * Keep track of the image processing observer to allow dispose and replace.
  56244. */
  56245. private _imageProcessingObserver;
  56246. /**
  56247. * Attaches a new image processing configuration to the Standard Material.
  56248. * @param configuration
  56249. */
  56250. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  56251. /**
  56252. * Get a block by its name
  56253. * @param name defines the name of the block to retrieve
  56254. * @returns the required block or null if not found
  56255. */
  56256. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  56257. /**
  56258. * Get a block by its name
  56259. * @param predicate defines the predicate used to find the good candidate
  56260. * @returns the required block or null if not found
  56261. */
  56262. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  56263. /**
  56264. * Get an input block by its name
  56265. * @param predicate defines the predicate used to find the good candidate
  56266. * @returns the required input block or null if not found
  56267. */
  56268. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  56269. /**
  56270. * Gets the list of input blocks attached to this material
  56271. * @returns an array of InputBlocks
  56272. */
  56273. getInputBlocks(): InputBlock[];
  56274. /**
  56275. * Adds a new optimizer to the list of optimizers
  56276. * @param optimizer defines the optimizers to add
  56277. * @returns the current material
  56278. */
  56279. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56280. /**
  56281. * Remove an optimizer from the list of optimizers
  56282. * @param optimizer defines the optimizers to remove
  56283. * @returns the current material
  56284. */
  56285. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56286. /**
  56287. * Add a new block to the list of output nodes
  56288. * @param node defines the node to add
  56289. * @returns the current material
  56290. */
  56291. addOutputNode(node: NodeMaterialBlock): this;
  56292. /**
  56293. * Remove a block from the list of root nodes
  56294. * @param node defines the node to remove
  56295. * @returns the current material
  56296. */
  56297. removeOutputNode(node: NodeMaterialBlock): this;
  56298. private _addVertexOutputNode;
  56299. private _removeVertexOutputNode;
  56300. private _addFragmentOutputNode;
  56301. private _removeFragmentOutputNode;
  56302. /**
  56303. * Specifies if the material will require alpha blending
  56304. * @returns a boolean specifying if alpha blending is needed
  56305. */
  56306. needAlphaBlending(): boolean;
  56307. /**
  56308. * Specifies if this material should be rendered in alpha test mode
  56309. * @returns a boolean specifying if an alpha test is needed.
  56310. */
  56311. needAlphaTesting(): boolean;
  56312. private _initializeBlock;
  56313. private _resetDualBlocks;
  56314. /**
  56315. * Build the material and generates the inner effect
  56316. * @param verbose defines if the build should log activity
  56317. */
  56318. build(verbose?: boolean): void;
  56319. /**
  56320. * Runs an otpimization phase to try to improve the shader code
  56321. */
  56322. optimize(): void;
  56323. private _prepareDefinesForAttributes;
  56324. /**
  56325. * Get if the submesh is ready to be used and all its information available.
  56326. * Child classes can use it to update shaders
  56327. * @param mesh defines the mesh to check
  56328. * @param subMesh defines which submesh to check
  56329. * @param useInstances specifies that instances should be used
  56330. * @returns a boolean indicating that the submesh is ready or not
  56331. */
  56332. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  56333. /**
  56334. * Get a string representing the shaders built by the current node graph
  56335. */
  56336. readonly compiledShaders: string;
  56337. /**
  56338. * Binds the world matrix to the material
  56339. * @param world defines the world transformation matrix
  56340. */
  56341. bindOnlyWorldMatrix(world: Matrix): void;
  56342. /**
  56343. * Binds the submesh to this material by preparing the effect and shader to draw
  56344. * @param world defines the world transformation matrix
  56345. * @param mesh defines the mesh containing the submesh
  56346. * @param subMesh defines the submesh to bind the material to
  56347. */
  56348. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  56349. /**
  56350. * Gets the active textures from the material
  56351. * @returns an array of textures
  56352. */
  56353. getActiveTextures(): BaseTexture[];
  56354. /**
  56355. * Gets the list of texture blocks
  56356. * @returns an array of texture blocks
  56357. */
  56358. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  56359. /**
  56360. * Specifies if the material uses a texture
  56361. * @param texture defines the texture to check against the material
  56362. * @returns a boolean specifying if the material uses the texture
  56363. */
  56364. hasTexture(texture: BaseTexture): boolean;
  56365. /**
  56366. * Disposes the material
  56367. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  56368. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  56369. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  56370. */
  56371. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  56372. /** Creates the node editor window. */
  56373. private _createNodeEditor;
  56374. /**
  56375. * Launch the node material editor
  56376. * @param config Define the configuration of the editor
  56377. * @return a promise fulfilled when the node editor is visible
  56378. */
  56379. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  56380. /**
  56381. * Clear the current material
  56382. */
  56383. clear(): void;
  56384. /**
  56385. * Clear the current material and set it to a default state
  56386. */
  56387. setToDefault(): void;
  56388. /**
  56389. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  56390. * @param url defines the url to load from
  56391. * @returns a promise that will fullfil when the material is fully loaded
  56392. */
  56393. loadAsync(url: string): Promise<void>;
  56394. private _gatherBlocks;
  56395. /**
  56396. * Generate a string containing the code declaration required to create an equivalent of this material
  56397. * @returns a string
  56398. */
  56399. generateCode(): string;
  56400. /**
  56401. * Serializes this material in a JSON representation
  56402. * @returns the serialized material object
  56403. */
  56404. serialize(): any;
  56405. private _restoreConnections;
  56406. /**
  56407. * Clear the current graph and load a new one from a serialization object
  56408. * @param source defines the JSON representation of the material
  56409. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56410. */
  56411. loadFromSerialization(source: any, rootUrl?: string): void;
  56412. /**
  56413. * Creates a node material from parsed material data
  56414. * @param source defines the JSON representation of the material
  56415. * @param scene defines the hosting scene
  56416. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56417. * @returns a new node material
  56418. */
  56419. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  56420. /**
  56421. * Creates a new node material set to default basic configuration
  56422. * @param name defines the name of the material
  56423. * @param scene defines the hosting scene
  56424. * @returns a new NodeMaterial
  56425. */
  56426. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  56427. }
  56428. }
  56429. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  56430. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56431. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56432. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56433. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56434. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56435. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56436. import { Effect } from "babylonjs/Materials/effect";
  56437. import { Mesh } from "babylonjs/Meshes/mesh";
  56438. import { Nullable } from "babylonjs/types";
  56439. import { Texture } from "babylonjs/Materials/Textures/texture";
  56440. import { Scene } from "babylonjs/scene";
  56441. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56442. /**
  56443. * Block used to read a texture from a sampler
  56444. */
  56445. export class TextureBlock extends NodeMaterialBlock {
  56446. private _defineName;
  56447. private _linearDefineName;
  56448. private _samplerName;
  56449. private _transformedUVName;
  56450. private _textureTransformName;
  56451. private _textureInfoName;
  56452. private _mainUVName;
  56453. private _mainUVDefineName;
  56454. /**
  56455. * Gets or sets the texture associated with the node
  56456. */
  56457. texture: Nullable<Texture>;
  56458. /**
  56459. * Create a new TextureBlock
  56460. * @param name defines the block name
  56461. */
  56462. constructor(name: string);
  56463. /**
  56464. * Gets the current class name
  56465. * @returns the class name
  56466. */
  56467. getClassName(): string;
  56468. /**
  56469. * Gets the uv input component
  56470. */
  56471. readonly uv: NodeMaterialConnectionPoint;
  56472. /**
  56473. * Gets the rgba output component
  56474. */
  56475. readonly rgba: NodeMaterialConnectionPoint;
  56476. /**
  56477. * Gets the rgb output component
  56478. */
  56479. readonly rgb: NodeMaterialConnectionPoint;
  56480. /**
  56481. * Gets the r output component
  56482. */
  56483. readonly r: NodeMaterialConnectionPoint;
  56484. /**
  56485. * Gets the g output component
  56486. */
  56487. readonly g: NodeMaterialConnectionPoint;
  56488. /**
  56489. * Gets the b output component
  56490. */
  56491. readonly b: NodeMaterialConnectionPoint;
  56492. /**
  56493. * Gets the a output component
  56494. */
  56495. readonly a: NodeMaterialConnectionPoint;
  56496. readonly target: NodeMaterialBlockTargets;
  56497. autoConfigure(material: NodeMaterial): void;
  56498. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56499. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56500. isReady(): boolean;
  56501. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56502. private readonly _isMixed;
  56503. private _injectVertexCode;
  56504. private _writeOutput;
  56505. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56506. protected _dumpPropertiesCode(): string;
  56507. serialize(): any;
  56508. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56509. }
  56510. }
  56511. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56512. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56513. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56514. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56515. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56516. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56517. import { Scene } from "babylonjs/scene";
  56518. /**
  56519. * Class used to store shared data between 2 NodeMaterialBuildState
  56520. */
  56521. export class NodeMaterialBuildStateSharedData {
  56522. /**
  56523. * Gets the list of emitted varyings
  56524. */
  56525. temps: string[];
  56526. /**
  56527. * Gets the list of emitted varyings
  56528. */
  56529. varyings: string[];
  56530. /**
  56531. * Gets the varying declaration string
  56532. */
  56533. varyingDeclaration: string;
  56534. /**
  56535. * Input blocks
  56536. */
  56537. inputBlocks: InputBlock[];
  56538. /**
  56539. * Input blocks
  56540. */
  56541. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56542. /**
  56543. * Bindable blocks (Blocks that need to set data to the effect)
  56544. */
  56545. bindableBlocks: NodeMaterialBlock[];
  56546. /**
  56547. * List of blocks that can provide a compilation fallback
  56548. */
  56549. blocksWithFallbacks: NodeMaterialBlock[];
  56550. /**
  56551. * List of blocks that can provide a define update
  56552. */
  56553. blocksWithDefines: NodeMaterialBlock[];
  56554. /**
  56555. * List of blocks that can provide a repeatable content
  56556. */
  56557. repeatableContentBlocks: NodeMaterialBlock[];
  56558. /**
  56559. * List of blocks that can provide a dynamic list of uniforms
  56560. */
  56561. dynamicUniformBlocks: NodeMaterialBlock[];
  56562. /**
  56563. * List of blocks that can block the isReady function for the material
  56564. */
  56565. blockingBlocks: NodeMaterialBlock[];
  56566. /**
  56567. * Gets the list of animated inputs
  56568. */
  56569. animatedInputs: InputBlock[];
  56570. /**
  56571. * Build Id used to avoid multiple recompilations
  56572. */
  56573. buildId: number;
  56574. /** List of emitted variables */
  56575. variableNames: {
  56576. [key: string]: number;
  56577. };
  56578. /** List of emitted defines */
  56579. defineNames: {
  56580. [key: string]: number;
  56581. };
  56582. /** Should emit comments? */
  56583. emitComments: boolean;
  56584. /** Emit build activity */
  56585. verbose: boolean;
  56586. /** Gets or sets the hosting scene */
  56587. scene: Scene;
  56588. /**
  56589. * Gets the compilation hints emitted at compilation time
  56590. */
  56591. hints: {
  56592. needWorldViewMatrix: boolean;
  56593. needWorldViewProjectionMatrix: boolean;
  56594. needAlphaBlending: boolean;
  56595. needAlphaTesting: boolean;
  56596. };
  56597. /**
  56598. * List of compilation checks
  56599. */
  56600. checks: {
  56601. emitVertex: boolean;
  56602. emitFragment: boolean;
  56603. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56604. };
  56605. /** Creates a new shared data */
  56606. constructor();
  56607. /**
  56608. * Emits console errors and exceptions if there is a failing check
  56609. */
  56610. emitErrors(): void;
  56611. }
  56612. }
  56613. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56614. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56615. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56616. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56617. /**
  56618. * Class used to store node based material build state
  56619. */
  56620. export class NodeMaterialBuildState {
  56621. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56622. supportUniformBuffers: boolean;
  56623. /**
  56624. * Gets the list of emitted attributes
  56625. */
  56626. attributes: string[];
  56627. /**
  56628. * Gets the list of emitted uniforms
  56629. */
  56630. uniforms: string[];
  56631. /**
  56632. * Gets the list of emitted constants
  56633. */
  56634. constants: string[];
  56635. /**
  56636. * Gets the list of emitted samplers
  56637. */
  56638. samplers: string[];
  56639. /**
  56640. * Gets the list of emitted functions
  56641. */
  56642. functions: {
  56643. [key: string]: string;
  56644. };
  56645. /**
  56646. * Gets the list of emitted extensions
  56647. */
  56648. extensions: {
  56649. [key: string]: string;
  56650. };
  56651. /**
  56652. * Gets the target of the compilation state
  56653. */
  56654. target: NodeMaterialBlockTargets;
  56655. /**
  56656. * Gets the list of emitted counters
  56657. */
  56658. counters: {
  56659. [key: string]: number;
  56660. };
  56661. /**
  56662. * Shared data between multiple NodeMaterialBuildState instances
  56663. */
  56664. sharedData: NodeMaterialBuildStateSharedData;
  56665. /** @hidden */
  56666. _vertexState: NodeMaterialBuildState;
  56667. /** @hidden */
  56668. _attributeDeclaration: string;
  56669. /** @hidden */
  56670. _uniformDeclaration: string;
  56671. /** @hidden */
  56672. _constantDeclaration: string;
  56673. /** @hidden */
  56674. _samplerDeclaration: string;
  56675. /** @hidden */
  56676. _varyingTransfer: string;
  56677. private _repeatableContentAnchorIndex;
  56678. /** @hidden */
  56679. _builtCompilationString: string;
  56680. /**
  56681. * Gets the emitted compilation strings
  56682. */
  56683. compilationString: string;
  56684. /**
  56685. * Finalize the compilation strings
  56686. * @param state defines the current compilation state
  56687. */
  56688. finalize(state: NodeMaterialBuildState): void;
  56689. /** @hidden */
  56690. readonly _repeatableContentAnchor: string;
  56691. /** @hidden */
  56692. _getFreeVariableName(prefix: string): string;
  56693. /** @hidden */
  56694. _getFreeDefineName(prefix: string): string;
  56695. /** @hidden */
  56696. _excludeVariableName(name: string): void;
  56697. /** @hidden */
  56698. _emit2DSampler(name: string): void;
  56699. /** @hidden */
  56700. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56701. /** @hidden */
  56702. _emitExtension(name: string, extension: string): void;
  56703. /** @hidden */
  56704. _emitFunction(name: string, code: string, comments: string): void;
  56705. /** @hidden */
  56706. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56707. replaceStrings?: {
  56708. search: RegExp;
  56709. replace: string;
  56710. }[];
  56711. repeatKey?: string;
  56712. }): string;
  56713. /** @hidden */
  56714. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56715. repeatKey?: string;
  56716. removeAttributes?: boolean;
  56717. removeUniforms?: boolean;
  56718. removeVaryings?: boolean;
  56719. removeIfDef?: boolean;
  56720. replaceStrings?: {
  56721. search: RegExp;
  56722. replace: string;
  56723. }[];
  56724. }, storeKey?: string): void;
  56725. /** @hidden */
  56726. _registerTempVariable(name: string): boolean;
  56727. /** @hidden */
  56728. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56729. /** @hidden */
  56730. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56731. /** @hidden */
  56732. _emitFloat(value: number): string;
  56733. }
  56734. }
  56735. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56736. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56737. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56738. import { Nullable } from "babylonjs/types";
  56739. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56740. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56741. import { Effect } from "babylonjs/Materials/effect";
  56742. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56743. import { Mesh } from "babylonjs/Meshes/mesh";
  56744. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56745. import { Scene } from "babylonjs/scene";
  56746. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56747. /**
  56748. * Defines a block that can be used inside a node based material
  56749. */
  56750. export class NodeMaterialBlock {
  56751. private _buildId;
  56752. private _buildTarget;
  56753. private _target;
  56754. private _isFinalMerger;
  56755. private _isInput;
  56756. protected _isUnique: boolean;
  56757. /** @hidden */
  56758. _codeVariableName: string;
  56759. /** @hidden */
  56760. _inputs: NodeMaterialConnectionPoint[];
  56761. /** @hidden */
  56762. _outputs: NodeMaterialConnectionPoint[];
  56763. /** @hidden */
  56764. _preparationId: number;
  56765. /**
  56766. * Gets or sets the name of the block
  56767. */
  56768. name: string;
  56769. /**
  56770. * Gets or sets the unique id of the node
  56771. */
  56772. uniqueId: number;
  56773. /**
  56774. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  56775. */
  56776. readonly isUnique: boolean;
  56777. /**
  56778. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56779. */
  56780. readonly isFinalMerger: boolean;
  56781. /**
  56782. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56783. */
  56784. readonly isInput: boolean;
  56785. /**
  56786. * Gets or sets the build Id
  56787. */
  56788. buildId: number;
  56789. /**
  56790. * Gets or sets the target of the block
  56791. */
  56792. target: NodeMaterialBlockTargets;
  56793. /**
  56794. * Gets the list of input points
  56795. */
  56796. readonly inputs: NodeMaterialConnectionPoint[];
  56797. /** Gets the list of output points */
  56798. readonly outputs: NodeMaterialConnectionPoint[];
  56799. /**
  56800. * Find an input by its name
  56801. * @param name defines the name of the input to look for
  56802. * @returns the input or null if not found
  56803. */
  56804. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56805. /**
  56806. * Find an output by its name
  56807. * @param name defines the name of the outputto look for
  56808. * @returns the output or null if not found
  56809. */
  56810. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56811. /**
  56812. * Creates a new NodeMaterialBlock
  56813. * @param name defines the block name
  56814. * @param target defines the target of that block (Vertex by default)
  56815. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56816. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56817. */
  56818. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56819. /**
  56820. * Initialize the block and prepare the context for build
  56821. * @param state defines the state that will be used for the build
  56822. */
  56823. initialize(state: NodeMaterialBuildState): void;
  56824. /**
  56825. * Bind data to effect. Will only be called for blocks with isBindable === true
  56826. * @param effect defines the effect to bind data to
  56827. * @param nodeMaterial defines the hosting NodeMaterial
  56828. * @param mesh defines the mesh that will be rendered
  56829. */
  56830. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56831. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56832. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56833. protected _writeFloat(value: number): string;
  56834. /**
  56835. * Gets the current class name e.g. "NodeMaterialBlock"
  56836. * @returns the class name
  56837. */
  56838. getClassName(): string;
  56839. /**
  56840. * Register a new input. Must be called inside a block constructor
  56841. * @param name defines the connection point name
  56842. * @param type defines the connection point type
  56843. * @param isOptional defines a boolean indicating that this input can be omitted
  56844. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56845. * @returns the current block
  56846. */
  56847. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56848. /**
  56849. * Register a new output. Must be called inside a block constructor
  56850. * @param name defines the connection point name
  56851. * @param type defines the connection point type
  56852. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56853. * @returns the current block
  56854. */
  56855. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56856. /**
  56857. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56858. * @param forOutput defines an optional connection point to check compatibility with
  56859. * @returns the first available input or null
  56860. */
  56861. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56862. /**
  56863. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56864. * @param forBlock defines an optional block to check compatibility with
  56865. * @returns the first available input or null
  56866. */
  56867. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56868. /**
  56869. * Gets the sibling of the given output
  56870. * @param current defines the current output
  56871. * @returns the next output in the list or null
  56872. */
  56873. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56874. /**
  56875. * Connect current block with another block
  56876. * @param other defines the block to connect with
  56877. * @param options define the various options to help pick the right connections
  56878. * @returns the current block
  56879. */
  56880. connectTo(other: NodeMaterialBlock, options?: {
  56881. input?: string;
  56882. output?: string;
  56883. outputSwizzle?: string;
  56884. }): this | undefined;
  56885. protected _buildBlock(state: NodeMaterialBuildState): void;
  56886. /**
  56887. * Add uniforms, samplers and uniform buffers at compilation time
  56888. * @param state defines the state to update
  56889. * @param nodeMaterial defines the node material requesting the update
  56890. * @param defines defines the material defines to update
  56891. * @param uniformBuffers defines the list of uniform buffer names
  56892. */
  56893. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56894. /**
  56895. * Add potential fallbacks if shader compilation fails
  56896. * @param mesh defines the mesh to be rendered
  56897. * @param fallbacks defines the current prioritized list of fallbacks
  56898. */
  56899. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56900. /**
  56901. * Initialize defines for shader compilation
  56902. * @param mesh defines the mesh to be rendered
  56903. * @param nodeMaterial defines the node material requesting the update
  56904. * @param defines defines the material defines to update
  56905. * @param useInstances specifies that instances should be used
  56906. */
  56907. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56908. /**
  56909. * Update defines for shader compilation
  56910. * @param mesh defines the mesh to be rendered
  56911. * @param nodeMaterial defines the node material requesting the update
  56912. * @param defines defines the material defines to update
  56913. * @param useInstances specifies that instances should be used
  56914. */
  56915. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56916. /**
  56917. * Lets the block try to connect some inputs automatically
  56918. * @param material defines the hosting NodeMaterial
  56919. */
  56920. autoConfigure(material: NodeMaterial): void;
  56921. /**
  56922. * Function called when a block is declared as repeatable content generator
  56923. * @param vertexShaderState defines the current compilation state for the vertex shader
  56924. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56925. * @param mesh defines the mesh to be rendered
  56926. * @param defines defines the material defines to update
  56927. */
  56928. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56929. /**
  56930. * Checks if the block is ready
  56931. * @param mesh defines the mesh to be rendered
  56932. * @param nodeMaterial defines the node material requesting the update
  56933. * @param defines defines the material defines to update
  56934. * @param useInstances specifies that instances should be used
  56935. * @returns true if the block is ready
  56936. */
  56937. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56938. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56939. private _processBuild;
  56940. /**
  56941. * Compile the current node and generate the shader code
  56942. * @param state defines the current compilation state (uniforms, samplers, current string)
  56943. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56944. * @returns true if already built
  56945. */
  56946. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56947. protected _inputRename(name: string): string;
  56948. protected _outputRename(name: string): string;
  56949. protected _dumpPropertiesCode(): string;
  56950. /** @hidden */
  56951. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56952. /** @hidden */
  56953. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  56954. /**
  56955. * Clone the current block to a new identical block
  56956. * @param scene defines the hosting scene
  56957. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56958. * @returns a copy of the current block
  56959. */
  56960. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56961. /**
  56962. * Serializes this block in a JSON representation
  56963. * @returns the serialized block object
  56964. */
  56965. serialize(): any;
  56966. /** @hidden */
  56967. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56968. /**
  56969. * Release resources
  56970. */
  56971. dispose(): void;
  56972. }
  56973. }
  56974. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56975. /**
  56976. * Enum defining the type of animations supported by InputBlock
  56977. */
  56978. export enum AnimatedInputBlockTypes {
  56979. /** No animation */
  56980. None = 0,
  56981. /** Time based animation. Will only work for floats */
  56982. Time = 1
  56983. }
  56984. }
  56985. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56986. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56987. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56988. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56989. import { Nullable } from "babylonjs/types";
  56990. import { Effect } from "babylonjs/Materials/effect";
  56991. import { Matrix } from "babylonjs/Maths/math.vector";
  56992. import { Scene } from "babylonjs/scene";
  56993. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56994. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56995. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56996. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56997. /**
  56998. * Block used to expose an input value
  56999. */
  57000. export class InputBlock extends NodeMaterialBlock {
  57001. private _mode;
  57002. private _associatedVariableName;
  57003. private _storedValue;
  57004. private _valueCallback;
  57005. private _type;
  57006. private _animationType;
  57007. /** Gets or set a value used to limit the range of float values */
  57008. min: number;
  57009. /** Gets or set a value used to limit the range of float values */
  57010. max: number;
  57011. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  57012. matrixMode: number;
  57013. /** @hidden */
  57014. _systemValue: Nullable<NodeMaterialSystemValues>;
  57015. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  57016. visibleInInspector: boolean;
  57017. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  57018. isConstant: boolean;
  57019. /**
  57020. * Gets or sets the connection point type (default is float)
  57021. */
  57022. readonly type: NodeMaterialBlockConnectionPointTypes;
  57023. /**
  57024. * Creates a new InputBlock
  57025. * @param name defines the block name
  57026. * @param target defines the target of that block (Vertex by default)
  57027. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  57028. */
  57029. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  57030. /**
  57031. * Gets the output component
  57032. */
  57033. readonly output: NodeMaterialConnectionPoint;
  57034. /**
  57035. * Set the source of this connection point to a vertex attribute
  57036. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  57037. * @returns the current connection point
  57038. */
  57039. setAsAttribute(attributeName?: string): InputBlock;
  57040. /**
  57041. * Set the source of this connection point to a system value
  57042. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  57043. * @returns the current connection point
  57044. */
  57045. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  57046. /**
  57047. * Gets or sets the value of that point.
  57048. * Please note that this value will be ignored if valueCallback is defined
  57049. */
  57050. value: any;
  57051. /**
  57052. * Gets or sets a callback used to get the value of that point.
  57053. * Please note that setting this value will force the connection point to ignore the value property
  57054. */
  57055. valueCallback: () => any;
  57056. /**
  57057. * Gets or sets the associated variable name in the shader
  57058. */
  57059. associatedVariableName: string;
  57060. /** Gets or sets the type of animation applied to the input */
  57061. animationType: AnimatedInputBlockTypes;
  57062. /**
  57063. * Gets a boolean indicating that this connection point not defined yet
  57064. */
  57065. readonly isUndefined: boolean;
  57066. /**
  57067. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  57068. * In this case the connection point name must be the name of the uniform to use.
  57069. * Can only be set on inputs
  57070. */
  57071. isUniform: boolean;
  57072. /**
  57073. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  57074. * In this case the connection point name must be the name of the attribute to use
  57075. * Can only be set on inputs
  57076. */
  57077. isAttribute: boolean;
  57078. /**
  57079. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  57080. * Can only be set on exit points
  57081. */
  57082. isVarying: boolean;
  57083. /**
  57084. * Gets a boolean indicating that the current connection point is a system value
  57085. */
  57086. readonly isSystemValue: boolean;
  57087. /**
  57088. * Gets or sets the current well known value or null if not defined as a system value
  57089. */
  57090. systemValue: Nullable<NodeMaterialSystemValues>;
  57091. /**
  57092. * Gets the current class name
  57093. * @returns the class name
  57094. */
  57095. getClassName(): string;
  57096. /**
  57097. * Animate the input if animationType !== None
  57098. * @param scene defines the rendering scene
  57099. */
  57100. animate(scene: Scene): void;
  57101. private _emitDefine;
  57102. initialize(state: NodeMaterialBuildState): void;
  57103. /**
  57104. * Set the input block to its default value (based on its type)
  57105. */
  57106. setDefaultValue(): void;
  57107. private _emitConstant;
  57108. private _emit;
  57109. /** @hidden */
  57110. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  57111. /** @hidden */
  57112. _transmit(effect: Effect, scene: Scene): void;
  57113. protected _buildBlock(state: NodeMaterialBuildState): void;
  57114. protected _dumpPropertiesCode(): string;
  57115. serialize(): any;
  57116. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57117. }
  57118. }
  57119. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  57120. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57121. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57122. import { Nullable } from "babylonjs/types";
  57123. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57124. import { Observable } from "babylonjs/Misc/observable";
  57125. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57126. /**
  57127. * Enum used to define the compatibility state between two connection points
  57128. */
  57129. export enum NodeMaterialConnectionPointCompatibilityStates {
  57130. /** Points are compatibles */
  57131. Compatible = 0,
  57132. /** Points are incompatible because of their types */
  57133. TypeIncompatible = 1,
  57134. /** Points are incompatible because of their targets (vertex vs fragment) */
  57135. TargetIncompatible = 2
  57136. }
  57137. /**
  57138. * Defines a connection point for a block
  57139. */
  57140. export class NodeMaterialConnectionPoint {
  57141. /** @hidden */
  57142. _ownerBlock: NodeMaterialBlock;
  57143. /** @hidden */
  57144. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57145. private _endpoints;
  57146. private _associatedVariableName;
  57147. /** @hidden */
  57148. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57149. /** @hidden */
  57150. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57151. private _type;
  57152. /** @hidden */
  57153. _enforceAssociatedVariableName: boolean;
  57154. /**
  57155. * Gets or sets the additional types supported by this connection point
  57156. */
  57157. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57158. /**
  57159. * Gets or sets the additional types excluded by this connection point
  57160. */
  57161. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57162. /**
  57163. * Observable triggered when this point is connected
  57164. */
  57165. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  57166. /**
  57167. * Gets or sets the associated variable name in the shader
  57168. */
  57169. associatedVariableName: string;
  57170. /**
  57171. * Gets or sets the connection point type (default is float)
  57172. */
  57173. type: NodeMaterialBlockConnectionPointTypes;
  57174. /**
  57175. * Gets or sets the connection point name
  57176. */
  57177. name: string;
  57178. /**
  57179. * Gets or sets a boolean indicating that this connection point can be omitted
  57180. */
  57181. isOptional: boolean;
  57182. /**
  57183. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  57184. */
  57185. define: string;
  57186. /** @hidden */
  57187. _prioritizeVertex: boolean;
  57188. private _target;
  57189. /** Gets or sets the target of that connection point */
  57190. target: NodeMaterialBlockTargets;
  57191. /**
  57192. * Gets a boolean indicating that the current point is connected
  57193. */
  57194. readonly isConnected: boolean;
  57195. /**
  57196. * Gets a boolean indicating that the current point is connected to an input block
  57197. */
  57198. readonly isConnectedToInputBlock: boolean;
  57199. /**
  57200. * Gets a the connected input block (if any)
  57201. */
  57202. readonly connectInputBlock: Nullable<InputBlock>;
  57203. /** Get the other side of the connection (if any) */
  57204. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57205. /** Get the block that owns this connection point */
  57206. readonly ownerBlock: NodeMaterialBlock;
  57207. /** Get the block connected on the other side of this connection (if any) */
  57208. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  57209. /** Get the block connected on the endpoints of this connection (if any) */
  57210. readonly connectedBlocks: Array<NodeMaterialBlock>;
  57211. /** Gets the list of connected endpoints */
  57212. readonly endpoints: NodeMaterialConnectionPoint[];
  57213. /** Gets a boolean indicating if that output point is connected to at least one input */
  57214. readonly hasEndpoints: boolean;
  57215. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  57216. readonly isConnectedInVertexShader: boolean;
  57217. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  57218. readonly isConnectedInFragmentShader: boolean;
  57219. /**
  57220. * Creates a new connection point
  57221. * @param name defines the connection point name
  57222. * @param ownerBlock defines the block hosting this connection point
  57223. */
  57224. constructor(name: string, ownerBlock: NodeMaterialBlock);
  57225. /**
  57226. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  57227. * @returns the class name
  57228. */
  57229. getClassName(): string;
  57230. /**
  57231. * Gets a boolean indicating if the current point can be connected to another point
  57232. * @param connectionPoint defines the other connection point
  57233. * @returns a boolean
  57234. */
  57235. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  57236. /**
  57237. * Gets a number indicating if the current point can be connected to another point
  57238. * @param connectionPoint defines the other connection point
  57239. * @returns a number defining the compatibility state
  57240. */
  57241. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  57242. /**
  57243. * Connect this point to another connection point
  57244. * @param connectionPoint defines the other connection point
  57245. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  57246. * @returns the current connection point
  57247. */
  57248. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  57249. /**
  57250. * Disconnect this point from one of his endpoint
  57251. * @param endpoint defines the other connection point
  57252. * @returns the current connection point
  57253. */
  57254. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  57255. /**
  57256. * Serializes this point in a JSON representation
  57257. * @returns the serialized point object
  57258. */
  57259. serialize(): any;
  57260. /**
  57261. * Release resources
  57262. */
  57263. dispose(): void;
  57264. }
  57265. }
  57266. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  57267. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57268. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57269. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57270. import { Mesh } from "babylonjs/Meshes/mesh";
  57271. import { Effect } from "babylonjs/Materials/effect";
  57272. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57273. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57274. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  57275. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  57276. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  57277. /**
  57278. * Block used to add support for vertex skinning (bones)
  57279. */
  57280. export class BonesBlock extends NodeMaterialBlock {
  57281. /**
  57282. * Creates a new BonesBlock
  57283. * @param name defines the block name
  57284. */
  57285. constructor(name: string);
  57286. /**
  57287. * Initialize the block and prepare the context for build
  57288. * @param state defines the state that will be used for the build
  57289. */
  57290. initialize(state: NodeMaterialBuildState): void;
  57291. /**
  57292. * Gets the current class name
  57293. * @returns the class name
  57294. */
  57295. getClassName(): string;
  57296. /**
  57297. * Gets the matrix indices input component
  57298. */
  57299. readonly matricesIndices: NodeMaterialConnectionPoint;
  57300. /**
  57301. * Gets the matrix weights input component
  57302. */
  57303. readonly matricesWeights: NodeMaterialConnectionPoint;
  57304. /**
  57305. * Gets the extra matrix indices input component
  57306. */
  57307. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  57308. /**
  57309. * Gets the extra matrix weights input component
  57310. */
  57311. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  57312. /**
  57313. * Gets the world input component
  57314. */
  57315. readonly world: NodeMaterialConnectionPoint;
  57316. /**
  57317. * Gets the output component
  57318. */
  57319. readonly output: NodeMaterialConnectionPoint;
  57320. autoConfigure(material: NodeMaterial): void;
  57321. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57322. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57323. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57324. protected _buildBlock(state: NodeMaterialBuildState): this;
  57325. }
  57326. }
  57327. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  57328. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57329. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57330. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57331. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57332. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57333. /**
  57334. * Block used to add support for instances
  57335. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  57336. */
  57337. export class InstancesBlock extends NodeMaterialBlock {
  57338. /**
  57339. * Creates a new InstancesBlock
  57340. * @param name defines the block name
  57341. */
  57342. constructor(name: string);
  57343. /**
  57344. * Gets the current class name
  57345. * @returns the class name
  57346. */
  57347. getClassName(): string;
  57348. /**
  57349. * Gets the first world row input component
  57350. */
  57351. readonly world0: NodeMaterialConnectionPoint;
  57352. /**
  57353. * Gets the second world row input component
  57354. */
  57355. readonly world1: NodeMaterialConnectionPoint;
  57356. /**
  57357. * Gets the third world row input component
  57358. */
  57359. readonly world2: NodeMaterialConnectionPoint;
  57360. /**
  57361. * Gets the forth world row input component
  57362. */
  57363. readonly world3: NodeMaterialConnectionPoint;
  57364. /**
  57365. * Gets the world input component
  57366. */
  57367. readonly world: NodeMaterialConnectionPoint;
  57368. /**
  57369. * Gets the output component
  57370. */
  57371. readonly output: NodeMaterialConnectionPoint;
  57372. autoConfigure(material: NodeMaterial): void;
  57373. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57374. protected _buildBlock(state: NodeMaterialBuildState): this;
  57375. }
  57376. }
  57377. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  57378. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57379. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57380. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57381. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57382. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57383. import { Effect } from "babylonjs/Materials/effect";
  57384. import { Mesh } from "babylonjs/Meshes/mesh";
  57385. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  57386. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  57387. /**
  57388. * Block used to add morph targets support to vertex shader
  57389. */
  57390. export class MorphTargetsBlock extends NodeMaterialBlock {
  57391. private _repeatableContentAnchor;
  57392. private _repeatebleContentGenerated;
  57393. /**
  57394. * Create a new MorphTargetsBlock
  57395. * @param name defines the block name
  57396. */
  57397. constructor(name: string);
  57398. /**
  57399. * Gets the current class name
  57400. * @returns the class name
  57401. */
  57402. getClassName(): string;
  57403. /**
  57404. * Gets the position input component
  57405. */
  57406. readonly position: NodeMaterialConnectionPoint;
  57407. /**
  57408. * Gets the normal input component
  57409. */
  57410. readonly normal: NodeMaterialConnectionPoint;
  57411. /**
  57412. * Gets the tangent input component
  57413. */
  57414. readonly tangent: NodeMaterialConnectionPoint;
  57415. /**
  57416. * Gets the tangent input component
  57417. */
  57418. readonly uv: NodeMaterialConnectionPoint;
  57419. /**
  57420. * Gets the position output component
  57421. */
  57422. readonly positionOutput: NodeMaterialConnectionPoint;
  57423. /**
  57424. * Gets the normal output component
  57425. */
  57426. readonly normalOutput: NodeMaterialConnectionPoint;
  57427. /**
  57428. * Gets the tangent output component
  57429. */
  57430. readonly tangentOutput: NodeMaterialConnectionPoint;
  57431. /**
  57432. * Gets the tangent output component
  57433. */
  57434. readonly uvOutput: NodeMaterialConnectionPoint;
  57435. initialize(state: NodeMaterialBuildState): void;
  57436. autoConfigure(material: NodeMaterial): void;
  57437. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57438. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57439. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57440. protected _buildBlock(state: NodeMaterialBuildState): this;
  57441. }
  57442. }
  57443. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  57444. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57445. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57446. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57447. import { Nullable } from "babylonjs/types";
  57448. import { Scene } from "babylonjs/scene";
  57449. import { Effect } from "babylonjs/Materials/effect";
  57450. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57451. import { Mesh } from "babylonjs/Meshes/mesh";
  57452. import { Light } from "babylonjs/Lights/light";
  57453. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57454. /**
  57455. * Block used to get data information from a light
  57456. */
  57457. export class LightInformationBlock extends NodeMaterialBlock {
  57458. private _lightDataUniformName;
  57459. private _lightColorUniformName;
  57460. private _lightTypeDefineName;
  57461. /**
  57462. * Gets or sets the light associated with this block
  57463. */
  57464. light: Nullable<Light>;
  57465. /**
  57466. * Creates a new LightInformationBlock
  57467. * @param name defines the block name
  57468. */
  57469. constructor(name: string);
  57470. /**
  57471. * Gets the current class name
  57472. * @returns the class name
  57473. */
  57474. getClassName(): string;
  57475. /**
  57476. * Gets the world position input component
  57477. */
  57478. readonly worldPosition: NodeMaterialConnectionPoint;
  57479. /**
  57480. * Gets the direction output component
  57481. */
  57482. readonly direction: NodeMaterialConnectionPoint;
  57483. /**
  57484. * Gets the direction output component
  57485. */
  57486. readonly color: NodeMaterialConnectionPoint;
  57487. /**
  57488. * Gets the direction output component
  57489. */
  57490. readonly intensity: NodeMaterialConnectionPoint;
  57491. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57492. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57493. protected _buildBlock(state: NodeMaterialBuildState): this;
  57494. serialize(): any;
  57495. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57496. }
  57497. }
  57498. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57499. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57500. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57501. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57502. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57503. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57504. }
  57505. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57506. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57507. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57508. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57509. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57510. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57511. import { Effect } from "babylonjs/Materials/effect";
  57512. import { Mesh } from "babylonjs/Meshes/mesh";
  57513. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57514. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57515. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57516. /**
  57517. * Block used to add image processing support to fragment shader
  57518. */
  57519. export class ImageProcessingBlock extends NodeMaterialBlock {
  57520. /**
  57521. * Create a new ImageProcessingBlock
  57522. * @param name defines the block name
  57523. */
  57524. constructor(name: string);
  57525. /**
  57526. * Gets the current class name
  57527. * @returns the class name
  57528. */
  57529. getClassName(): string;
  57530. /**
  57531. * Gets the color input component
  57532. */
  57533. readonly color: NodeMaterialConnectionPoint;
  57534. /**
  57535. * Gets the output component
  57536. */
  57537. readonly output: NodeMaterialConnectionPoint;
  57538. /**
  57539. * Initialize the block and prepare the context for build
  57540. * @param state defines the state that will be used for the build
  57541. */
  57542. initialize(state: NodeMaterialBuildState): void;
  57543. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57544. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57545. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57546. protected _buildBlock(state: NodeMaterialBuildState): this;
  57547. }
  57548. }
  57549. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57550. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57551. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57552. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57553. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57554. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57555. import { Effect } from "babylonjs/Materials/effect";
  57556. import { Mesh } from "babylonjs/Meshes/mesh";
  57557. import { Scene } from "babylonjs/scene";
  57558. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57559. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57560. /**
  57561. * Block used to pertub normals based on a normal map
  57562. */
  57563. export class PerturbNormalBlock extends NodeMaterialBlock {
  57564. private _tangentSpaceParameterName;
  57565. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57566. invertX: boolean;
  57567. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57568. invertY: boolean;
  57569. /**
  57570. * Create a new PerturbNormalBlock
  57571. * @param name defines the block name
  57572. */
  57573. constructor(name: string);
  57574. /**
  57575. * Gets the current class name
  57576. * @returns the class name
  57577. */
  57578. getClassName(): string;
  57579. /**
  57580. * Gets the world position input component
  57581. */
  57582. readonly worldPosition: NodeMaterialConnectionPoint;
  57583. /**
  57584. * Gets the world normal input component
  57585. */
  57586. readonly worldNormal: NodeMaterialConnectionPoint;
  57587. /**
  57588. * Gets the uv input component
  57589. */
  57590. readonly uv: NodeMaterialConnectionPoint;
  57591. /**
  57592. * Gets the normal map color input component
  57593. */
  57594. readonly normalMapColor: NodeMaterialConnectionPoint;
  57595. /**
  57596. * Gets the strength input component
  57597. */
  57598. readonly strength: NodeMaterialConnectionPoint;
  57599. /**
  57600. * Gets the output component
  57601. */
  57602. readonly output: NodeMaterialConnectionPoint;
  57603. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57604. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57605. autoConfigure(material: NodeMaterial): void;
  57606. protected _buildBlock(state: NodeMaterialBuildState): this;
  57607. protected _dumpPropertiesCode(): string;
  57608. serialize(): any;
  57609. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57610. }
  57611. }
  57612. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57613. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57614. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57615. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57616. /**
  57617. * Block used to discard a pixel if a value is smaller than a cutoff
  57618. */
  57619. export class DiscardBlock extends NodeMaterialBlock {
  57620. /**
  57621. * Create a new DiscardBlock
  57622. * @param name defines the block name
  57623. */
  57624. constructor(name: string);
  57625. /**
  57626. * Gets the current class name
  57627. * @returns the class name
  57628. */
  57629. getClassName(): string;
  57630. /**
  57631. * Gets the color input component
  57632. */
  57633. readonly value: NodeMaterialConnectionPoint;
  57634. /**
  57635. * Gets the cutoff input component
  57636. */
  57637. readonly cutoff: NodeMaterialConnectionPoint;
  57638. protected _buildBlock(state: NodeMaterialBuildState): this;
  57639. }
  57640. }
  57641. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  57642. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57643. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57644. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57645. /**
  57646. * Block used to test if the fragment shader is front facing
  57647. */
  57648. export class FrontFacingBlock extends NodeMaterialBlock {
  57649. /**
  57650. * Creates a new FrontFacingBlock
  57651. * @param name defines the block name
  57652. */
  57653. constructor(name: string);
  57654. /**
  57655. * Gets the current class name
  57656. * @returns the class name
  57657. */
  57658. getClassName(): string;
  57659. /**
  57660. * Gets the output component
  57661. */
  57662. readonly output: NodeMaterialConnectionPoint;
  57663. protected _buildBlock(state: NodeMaterialBuildState): this;
  57664. }
  57665. }
  57666. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57667. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57668. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57669. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57670. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57671. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  57672. }
  57673. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57674. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57675. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57676. import { Mesh } from "babylonjs/Meshes/mesh";
  57677. import { Effect } from "babylonjs/Materials/effect";
  57678. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57679. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57680. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57681. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57682. /**
  57683. * Block used to add support for scene fog
  57684. */
  57685. export class FogBlock extends NodeMaterialBlock {
  57686. private _fogDistanceName;
  57687. private _fogParameters;
  57688. /**
  57689. * Create a new FogBlock
  57690. * @param name defines the block name
  57691. */
  57692. constructor(name: string);
  57693. /**
  57694. * Gets the current class name
  57695. * @returns the class name
  57696. */
  57697. getClassName(): string;
  57698. /**
  57699. * Gets the world position input component
  57700. */
  57701. readonly worldPosition: NodeMaterialConnectionPoint;
  57702. /**
  57703. * Gets the view input component
  57704. */
  57705. readonly view: NodeMaterialConnectionPoint;
  57706. /**
  57707. * Gets the color input component
  57708. */
  57709. readonly input: NodeMaterialConnectionPoint;
  57710. /**
  57711. * Gets the fog color input component
  57712. */
  57713. readonly fogColor: NodeMaterialConnectionPoint;
  57714. /**
  57715. * Gets the output component
  57716. */
  57717. readonly output: NodeMaterialConnectionPoint;
  57718. autoConfigure(material: NodeMaterial): void;
  57719. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57720. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57721. protected _buildBlock(state: NodeMaterialBuildState): this;
  57722. }
  57723. }
  57724. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57725. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57726. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57727. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57728. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57729. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57730. import { Effect } from "babylonjs/Materials/effect";
  57731. import { Mesh } from "babylonjs/Meshes/mesh";
  57732. import { Light } from "babylonjs/Lights/light";
  57733. import { Nullable } from "babylonjs/types";
  57734. import { Scene } from "babylonjs/scene";
  57735. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57736. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57737. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57738. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57739. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57740. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57741. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57742. /**
  57743. * Block used to add light in the fragment shader
  57744. */
  57745. export class LightBlock extends NodeMaterialBlock {
  57746. private _lightId;
  57747. /**
  57748. * Gets or sets the light associated with this block
  57749. */
  57750. light: Nullable<Light>;
  57751. /**
  57752. * Create a new LightBlock
  57753. * @param name defines the block name
  57754. */
  57755. constructor(name: string);
  57756. /**
  57757. * Gets the current class name
  57758. * @returns the class name
  57759. */
  57760. getClassName(): string;
  57761. /**
  57762. * Gets the world position input component
  57763. */
  57764. readonly worldPosition: NodeMaterialConnectionPoint;
  57765. /**
  57766. * Gets the world normal input component
  57767. */
  57768. readonly worldNormal: NodeMaterialConnectionPoint;
  57769. /**
  57770. * Gets the camera (or eye) position component
  57771. */
  57772. readonly cameraPosition: NodeMaterialConnectionPoint;
  57773. /**
  57774. * Gets the glossiness component
  57775. */
  57776. readonly glossiness: NodeMaterialConnectionPoint;
  57777. /**
  57778. * Gets the glossinness power component
  57779. */
  57780. readonly glossPower: NodeMaterialConnectionPoint;
  57781. /**
  57782. * Gets the diffuse color component
  57783. */
  57784. readonly diffuseColor: NodeMaterialConnectionPoint;
  57785. /**
  57786. * Gets the specular color component
  57787. */
  57788. readonly specularColor: NodeMaterialConnectionPoint;
  57789. /**
  57790. * Gets the diffuse output component
  57791. */
  57792. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57793. /**
  57794. * Gets the specular output component
  57795. */
  57796. readonly specularOutput: NodeMaterialConnectionPoint;
  57797. autoConfigure(material: NodeMaterial): void;
  57798. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57799. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57800. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57801. private _injectVertexCode;
  57802. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57803. serialize(): any;
  57804. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57805. }
  57806. }
  57807. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57808. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57809. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57810. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57811. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57812. }
  57813. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57814. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57815. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57816. }
  57817. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57818. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57819. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57820. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57821. /**
  57822. * Block used to multiply 2 values
  57823. */
  57824. export class MultiplyBlock extends NodeMaterialBlock {
  57825. /**
  57826. * Creates a new MultiplyBlock
  57827. * @param name defines the block name
  57828. */
  57829. constructor(name: string);
  57830. /**
  57831. * Gets the current class name
  57832. * @returns the class name
  57833. */
  57834. getClassName(): string;
  57835. /**
  57836. * Gets the left operand input component
  57837. */
  57838. readonly left: NodeMaterialConnectionPoint;
  57839. /**
  57840. * Gets the right operand input component
  57841. */
  57842. readonly right: NodeMaterialConnectionPoint;
  57843. /**
  57844. * Gets the output component
  57845. */
  57846. readonly output: NodeMaterialConnectionPoint;
  57847. protected _buildBlock(state: NodeMaterialBuildState): this;
  57848. }
  57849. }
  57850. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57851. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57852. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57853. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57854. /**
  57855. * Block used to add 2 vectors
  57856. */
  57857. export class AddBlock extends NodeMaterialBlock {
  57858. /**
  57859. * Creates a new AddBlock
  57860. * @param name defines the block name
  57861. */
  57862. constructor(name: string);
  57863. /**
  57864. * Gets the current class name
  57865. * @returns the class name
  57866. */
  57867. getClassName(): string;
  57868. /**
  57869. * Gets the left operand input component
  57870. */
  57871. readonly left: NodeMaterialConnectionPoint;
  57872. /**
  57873. * Gets the right operand input component
  57874. */
  57875. readonly right: NodeMaterialConnectionPoint;
  57876. /**
  57877. * Gets the output component
  57878. */
  57879. readonly output: NodeMaterialConnectionPoint;
  57880. protected _buildBlock(state: NodeMaterialBuildState): this;
  57881. }
  57882. }
  57883. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57884. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57885. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57886. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57887. /**
  57888. * Block used to scale a vector by a float
  57889. */
  57890. export class ScaleBlock extends NodeMaterialBlock {
  57891. /**
  57892. * Creates a new ScaleBlock
  57893. * @param name defines the block name
  57894. */
  57895. constructor(name: string);
  57896. /**
  57897. * Gets the current class name
  57898. * @returns the class name
  57899. */
  57900. getClassName(): string;
  57901. /**
  57902. * Gets the input component
  57903. */
  57904. readonly input: NodeMaterialConnectionPoint;
  57905. /**
  57906. * Gets the factor input component
  57907. */
  57908. readonly factor: NodeMaterialConnectionPoint;
  57909. /**
  57910. * Gets the output component
  57911. */
  57912. readonly output: NodeMaterialConnectionPoint;
  57913. protected _buildBlock(state: NodeMaterialBuildState): this;
  57914. }
  57915. }
  57916. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57917. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57918. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57919. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57920. import { Scene } from "babylonjs/scene";
  57921. /**
  57922. * Block used to clamp a float
  57923. */
  57924. export class ClampBlock extends NodeMaterialBlock {
  57925. /** Gets or sets the minimum range */
  57926. minimum: number;
  57927. /** Gets or sets the maximum range */
  57928. maximum: number;
  57929. /**
  57930. * Creates a new ClampBlock
  57931. * @param name defines the block name
  57932. */
  57933. constructor(name: string);
  57934. /**
  57935. * Gets the current class name
  57936. * @returns the class name
  57937. */
  57938. getClassName(): string;
  57939. /**
  57940. * Gets the value input component
  57941. */
  57942. readonly value: NodeMaterialConnectionPoint;
  57943. /**
  57944. * Gets the output component
  57945. */
  57946. readonly output: NodeMaterialConnectionPoint;
  57947. protected _buildBlock(state: NodeMaterialBuildState): this;
  57948. protected _dumpPropertiesCode(): string;
  57949. serialize(): any;
  57950. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57951. }
  57952. }
  57953. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57954. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57955. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57956. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57957. /**
  57958. * Block used to apply a cross product between 2 vectors
  57959. */
  57960. export class CrossBlock extends NodeMaterialBlock {
  57961. /**
  57962. * Creates a new CrossBlock
  57963. * @param name defines the block name
  57964. */
  57965. constructor(name: string);
  57966. /**
  57967. * Gets the current class name
  57968. * @returns the class name
  57969. */
  57970. getClassName(): string;
  57971. /**
  57972. * Gets the left operand input component
  57973. */
  57974. readonly left: NodeMaterialConnectionPoint;
  57975. /**
  57976. * Gets the right operand input component
  57977. */
  57978. readonly right: NodeMaterialConnectionPoint;
  57979. /**
  57980. * Gets the output component
  57981. */
  57982. readonly output: NodeMaterialConnectionPoint;
  57983. protected _buildBlock(state: NodeMaterialBuildState): this;
  57984. }
  57985. }
  57986. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57987. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57988. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57989. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57990. /**
  57991. * Block used to apply a dot product between 2 vectors
  57992. */
  57993. export class DotBlock extends NodeMaterialBlock {
  57994. /**
  57995. * Creates a new DotBlock
  57996. * @param name defines the block name
  57997. */
  57998. constructor(name: string);
  57999. /**
  58000. * Gets the current class name
  58001. * @returns the class name
  58002. */
  58003. getClassName(): string;
  58004. /**
  58005. * Gets the left operand input component
  58006. */
  58007. readonly left: NodeMaterialConnectionPoint;
  58008. /**
  58009. * Gets the right operand input component
  58010. */
  58011. readonly right: NodeMaterialConnectionPoint;
  58012. /**
  58013. * Gets the output component
  58014. */
  58015. readonly output: NodeMaterialConnectionPoint;
  58016. protected _buildBlock(state: NodeMaterialBuildState): this;
  58017. }
  58018. }
  58019. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  58020. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58021. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58022. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58023. import { Vector2 } from "babylonjs/Maths/math.vector";
  58024. import { Scene } from "babylonjs/scene";
  58025. /**
  58026. * Block used to remap a float from a range to a new one
  58027. */
  58028. export class RemapBlock extends NodeMaterialBlock {
  58029. /**
  58030. * Gets or sets the source range
  58031. */
  58032. sourceRange: Vector2;
  58033. /**
  58034. * Gets or sets the target range
  58035. */
  58036. targetRange: Vector2;
  58037. /**
  58038. * Creates a new RemapBlock
  58039. * @param name defines the block name
  58040. */
  58041. constructor(name: string);
  58042. /**
  58043. * Gets the current class name
  58044. * @returns the class name
  58045. */
  58046. getClassName(): string;
  58047. /**
  58048. * Gets the input component
  58049. */
  58050. readonly input: NodeMaterialConnectionPoint;
  58051. /**
  58052. * Gets the source min input component
  58053. */
  58054. readonly sourceMin: NodeMaterialConnectionPoint;
  58055. /**
  58056. * Gets the source max input component
  58057. */
  58058. readonly sourceMax: NodeMaterialConnectionPoint;
  58059. /**
  58060. * Gets the target min input component
  58061. */
  58062. readonly targetMin: NodeMaterialConnectionPoint;
  58063. /**
  58064. * Gets the target max input component
  58065. */
  58066. readonly targetMax: NodeMaterialConnectionPoint;
  58067. /**
  58068. * Gets the output component
  58069. */
  58070. readonly output: NodeMaterialConnectionPoint;
  58071. protected _buildBlock(state: NodeMaterialBuildState): this;
  58072. protected _dumpPropertiesCode(): string;
  58073. serialize(): any;
  58074. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58075. }
  58076. }
  58077. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  58078. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58079. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58080. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58081. /**
  58082. * Block used to normalize a vector
  58083. */
  58084. export class NormalizeBlock extends NodeMaterialBlock {
  58085. /**
  58086. * Creates a new NormalizeBlock
  58087. * @param name defines the block name
  58088. */
  58089. constructor(name: string);
  58090. /**
  58091. * Gets the current class name
  58092. * @returns the class name
  58093. */
  58094. getClassName(): string;
  58095. /**
  58096. * Gets the input component
  58097. */
  58098. readonly input: NodeMaterialConnectionPoint;
  58099. /**
  58100. * Gets the output component
  58101. */
  58102. readonly output: NodeMaterialConnectionPoint;
  58103. protected _buildBlock(state: NodeMaterialBuildState): this;
  58104. }
  58105. }
  58106. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  58107. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58108. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58109. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58110. import { Scene } from "babylonjs/scene";
  58111. /**
  58112. * Operations supported by the Trigonometry block
  58113. */
  58114. export enum TrigonometryBlockOperations {
  58115. /** Cos */
  58116. Cos = 0,
  58117. /** Sin */
  58118. Sin = 1,
  58119. /** Abs */
  58120. Abs = 2,
  58121. /** Exp */
  58122. Exp = 3,
  58123. /** Exp2 */
  58124. Exp2 = 4,
  58125. /** Round */
  58126. Round = 5,
  58127. /** Floor */
  58128. Floor = 6,
  58129. /** Ceiling */
  58130. Ceiling = 7,
  58131. /** Square root */
  58132. Sqrt = 8,
  58133. /** Log */
  58134. Log = 9,
  58135. /** Tangent */
  58136. Tan = 10,
  58137. /** Arc tangent */
  58138. ArcTan = 11,
  58139. /** Arc cosinus */
  58140. ArcCos = 12,
  58141. /** Arc sinus */
  58142. ArcSin = 13,
  58143. /** Fraction */
  58144. Fract = 14,
  58145. /** Sign */
  58146. Sign = 15,
  58147. /** To radians (from degrees) */
  58148. Radians = 16,
  58149. /** To degrees (from radians) */
  58150. Degrees = 17
  58151. }
  58152. /**
  58153. * Block used to apply trigonometry operation to floats
  58154. */
  58155. export class TrigonometryBlock extends NodeMaterialBlock {
  58156. /**
  58157. * Gets or sets the operation applied by the block
  58158. */
  58159. operation: TrigonometryBlockOperations;
  58160. /**
  58161. * Creates a new TrigonometryBlock
  58162. * @param name defines the block name
  58163. */
  58164. constructor(name: string);
  58165. /**
  58166. * Gets the current class name
  58167. * @returns the class name
  58168. */
  58169. getClassName(): string;
  58170. /**
  58171. * Gets the input component
  58172. */
  58173. readonly input: NodeMaterialConnectionPoint;
  58174. /**
  58175. * Gets the output component
  58176. */
  58177. readonly output: NodeMaterialConnectionPoint;
  58178. protected _buildBlock(state: NodeMaterialBuildState): this;
  58179. serialize(): any;
  58180. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58181. protected _dumpPropertiesCode(): string;
  58182. }
  58183. }
  58184. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  58185. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58186. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58187. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58188. /**
  58189. * Block used to create a Color3/4 out of individual inputs (one for each component)
  58190. */
  58191. export class ColorMergerBlock extends NodeMaterialBlock {
  58192. /**
  58193. * Create a new ColorMergerBlock
  58194. * @param name defines the block name
  58195. */
  58196. constructor(name: string);
  58197. /**
  58198. * Gets the current class name
  58199. * @returns the class name
  58200. */
  58201. getClassName(): string;
  58202. /**
  58203. * Gets the r component (input)
  58204. */
  58205. readonly r: NodeMaterialConnectionPoint;
  58206. /**
  58207. * Gets the g component (input)
  58208. */
  58209. readonly g: NodeMaterialConnectionPoint;
  58210. /**
  58211. * Gets the b component (input)
  58212. */
  58213. readonly b: NodeMaterialConnectionPoint;
  58214. /**
  58215. * Gets the a component (input)
  58216. */
  58217. readonly a: NodeMaterialConnectionPoint;
  58218. /**
  58219. * Gets the rgba component (output)
  58220. */
  58221. readonly rgba: NodeMaterialConnectionPoint;
  58222. /**
  58223. * Gets the rgb component (output)
  58224. */
  58225. readonly rgb: NodeMaterialConnectionPoint;
  58226. protected _buildBlock(state: NodeMaterialBuildState): this;
  58227. }
  58228. }
  58229. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  58230. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58231. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58232. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58233. /**
  58234. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  58235. */
  58236. export class VectorMergerBlock extends NodeMaterialBlock {
  58237. /**
  58238. * Create a new VectorMergerBlock
  58239. * @param name defines the block name
  58240. */
  58241. constructor(name: string);
  58242. /**
  58243. * Gets the current class name
  58244. * @returns the class name
  58245. */
  58246. getClassName(): string;
  58247. /**
  58248. * Gets the x component (input)
  58249. */
  58250. readonly x: NodeMaterialConnectionPoint;
  58251. /**
  58252. * Gets the y component (input)
  58253. */
  58254. readonly y: NodeMaterialConnectionPoint;
  58255. /**
  58256. * Gets the z component (input)
  58257. */
  58258. readonly z: NodeMaterialConnectionPoint;
  58259. /**
  58260. * Gets the w component (input)
  58261. */
  58262. readonly w: NodeMaterialConnectionPoint;
  58263. /**
  58264. * Gets the xyzw component (output)
  58265. */
  58266. readonly xyzw: NodeMaterialConnectionPoint;
  58267. /**
  58268. * Gets the xyz component (output)
  58269. */
  58270. readonly xyz: NodeMaterialConnectionPoint;
  58271. /**
  58272. * Gets the xy component (output)
  58273. */
  58274. readonly xy: NodeMaterialConnectionPoint;
  58275. protected _buildBlock(state: NodeMaterialBuildState): this;
  58276. }
  58277. }
  58278. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  58279. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58280. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58281. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58282. /**
  58283. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  58284. */
  58285. export class ColorSplitterBlock extends NodeMaterialBlock {
  58286. /**
  58287. * Create a new ColorSplitterBlock
  58288. * @param name defines the block name
  58289. */
  58290. constructor(name: string);
  58291. /**
  58292. * Gets the current class name
  58293. * @returns the class name
  58294. */
  58295. getClassName(): string;
  58296. /**
  58297. * Gets the rgba component (input)
  58298. */
  58299. readonly rgba: NodeMaterialConnectionPoint;
  58300. /**
  58301. * Gets the rgb component (input)
  58302. */
  58303. readonly rgbIn: NodeMaterialConnectionPoint;
  58304. /**
  58305. * Gets the rgb component (output)
  58306. */
  58307. readonly rgbOut: NodeMaterialConnectionPoint;
  58308. /**
  58309. * Gets the r component (output)
  58310. */
  58311. readonly r: NodeMaterialConnectionPoint;
  58312. /**
  58313. * Gets the g component (output)
  58314. */
  58315. readonly g: NodeMaterialConnectionPoint;
  58316. /**
  58317. * Gets the b component (output)
  58318. */
  58319. readonly b: NodeMaterialConnectionPoint;
  58320. /**
  58321. * Gets the a component (output)
  58322. */
  58323. readonly a: NodeMaterialConnectionPoint;
  58324. protected _inputRename(name: string): string;
  58325. protected _outputRename(name: string): string;
  58326. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58327. }
  58328. }
  58329. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  58330. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58331. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58332. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58333. /**
  58334. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  58335. */
  58336. export class VectorSplitterBlock extends NodeMaterialBlock {
  58337. /**
  58338. * Create a new VectorSplitterBlock
  58339. * @param name defines the block name
  58340. */
  58341. constructor(name: string);
  58342. /**
  58343. * Gets the current class name
  58344. * @returns the class name
  58345. */
  58346. getClassName(): string;
  58347. /**
  58348. * Gets the xyzw component (input)
  58349. */
  58350. readonly xyzw: NodeMaterialConnectionPoint;
  58351. /**
  58352. * Gets the xyz component (input)
  58353. */
  58354. readonly xyzIn: NodeMaterialConnectionPoint;
  58355. /**
  58356. * Gets the xy component (input)
  58357. */
  58358. readonly xyIn: NodeMaterialConnectionPoint;
  58359. /**
  58360. * Gets the xyz component (output)
  58361. */
  58362. readonly xyzOut: NodeMaterialConnectionPoint;
  58363. /**
  58364. * Gets the xy component (output)
  58365. */
  58366. readonly xyOut: NodeMaterialConnectionPoint;
  58367. /**
  58368. * Gets the x component (output)
  58369. */
  58370. readonly x: NodeMaterialConnectionPoint;
  58371. /**
  58372. * Gets the y component (output)
  58373. */
  58374. readonly y: NodeMaterialConnectionPoint;
  58375. /**
  58376. * Gets the z component (output)
  58377. */
  58378. readonly z: NodeMaterialConnectionPoint;
  58379. /**
  58380. * Gets the w component (output)
  58381. */
  58382. readonly w: NodeMaterialConnectionPoint;
  58383. protected _inputRename(name: string): string;
  58384. protected _outputRename(name: string): string;
  58385. protected _buildBlock(state: NodeMaterialBuildState): this;
  58386. }
  58387. }
  58388. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  58389. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58390. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58391. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58392. /**
  58393. * Block used to lerp between 2 values
  58394. */
  58395. export class LerpBlock extends NodeMaterialBlock {
  58396. /**
  58397. * Creates a new LerpBlock
  58398. * @param name defines the block name
  58399. */
  58400. constructor(name: string);
  58401. /**
  58402. * Gets the current class name
  58403. * @returns the class name
  58404. */
  58405. getClassName(): string;
  58406. /**
  58407. * Gets the left operand input component
  58408. */
  58409. readonly left: NodeMaterialConnectionPoint;
  58410. /**
  58411. * Gets the right operand input component
  58412. */
  58413. readonly right: NodeMaterialConnectionPoint;
  58414. /**
  58415. * Gets the gradient operand input component
  58416. */
  58417. readonly gradient: NodeMaterialConnectionPoint;
  58418. /**
  58419. * Gets the output component
  58420. */
  58421. readonly output: NodeMaterialConnectionPoint;
  58422. protected _buildBlock(state: NodeMaterialBuildState): this;
  58423. }
  58424. }
  58425. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  58426. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58427. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58428. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58429. /**
  58430. * Block used to divide 2 vectors
  58431. */
  58432. export class DivideBlock extends NodeMaterialBlock {
  58433. /**
  58434. * Creates a new DivideBlock
  58435. * @param name defines the block name
  58436. */
  58437. constructor(name: string);
  58438. /**
  58439. * Gets the current class name
  58440. * @returns the class name
  58441. */
  58442. getClassName(): string;
  58443. /**
  58444. * Gets the left operand input component
  58445. */
  58446. readonly left: NodeMaterialConnectionPoint;
  58447. /**
  58448. * Gets the right operand input component
  58449. */
  58450. readonly right: NodeMaterialConnectionPoint;
  58451. /**
  58452. * Gets the output component
  58453. */
  58454. readonly output: NodeMaterialConnectionPoint;
  58455. protected _buildBlock(state: NodeMaterialBuildState): this;
  58456. }
  58457. }
  58458. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  58459. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58460. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58461. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58462. /**
  58463. * Block used to subtract 2 vectors
  58464. */
  58465. export class SubtractBlock extends NodeMaterialBlock {
  58466. /**
  58467. * Creates a new SubtractBlock
  58468. * @param name defines the block name
  58469. */
  58470. constructor(name: string);
  58471. /**
  58472. * Gets the current class name
  58473. * @returns the class name
  58474. */
  58475. getClassName(): string;
  58476. /**
  58477. * Gets the left operand input component
  58478. */
  58479. readonly left: NodeMaterialConnectionPoint;
  58480. /**
  58481. * Gets the right operand input component
  58482. */
  58483. readonly right: NodeMaterialConnectionPoint;
  58484. /**
  58485. * Gets the output component
  58486. */
  58487. readonly output: NodeMaterialConnectionPoint;
  58488. protected _buildBlock(state: NodeMaterialBuildState): this;
  58489. }
  58490. }
  58491. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58492. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58493. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58494. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58495. /**
  58496. * Block used to step a value
  58497. */
  58498. export class StepBlock extends NodeMaterialBlock {
  58499. /**
  58500. * Creates a new StepBlock
  58501. * @param name defines the block name
  58502. */
  58503. constructor(name: string);
  58504. /**
  58505. * Gets the current class name
  58506. * @returns the class name
  58507. */
  58508. getClassName(): string;
  58509. /**
  58510. * Gets the value operand input component
  58511. */
  58512. readonly value: NodeMaterialConnectionPoint;
  58513. /**
  58514. * Gets the edge operand input component
  58515. */
  58516. readonly edge: NodeMaterialConnectionPoint;
  58517. /**
  58518. * Gets the output component
  58519. */
  58520. readonly output: NodeMaterialConnectionPoint;
  58521. protected _buildBlock(state: NodeMaterialBuildState): this;
  58522. }
  58523. }
  58524. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58525. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58526. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58527. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58528. /**
  58529. * Block used to get the opposite (1 - x) of a value
  58530. */
  58531. export class OneMinusBlock extends NodeMaterialBlock {
  58532. /**
  58533. * Creates a new OneMinusBlock
  58534. * @param name defines the block name
  58535. */
  58536. constructor(name: string);
  58537. /**
  58538. * Gets the current class name
  58539. * @returns the class name
  58540. */
  58541. getClassName(): string;
  58542. /**
  58543. * Gets the input component
  58544. */
  58545. readonly input: NodeMaterialConnectionPoint;
  58546. /**
  58547. * Gets the output component
  58548. */
  58549. readonly output: NodeMaterialConnectionPoint;
  58550. protected _buildBlock(state: NodeMaterialBuildState): this;
  58551. }
  58552. }
  58553. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58554. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58555. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58556. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58557. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58558. /**
  58559. * Block used to get the view direction
  58560. */
  58561. export class ViewDirectionBlock extends NodeMaterialBlock {
  58562. /**
  58563. * Creates a new ViewDirectionBlock
  58564. * @param name defines the block name
  58565. */
  58566. constructor(name: string);
  58567. /**
  58568. * Gets the current class name
  58569. * @returns the class name
  58570. */
  58571. getClassName(): string;
  58572. /**
  58573. * Gets the world position component
  58574. */
  58575. readonly worldPosition: NodeMaterialConnectionPoint;
  58576. /**
  58577. * Gets the camera position component
  58578. */
  58579. readonly cameraPosition: NodeMaterialConnectionPoint;
  58580. /**
  58581. * Gets the output component
  58582. */
  58583. readonly output: NodeMaterialConnectionPoint;
  58584. autoConfigure(material: NodeMaterial): void;
  58585. protected _buildBlock(state: NodeMaterialBuildState): this;
  58586. }
  58587. }
  58588. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58589. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58590. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58591. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58592. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58593. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58594. /**
  58595. * Block used to compute fresnel value
  58596. */
  58597. export class FresnelBlock extends NodeMaterialBlock {
  58598. /**
  58599. * Create a new FresnelBlock
  58600. * @param name defines the block name
  58601. */
  58602. constructor(name: string);
  58603. /**
  58604. * Gets the current class name
  58605. * @returns the class name
  58606. */
  58607. getClassName(): string;
  58608. /**
  58609. * Gets the world normal input component
  58610. */
  58611. readonly worldNormal: NodeMaterialConnectionPoint;
  58612. /**
  58613. * Gets the view direction input component
  58614. */
  58615. readonly viewDirection: NodeMaterialConnectionPoint;
  58616. /**
  58617. * Gets the bias input component
  58618. */
  58619. readonly bias: NodeMaterialConnectionPoint;
  58620. /**
  58621. * Gets the camera (or eye) position component
  58622. */
  58623. readonly power: NodeMaterialConnectionPoint;
  58624. /**
  58625. * Gets the fresnel output component
  58626. */
  58627. readonly fresnel: NodeMaterialConnectionPoint;
  58628. autoConfigure(material: NodeMaterial): void;
  58629. protected _buildBlock(state: NodeMaterialBuildState): this;
  58630. }
  58631. }
  58632. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58633. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58634. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58635. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58636. /**
  58637. * Block used to get the max of 2 values
  58638. */
  58639. export class MaxBlock extends NodeMaterialBlock {
  58640. /**
  58641. * Creates a new MaxBlock
  58642. * @param name defines the block name
  58643. */
  58644. constructor(name: string);
  58645. /**
  58646. * Gets the current class name
  58647. * @returns the class name
  58648. */
  58649. getClassName(): string;
  58650. /**
  58651. * Gets the left operand input component
  58652. */
  58653. readonly left: NodeMaterialConnectionPoint;
  58654. /**
  58655. * Gets the right operand input component
  58656. */
  58657. readonly right: NodeMaterialConnectionPoint;
  58658. /**
  58659. * Gets the output component
  58660. */
  58661. readonly output: NodeMaterialConnectionPoint;
  58662. protected _buildBlock(state: NodeMaterialBuildState): this;
  58663. }
  58664. }
  58665. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58666. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58667. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58668. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58669. /**
  58670. * Block used to get the min of 2 values
  58671. */
  58672. export class MinBlock extends NodeMaterialBlock {
  58673. /**
  58674. * Creates a new MinBlock
  58675. * @param name defines the block name
  58676. */
  58677. constructor(name: string);
  58678. /**
  58679. * Gets the current class name
  58680. * @returns the class name
  58681. */
  58682. getClassName(): string;
  58683. /**
  58684. * Gets the left operand input component
  58685. */
  58686. readonly left: NodeMaterialConnectionPoint;
  58687. /**
  58688. * Gets the right operand input component
  58689. */
  58690. readonly right: NodeMaterialConnectionPoint;
  58691. /**
  58692. * Gets the output component
  58693. */
  58694. readonly output: NodeMaterialConnectionPoint;
  58695. protected _buildBlock(state: NodeMaterialBuildState): this;
  58696. }
  58697. }
  58698. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58699. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58700. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58701. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58702. /**
  58703. * Block used to get the distance between 2 values
  58704. */
  58705. export class DistanceBlock extends NodeMaterialBlock {
  58706. /**
  58707. * Creates a new DistanceBlock
  58708. * @param name defines the block name
  58709. */
  58710. constructor(name: string);
  58711. /**
  58712. * Gets the current class name
  58713. * @returns the class name
  58714. */
  58715. getClassName(): string;
  58716. /**
  58717. * Gets the left operand input component
  58718. */
  58719. readonly left: NodeMaterialConnectionPoint;
  58720. /**
  58721. * Gets the right operand input component
  58722. */
  58723. readonly right: NodeMaterialConnectionPoint;
  58724. /**
  58725. * Gets the output component
  58726. */
  58727. readonly output: NodeMaterialConnectionPoint;
  58728. protected _buildBlock(state: NodeMaterialBuildState): this;
  58729. }
  58730. }
  58731. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58732. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58733. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58734. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58735. /**
  58736. * Block used to get the length of a vector
  58737. */
  58738. export class LengthBlock extends NodeMaterialBlock {
  58739. /**
  58740. * Creates a new LengthBlock
  58741. * @param name defines the block name
  58742. */
  58743. constructor(name: string);
  58744. /**
  58745. * Gets the current class name
  58746. * @returns the class name
  58747. */
  58748. getClassName(): string;
  58749. /**
  58750. * Gets the value input component
  58751. */
  58752. readonly value: NodeMaterialConnectionPoint;
  58753. /**
  58754. * Gets the output component
  58755. */
  58756. readonly output: NodeMaterialConnectionPoint;
  58757. protected _buildBlock(state: NodeMaterialBuildState): this;
  58758. }
  58759. }
  58760. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58761. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58762. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58763. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58764. /**
  58765. * Block used to get negative version of a value (i.e. x * -1)
  58766. */
  58767. export class NegateBlock extends NodeMaterialBlock {
  58768. /**
  58769. * Creates a new NegateBlock
  58770. * @param name defines the block name
  58771. */
  58772. constructor(name: string);
  58773. /**
  58774. * Gets the current class name
  58775. * @returns the class name
  58776. */
  58777. getClassName(): string;
  58778. /**
  58779. * Gets the value input component
  58780. */
  58781. readonly value: NodeMaterialConnectionPoint;
  58782. /**
  58783. * Gets the output component
  58784. */
  58785. readonly output: NodeMaterialConnectionPoint;
  58786. protected _buildBlock(state: NodeMaterialBuildState): this;
  58787. }
  58788. }
  58789. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58790. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58791. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58792. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58793. /**
  58794. * Block used to get the value of the first parameter raised to the power of the second
  58795. */
  58796. export class PowBlock extends NodeMaterialBlock {
  58797. /**
  58798. * Creates a new PowBlock
  58799. * @param name defines the block name
  58800. */
  58801. constructor(name: string);
  58802. /**
  58803. * Gets the current class name
  58804. * @returns the class name
  58805. */
  58806. getClassName(): string;
  58807. /**
  58808. * Gets the value operand input component
  58809. */
  58810. readonly value: NodeMaterialConnectionPoint;
  58811. /**
  58812. * Gets the power operand input component
  58813. */
  58814. readonly power: NodeMaterialConnectionPoint;
  58815. /**
  58816. * Gets the output component
  58817. */
  58818. readonly output: NodeMaterialConnectionPoint;
  58819. protected _buildBlock(state: NodeMaterialBuildState): this;
  58820. }
  58821. }
  58822. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58823. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58824. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58825. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58826. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58827. /**
  58828. * Block used to get a random number
  58829. */
  58830. export class RandomNumberBlock extends NodeMaterialBlock {
  58831. /**
  58832. * Creates a new RandomNumberBlock
  58833. * @param name defines the block name
  58834. */
  58835. constructor(name: string);
  58836. /**
  58837. * Gets the current class name
  58838. * @returns the class name
  58839. */
  58840. getClassName(): string;
  58841. /**
  58842. * Gets the seed input component
  58843. */
  58844. readonly seed: NodeMaterialConnectionPoint;
  58845. /**
  58846. * Gets the output component
  58847. */
  58848. readonly output: NodeMaterialConnectionPoint;
  58849. protected _buildBlock(state: NodeMaterialBuildState): this;
  58850. }
  58851. }
  58852. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58853. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58854. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58855. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58856. /**
  58857. * Block used to compute arc tangent of 2 values
  58858. */
  58859. export class ArcTan2Block extends NodeMaterialBlock {
  58860. /**
  58861. * Creates a new ArcTan2Block
  58862. * @param name defines the block name
  58863. */
  58864. constructor(name: string);
  58865. /**
  58866. * Gets the current class name
  58867. * @returns the class name
  58868. */
  58869. getClassName(): string;
  58870. /**
  58871. * Gets the x operand input component
  58872. */
  58873. readonly x: NodeMaterialConnectionPoint;
  58874. /**
  58875. * Gets the y operand input component
  58876. */
  58877. readonly y: NodeMaterialConnectionPoint;
  58878. /**
  58879. * Gets the output component
  58880. */
  58881. readonly output: NodeMaterialConnectionPoint;
  58882. protected _buildBlock(state: NodeMaterialBuildState): this;
  58883. }
  58884. }
  58885. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58886. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58887. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58888. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58889. /**
  58890. * Block used to smooth step a value
  58891. */
  58892. export class SmoothStepBlock extends NodeMaterialBlock {
  58893. /**
  58894. * Creates a new SmoothStepBlock
  58895. * @param name defines the block name
  58896. */
  58897. constructor(name: string);
  58898. /**
  58899. * Gets the current class name
  58900. * @returns the class name
  58901. */
  58902. getClassName(): string;
  58903. /**
  58904. * Gets the value operand input component
  58905. */
  58906. readonly value: NodeMaterialConnectionPoint;
  58907. /**
  58908. * Gets the first edge operand input component
  58909. */
  58910. readonly edge0: NodeMaterialConnectionPoint;
  58911. /**
  58912. * Gets the second edge operand input component
  58913. */
  58914. readonly edge1: NodeMaterialConnectionPoint;
  58915. /**
  58916. * Gets the output component
  58917. */
  58918. readonly output: NodeMaterialConnectionPoint;
  58919. protected _buildBlock(state: NodeMaterialBuildState): this;
  58920. }
  58921. }
  58922. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58923. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58924. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58925. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58926. /**
  58927. * Block used to get the reciprocal (1 / x) of a value
  58928. */
  58929. export class ReciprocalBlock extends NodeMaterialBlock {
  58930. /**
  58931. * Creates a new ReciprocalBlock
  58932. * @param name defines the block name
  58933. */
  58934. constructor(name: string);
  58935. /**
  58936. * Gets the current class name
  58937. * @returns the class name
  58938. */
  58939. getClassName(): string;
  58940. /**
  58941. * Gets the input component
  58942. */
  58943. readonly input: NodeMaterialConnectionPoint;
  58944. /**
  58945. * Gets the output component
  58946. */
  58947. readonly output: NodeMaterialConnectionPoint;
  58948. protected _buildBlock(state: NodeMaterialBuildState): this;
  58949. }
  58950. }
  58951. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58952. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58953. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58954. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58955. /**
  58956. * Block used to replace a color by another one
  58957. */
  58958. export class ReplaceColorBlock extends NodeMaterialBlock {
  58959. /**
  58960. * Creates a new ReplaceColorBlock
  58961. * @param name defines the block name
  58962. */
  58963. constructor(name: string);
  58964. /**
  58965. * Gets the current class name
  58966. * @returns the class name
  58967. */
  58968. getClassName(): string;
  58969. /**
  58970. * Gets the value input component
  58971. */
  58972. readonly value: NodeMaterialConnectionPoint;
  58973. /**
  58974. * Gets the reference input component
  58975. */
  58976. readonly reference: NodeMaterialConnectionPoint;
  58977. /**
  58978. * Gets the distance input component
  58979. */
  58980. readonly distance: NodeMaterialConnectionPoint;
  58981. /**
  58982. * Gets the replacement input component
  58983. */
  58984. readonly replacement: NodeMaterialConnectionPoint;
  58985. /**
  58986. * Gets the output component
  58987. */
  58988. readonly output: NodeMaterialConnectionPoint;
  58989. protected _buildBlock(state: NodeMaterialBuildState): this;
  58990. }
  58991. }
  58992. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  58993. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58994. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58995. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58996. /**
  58997. * Block used to posterize a value
  58998. * @see https://en.wikipedia.org/wiki/Posterization
  58999. */
  59000. export class PosterizeBlock extends NodeMaterialBlock {
  59001. /**
  59002. * Creates a new PosterizeBlock
  59003. * @param name defines the block name
  59004. */
  59005. constructor(name: string);
  59006. /**
  59007. * Gets the current class name
  59008. * @returns the class name
  59009. */
  59010. getClassName(): string;
  59011. /**
  59012. * Gets the value input component
  59013. */
  59014. readonly value: NodeMaterialConnectionPoint;
  59015. /**
  59016. * Gets the steps input component
  59017. */
  59018. readonly steps: NodeMaterialConnectionPoint;
  59019. /**
  59020. * Gets the output component
  59021. */
  59022. readonly output: NodeMaterialConnectionPoint;
  59023. protected _buildBlock(state: NodeMaterialBuildState): this;
  59024. }
  59025. }
  59026. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  59027. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59028. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59029. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59030. import { Scene } from "babylonjs/scene";
  59031. /**
  59032. * Operations supported by the Wave block
  59033. */
  59034. export enum WaveBlockKind {
  59035. /** SawTooth */
  59036. SawTooth = 0,
  59037. /** Square */
  59038. Square = 1,
  59039. /** Triangle */
  59040. Triangle = 2
  59041. }
  59042. /**
  59043. * Block used to apply wave operation to floats
  59044. */
  59045. export class WaveBlock extends NodeMaterialBlock {
  59046. /**
  59047. * Gets or sets the kibnd of wave to be applied by the block
  59048. */
  59049. kind: WaveBlockKind;
  59050. /**
  59051. * Creates a new WaveBlock
  59052. * @param name defines the block name
  59053. */
  59054. constructor(name: string);
  59055. /**
  59056. * Gets the current class name
  59057. * @returns the class name
  59058. */
  59059. getClassName(): string;
  59060. /**
  59061. * Gets the input component
  59062. */
  59063. readonly input: NodeMaterialConnectionPoint;
  59064. /**
  59065. * Gets the output component
  59066. */
  59067. readonly output: NodeMaterialConnectionPoint;
  59068. protected _buildBlock(state: NodeMaterialBuildState): this;
  59069. serialize(): any;
  59070. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59071. }
  59072. }
  59073. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  59074. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59075. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59076. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59077. import { Color3 } from "babylonjs/Maths/math.color";
  59078. import { Scene } from "babylonjs/scene";
  59079. /**
  59080. * Class used to store a color step for the GradientBlock
  59081. */
  59082. export class GradientBlockColorStep {
  59083. /**
  59084. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59085. */
  59086. step: number;
  59087. /**
  59088. * Gets or sets the color associated with this step
  59089. */
  59090. color: Color3;
  59091. /**
  59092. * Creates a new GradientBlockColorStep
  59093. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  59094. * @param color defines the color associated with this step
  59095. */
  59096. constructor(
  59097. /**
  59098. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59099. */
  59100. step: number,
  59101. /**
  59102. * Gets or sets the color associated with this step
  59103. */
  59104. color: Color3);
  59105. }
  59106. /**
  59107. * Block used to return a color from a gradient based on an input value between 0 and 1
  59108. */
  59109. export class GradientBlock extends NodeMaterialBlock {
  59110. /**
  59111. * Gets or sets the list of color steps
  59112. */
  59113. colorSteps: GradientBlockColorStep[];
  59114. /**
  59115. * Creates a new GradientBlock
  59116. * @param name defines the block name
  59117. */
  59118. constructor(name: string);
  59119. /**
  59120. * Gets the current class name
  59121. * @returns the class name
  59122. */
  59123. getClassName(): string;
  59124. /**
  59125. * Gets the gradient input component
  59126. */
  59127. readonly gradient: NodeMaterialConnectionPoint;
  59128. /**
  59129. * Gets the output component
  59130. */
  59131. readonly output: NodeMaterialConnectionPoint;
  59132. private _writeColorConstant;
  59133. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59134. serialize(): any;
  59135. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59136. protected _dumpPropertiesCode(): string;
  59137. }
  59138. }
  59139. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  59140. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59141. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59142. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59143. /**
  59144. * Block used to normalize lerp between 2 values
  59145. */
  59146. export class NLerpBlock extends NodeMaterialBlock {
  59147. /**
  59148. * Creates a new NLerpBlock
  59149. * @param name defines the block name
  59150. */
  59151. constructor(name: string);
  59152. /**
  59153. * Gets the current class name
  59154. * @returns the class name
  59155. */
  59156. getClassName(): string;
  59157. /**
  59158. * Gets the left operand input component
  59159. */
  59160. readonly left: NodeMaterialConnectionPoint;
  59161. /**
  59162. * Gets the right operand input component
  59163. */
  59164. readonly right: NodeMaterialConnectionPoint;
  59165. /**
  59166. * Gets the gradient operand input component
  59167. */
  59168. readonly gradient: NodeMaterialConnectionPoint;
  59169. /**
  59170. * Gets the output component
  59171. */
  59172. readonly output: NodeMaterialConnectionPoint;
  59173. protected _buildBlock(state: NodeMaterialBuildState): this;
  59174. }
  59175. }
  59176. declare module "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock" {
  59177. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59178. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59179. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59180. import { Scene } from "babylonjs/scene";
  59181. /**
  59182. * block used to Generate a Worley Noise 3D Noise Pattern
  59183. */
  59184. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  59185. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  59186. manhattanDistance: boolean;
  59187. /**
  59188. * Creates a new WorleyNoise3DBlock
  59189. * @param name defines the block name
  59190. */
  59191. constructor(name: string);
  59192. /**
  59193. * Gets the current class name
  59194. * @returns the class name
  59195. */
  59196. getClassName(): string;
  59197. /**
  59198. * Gets the position input component
  59199. */
  59200. readonly position: NodeMaterialConnectionPoint;
  59201. /**
  59202. * Gets the jitter input component
  59203. */
  59204. readonly jitter: NodeMaterialConnectionPoint;
  59205. /**
  59206. * Gets the output component
  59207. */
  59208. readonly output: NodeMaterialConnectionPoint;
  59209. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59210. /**
  59211. * Exposes the properties to the UI?
  59212. */
  59213. protected _dumpPropertiesCode(): string;
  59214. /**
  59215. * Exposes the properties to the Seralize?
  59216. */
  59217. serialize(): any;
  59218. /**
  59219. * Exposes the properties to the deseralize?
  59220. */
  59221. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59222. }
  59223. }
  59224. declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
  59225. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59226. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59227. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59228. /**
  59229. * block used to Generate a Simplex Perlin 3d Noise Pattern
  59230. */
  59231. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  59232. /**
  59233. * Creates a new SimplexPerlin3DBlock
  59234. * @param name defines the block name
  59235. */
  59236. constructor(name: string);
  59237. /**
  59238. * Gets the current class name
  59239. * @returns the class name
  59240. */
  59241. getClassName(): string;
  59242. /**
  59243. * Gets the position operand input component
  59244. */
  59245. readonly position: NodeMaterialConnectionPoint;
  59246. /**
  59247. * Gets the output component
  59248. */
  59249. readonly output: NodeMaterialConnectionPoint;
  59250. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59251. }
  59252. }
  59253. declare module "babylonjs/Materials/Node/Blocks/index" {
  59254. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  59255. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  59256. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  59257. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  59258. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  59259. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  59260. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  59261. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  59262. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  59263. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  59264. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  59265. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  59266. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  59267. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  59268. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  59269. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  59270. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  59271. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  59272. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  59273. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  59274. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  59275. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  59276. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  59277. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  59278. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  59279. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  59280. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  59281. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  59282. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  59283. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  59284. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  59285. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  59286. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  59287. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  59288. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  59289. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  59290. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  59291. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  59292. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  59293. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  59294. export * from "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock";
  59295. export * from "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock";
  59296. }
  59297. declare module "babylonjs/Materials/Node/Optimizers/index" {
  59298. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59299. }
  59300. declare module "babylonjs/Materials/Node/index" {
  59301. export * from "babylonjs/Materials/Node/Enums/index";
  59302. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59303. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  59304. export * from "babylonjs/Materials/Node/nodeMaterial";
  59305. export * from "babylonjs/Materials/Node/Blocks/index";
  59306. export * from "babylonjs/Materials/Node/Optimizers/index";
  59307. }
  59308. declare module "babylonjs/Materials/effectRenderer" {
  59309. import { Nullable } from "babylonjs/types";
  59310. import { Texture } from "babylonjs/Materials/Textures/texture";
  59311. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59312. import { Viewport } from "babylonjs/Maths/math.viewport";
  59313. import { Observable } from "babylonjs/Misc/observable";
  59314. import { Effect } from "babylonjs/Materials/effect";
  59315. import "babylonjs/Engines/Extensions/engine.renderTarget";
  59316. import "babylonjs/Shaders/postprocess.vertex";
  59317. /**
  59318. * Effect Render Options
  59319. */
  59320. export interface IEffectRendererOptions {
  59321. /**
  59322. * Defines the vertices positions.
  59323. */
  59324. positions?: number[];
  59325. /**
  59326. * Defines the indices.
  59327. */
  59328. indices?: number[];
  59329. }
  59330. /**
  59331. * Helper class to render one or more effects
  59332. */
  59333. export class EffectRenderer {
  59334. private engine;
  59335. private static _DefaultOptions;
  59336. private _vertexBuffers;
  59337. private _indexBuffer;
  59338. private _ringBufferIndex;
  59339. private _ringScreenBuffer;
  59340. private _fullscreenViewport;
  59341. private _getNextFrameBuffer;
  59342. /**
  59343. * Creates an effect renderer
  59344. * @param engine the engine to use for rendering
  59345. * @param options defines the options of the effect renderer
  59346. */
  59347. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  59348. /**
  59349. * Sets the current viewport in normalized coordinates 0-1
  59350. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  59351. */
  59352. setViewport(viewport?: Viewport): void;
  59353. /**
  59354. * Binds the embedded attributes buffer to the effect.
  59355. * @param effect Defines the effect to bind the attributes for
  59356. */
  59357. bindBuffers(effect: Effect): void;
  59358. /**
  59359. * Sets the current effect wrapper to use during draw.
  59360. * The effect needs to be ready before calling this api.
  59361. * This also sets the default full screen position attribute.
  59362. * @param effectWrapper Defines the effect to draw with
  59363. */
  59364. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  59365. /**
  59366. * Draws a full screen quad.
  59367. */
  59368. draw(): void;
  59369. /**
  59370. * renders one or more effects to a specified texture
  59371. * @param effectWrappers list of effects to renderer
  59372. * @param outputTexture texture to draw to, if null it will render to the screen
  59373. */
  59374. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  59375. /**
  59376. * Disposes of the effect renderer
  59377. */
  59378. dispose(): void;
  59379. }
  59380. /**
  59381. * Options to create an EffectWrapper
  59382. */
  59383. interface EffectWrapperCreationOptions {
  59384. /**
  59385. * Engine to use to create the effect
  59386. */
  59387. engine: ThinEngine;
  59388. /**
  59389. * Fragment shader for the effect
  59390. */
  59391. fragmentShader: string;
  59392. /**
  59393. * Vertex shader for the effect
  59394. */
  59395. vertexShader?: string;
  59396. /**
  59397. * Attributes to use in the shader
  59398. */
  59399. attributeNames?: Array<string>;
  59400. /**
  59401. * Uniforms to use in the shader
  59402. */
  59403. uniformNames?: Array<string>;
  59404. /**
  59405. * Texture sampler names to use in the shader
  59406. */
  59407. samplerNames?: Array<string>;
  59408. /**
  59409. * The friendly name of the effect displayed in Spector.
  59410. */
  59411. name?: string;
  59412. }
  59413. /**
  59414. * Wraps an effect to be used for rendering
  59415. */
  59416. export class EffectWrapper {
  59417. /**
  59418. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  59419. */
  59420. onApplyObservable: Observable<{}>;
  59421. /**
  59422. * The underlying effect
  59423. */
  59424. effect: Effect;
  59425. /**
  59426. * Creates an effect to be renderer
  59427. * @param creationOptions options to create the effect
  59428. */
  59429. constructor(creationOptions: EffectWrapperCreationOptions);
  59430. /**
  59431. * Disposes of the effect wrapper
  59432. */
  59433. dispose(): void;
  59434. }
  59435. }
  59436. declare module "babylonjs/Materials/index" {
  59437. export * from "babylonjs/Materials/Background/index";
  59438. export * from "babylonjs/Materials/colorCurves";
  59439. export * from "babylonjs/Materials/iEffectFallbacks";
  59440. export * from "babylonjs/Materials/effectFallbacks";
  59441. export * from "babylonjs/Materials/effect";
  59442. export * from "babylonjs/Materials/fresnelParameters";
  59443. export * from "babylonjs/Materials/imageProcessingConfiguration";
  59444. export * from "babylonjs/Materials/material";
  59445. export * from "babylonjs/Materials/materialDefines";
  59446. export * from "babylonjs/Materials/materialHelper";
  59447. export * from "babylonjs/Materials/multiMaterial";
  59448. export * from "babylonjs/Materials/PBR/index";
  59449. export * from "babylonjs/Materials/pushMaterial";
  59450. export * from "babylonjs/Materials/shaderMaterial";
  59451. export * from "babylonjs/Materials/standardMaterial";
  59452. export * from "babylonjs/Materials/Textures/index";
  59453. export * from "babylonjs/Materials/uniformBuffer";
  59454. export * from "babylonjs/Materials/materialFlags";
  59455. export * from "babylonjs/Materials/Node/index";
  59456. export * from "babylonjs/Materials/effectRenderer";
  59457. }
  59458. declare module "babylonjs/Maths/index" {
  59459. export * from "babylonjs/Maths/math.scalar";
  59460. export * from "babylonjs/Maths/math";
  59461. export * from "babylonjs/Maths/sphericalPolynomial";
  59462. }
  59463. declare module "babylonjs/Misc/workerPool" {
  59464. import { IDisposable } from "babylonjs/scene";
  59465. /**
  59466. * Helper class to push actions to a pool of workers.
  59467. */
  59468. export class WorkerPool implements IDisposable {
  59469. private _workerInfos;
  59470. private _pendingActions;
  59471. /**
  59472. * Constructor
  59473. * @param workers Array of workers to use for actions
  59474. */
  59475. constructor(workers: Array<Worker>);
  59476. /**
  59477. * Terminates all workers and clears any pending actions.
  59478. */
  59479. dispose(): void;
  59480. /**
  59481. * Pushes an action to the worker pool. If all the workers are active, the action will be
  59482. * pended until a worker has completed its action.
  59483. * @param action The action to perform. Call onComplete when the action is complete.
  59484. */
  59485. push(action: (worker: Worker, onComplete: () => void) => void): void;
  59486. private _execute;
  59487. }
  59488. }
  59489. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  59490. import { IDisposable } from "babylonjs/scene";
  59491. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59492. /**
  59493. * Configuration for Draco compression
  59494. */
  59495. export interface IDracoCompressionConfiguration {
  59496. /**
  59497. * Configuration for the decoder.
  59498. */
  59499. decoder: {
  59500. /**
  59501. * The url to the WebAssembly module.
  59502. */
  59503. wasmUrl?: string;
  59504. /**
  59505. * The url to the WebAssembly binary.
  59506. */
  59507. wasmBinaryUrl?: string;
  59508. /**
  59509. * The url to the fallback JavaScript module.
  59510. */
  59511. fallbackUrl?: string;
  59512. };
  59513. }
  59514. /**
  59515. * Draco compression (https://google.github.io/draco/)
  59516. *
  59517. * This class wraps the Draco module.
  59518. *
  59519. * **Encoder**
  59520. *
  59521. * The encoder is not currently implemented.
  59522. *
  59523. * **Decoder**
  59524. *
  59525. * 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.
  59526. *
  59527. * To update the configuration, use the following code:
  59528. * ```javascript
  59529. * DracoCompression.Configuration = {
  59530. * decoder: {
  59531. * wasmUrl: "<url to the WebAssembly library>",
  59532. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  59533. * fallbackUrl: "<url to the fallback JavaScript library>",
  59534. * }
  59535. * };
  59536. * ```
  59537. *
  59538. * 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.
  59539. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59540. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59541. *
  59542. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59543. * ```javascript
  59544. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59545. * ```
  59546. *
  59547. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59548. */
  59549. export class DracoCompression implements IDisposable {
  59550. private _workerPoolPromise?;
  59551. private _decoderModulePromise?;
  59552. /**
  59553. * The configuration. Defaults to the following urls:
  59554. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59555. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59556. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59557. */
  59558. static Configuration: IDracoCompressionConfiguration;
  59559. /**
  59560. * Returns true if the decoder configuration is available.
  59561. */
  59562. static readonly DecoderAvailable: boolean;
  59563. /**
  59564. * Default number of workers to create when creating the draco compression object.
  59565. */
  59566. static DefaultNumWorkers: number;
  59567. private static GetDefaultNumWorkers;
  59568. private static _Default;
  59569. /**
  59570. * Default instance for the draco compression object.
  59571. */
  59572. static readonly Default: DracoCompression;
  59573. /**
  59574. * Constructor
  59575. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59576. */
  59577. constructor(numWorkers?: number);
  59578. /**
  59579. * Stop all async operations and release resources.
  59580. */
  59581. dispose(): void;
  59582. /**
  59583. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59584. * @returns a promise that resolves when ready
  59585. */
  59586. whenReadyAsync(): Promise<void>;
  59587. /**
  59588. * Decode Draco compressed mesh data to vertex data.
  59589. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59590. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59591. * @returns A promise that resolves with the decoded vertex data
  59592. */
  59593. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59594. [kind: string]: number;
  59595. }): Promise<VertexData>;
  59596. }
  59597. }
  59598. declare module "babylonjs/Meshes/Compression/index" {
  59599. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59600. }
  59601. declare module "babylonjs/Meshes/csg" {
  59602. import { Nullable } from "babylonjs/types";
  59603. import { Scene } from "babylonjs/scene";
  59604. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59605. import { Mesh } from "babylonjs/Meshes/mesh";
  59606. import { Material } from "babylonjs/Materials/material";
  59607. /**
  59608. * Class for building Constructive Solid Geometry
  59609. */
  59610. export class CSG {
  59611. private polygons;
  59612. /**
  59613. * The world matrix
  59614. */
  59615. matrix: Matrix;
  59616. /**
  59617. * Stores the position
  59618. */
  59619. position: Vector3;
  59620. /**
  59621. * Stores the rotation
  59622. */
  59623. rotation: Vector3;
  59624. /**
  59625. * Stores the rotation quaternion
  59626. */
  59627. rotationQuaternion: Nullable<Quaternion>;
  59628. /**
  59629. * Stores the scaling vector
  59630. */
  59631. scaling: Vector3;
  59632. /**
  59633. * Convert the Mesh to CSG
  59634. * @param mesh The Mesh to convert to CSG
  59635. * @returns A new CSG from the Mesh
  59636. */
  59637. static FromMesh(mesh: Mesh): CSG;
  59638. /**
  59639. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59640. * @param polygons Polygons used to construct a CSG solid
  59641. */
  59642. private static FromPolygons;
  59643. /**
  59644. * Clones, or makes a deep copy, of the CSG
  59645. * @returns A new CSG
  59646. */
  59647. clone(): CSG;
  59648. /**
  59649. * Unions this CSG with another CSG
  59650. * @param csg The CSG to union against this CSG
  59651. * @returns The unioned CSG
  59652. */
  59653. union(csg: CSG): CSG;
  59654. /**
  59655. * Unions this CSG with another CSG in place
  59656. * @param csg The CSG to union against this CSG
  59657. */
  59658. unionInPlace(csg: CSG): void;
  59659. /**
  59660. * Subtracts this CSG with another CSG
  59661. * @param csg The CSG to subtract against this CSG
  59662. * @returns A new CSG
  59663. */
  59664. subtract(csg: CSG): CSG;
  59665. /**
  59666. * Subtracts this CSG with another CSG in place
  59667. * @param csg The CSG to subtact against this CSG
  59668. */
  59669. subtractInPlace(csg: CSG): void;
  59670. /**
  59671. * Intersect this CSG with another CSG
  59672. * @param csg The CSG to intersect against this CSG
  59673. * @returns A new CSG
  59674. */
  59675. intersect(csg: CSG): CSG;
  59676. /**
  59677. * Intersects this CSG with another CSG in place
  59678. * @param csg The CSG to intersect against this CSG
  59679. */
  59680. intersectInPlace(csg: CSG): void;
  59681. /**
  59682. * Return a new CSG solid with solid and empty space switched. This solid is
  59683. * not modified.
  59684. * @returns A new CSG solid with solid and empty space switched
  59685. */
  59686. inverse(): CSG;
  59687. /**
  59688. * Inverses the CSG in place
  59689. */
  59690. inverseInPlace(): void;
  59691. /**
  59692. * This is used to keep meshes transformations so they can be restored
  59693. * when we build back a Babylon Mesh
  59694. * NB : All CSG operations are performed in world coordinates
  59695. * @param csg The CSG to copy the transform attributes from
  59696. * @returns This CSG
  59697. */
  59698. copyTransformAttributes(csg: CSG): CSG;
  59699. /**
  59700. * Build Raw mesh from CSG
  59701. * Coordinates here are in world space
  59702. * @param name The name of the mesh geometry
  59703. * @param scene The Scene
  59704. * @param keepSubMeshes Specifies if the submeshes should be kept
  59705. * @returns A new Mesh
  59706. */
  59707. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59708. /**
  59709. * Build Mesh from CSG taking material and transforms into account
  59710. * @param name The name of the Mesh
  59711. * @param material The material of the Mesh
  59712. * @param scene The Scene
  59713. * @param keepSubMeshes Specifies if submeshes should be kept
  59714. * @returns The new Mesh
  59715. */
  59716. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59717. }
  59718. }
  59719. declare module "babylonjs/Meshes/trailMesh" {
  59720. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59721. import { Mesh } from "babylonjs/Meshes/mesh";
  59722. import { Scene } from "babylonjs/scene";
  59723. /**
  59724. * Class used to create a trail following a mesh
  59725. */
  59726. export class TrailMesh extends Mesh {
  59727. private _generator;
  59728. private _autoStart;
  59729. private _running;
  59730. private _diameter;
  59731. private _length;
  59732. private _sectionPolygonPointsCount;
  59733. private _sectionVectors;
  59734. private _sectionNormalVectors;
  59735. private _beforeRenderObserver;
  59736. /**
  59737. * @constructor
  59738. * @param name The value used by scene.getMeshByName() to do a lookup.
  59739. * @param generator The mesh to generate a trail.
  59740. * @param scene The scene to add this mesh to.
  59741. * @param diameter Diameter of trailing mesh. Default is 1.
  59742. * @param length Length of trailing mesh. Default is 60.
  59743. * @param autoStart Automatically start trailing mesh. Default true.
  59744. */
  59745. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59746. /**
  59747. * "TrailMesh"
  59748. * @returns "TrailMesh"
  59749. */
  59750. getClassName(): string;
  59751. private _createMesh;
  59752. /**
  59753. * Start trailing mesh.
  59754. */
  59755. start(): void;
  59756. /**
  59757. * Stop trailing mesh.
  59758. */
  59759. stop(): void;
  59760. /**
  59761. * Update trailing mesh geometry.
  59762. */
  59763. update(): void;
  59764. /**
  59765. * Returns a new TrailMesh object.
  59766. * @param name is a string, the name given to the new mesh
  59767. * @param newGenerator use new generator object for cloned trail mesh
  59768. * @returns a new mesh
  59769. */
  59770. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59771. /**
  59772. * Serializes this trail mesh
  59773. * @param serializationObject object to write serialization to
  59774. */
  59775. serialize(serializationObject: any): void;
  59776. /**
  59777. * Parses a serialized trail mesh
  59778. * @param parsedMesh the serialized mesh
  59779. * @param scene the scene to create the trail mesh in
  59780. * @returns the created trail mesh
  59781. */
  59782. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59783. }
  59784. }
  59785. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59786. import { Nullable } from "babylonjs/types";
  59787. import { Scene } from "babylonjs/scene";
  59788. import { Vector4 } from "babylonjs/Maths/math.vector";
  59789. import { Color4 } from "babylonjs/Maths/math.color";
  59790. import { Mesh } from "babylonjs/Meshes/mesh";
  59791. /**
  59792. * Class containing static functions to help procedurally build meshes
  59793. */
  59794. export class TiledBoxBuilder {
  59795. /**
  59796. * Creates a box mesh
  59797. * 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)
  59798. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59799. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59800. * * 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
  59801. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59802. * @param name defines the name of the mesh
  59803. * @param options defines the options used to create the mesh
  59804. * @param scene defines the hosting scene
  59805. * @returns the box mesh
  59806. */
  59807. static CreateTiledBox(name: string, options: {
  59808. pattern?: number;
  59809. width?: number;
  59810. height?: number;
  59811. depth?: number;
  59812. tileSize?: number;
  59813. tileWidth?: number;
  59814. tileHeight?: number;
  59815. alignHorizontal?: number;
  59816. alignVertical?: number;
  59817. faceUV?: Vector4[];
  59818. faceColors?: Color4[];
  59819. sideOrientation?: number;
  59820. updatable?: boolean;
  59821. }, scene?: Nullable<Scene>): Mesh;
  59822. }
  59823. }
  59824. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59825. import { Vector4 } from "babylonjs/Maths/math.vector";
  59826. import { Mesh } from "babylonjs/Meshes/mesh";
  59827. /**
  59828. * Class containing static functions to help procedurally build meshes
  59829. */
  59830. export class TorusKnotBuilder {
  59831. /**
  59832. * Creates a torus knot mesh
  59833. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59834. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59835. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59836. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59837. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59838. * * 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
  59839. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59840. * @param name defines the name of the mesh
  59841. * @param options defines the options used to create the mesh
  59842. * @param scene defines the hosting scene
  59843. * @returns the torus knot mesh
  59844. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59845. */
  59846. static CreateTorusKnot(name: string, options: {
  59847. radius?: number;
  59848. tube?: number;
  59849. radialSegments?: number;
  59850. tubularSegments?: number;
  59851. p?: number;
  59852. q?: number;
  59853. updatable?: boolean;
  59854. sideOrientation?: number;
  59855. frontUVs?: Vector4;
  59856. backUVs?: Vector4;
  59857. }, scene: any): Mesh;
  59858. }
  59859. }
  59860. declare module "babylonjs/Meshes/polygonMesh" {
  59861. import { Scene } from "babylonjs/scene";
  59862. import { Vector2 } from "babylonjs/Maths/math.vector";
  59863. import { Mesh } from "babylonjs/Meshes/mesh";
  59864. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59865. import { Path2 } from "babylonjs/Maths/math.path";
  59866. /**
  59867. * Polygon
  59868. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59869. */
  59870. export class Polygon {
  59871. /**
  59872. * Creates a rectangle
  59873. * @param xmin bottom X coord
  59874. * @param ymin bottom Y coord
  59875. * @param xmax top X coord
  59876. * @param ymax top Y coord
  59877. * @returns points that make the resulting rectation
  59878. */
  59879. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59880. /**
  59881. * Creates a circle
  59882. * @param radius radius of circle
  59883. * @param cx scale in x
  59884. * @param cy scale in y
  59885. * @param numberOfSides number of sides that make up the circle
  59886. * @returns points that make the resulting circle
  59887. */
  59888. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59889. /**
  59890. * Creates a polygon from input string
  59891. * @param input Input polygon data
  59892. * @returns the parsed points
  59893. */
  59894. static Parse(input: string): Vector2[];
  59895. /**
  59896. * Starts building a polygon from x and y coordinates
  59897. * @param x x coordinate
  59898. * @param y y coordinate
  59899. * @returns the started path2
  59900. */
  59901. static StartingAt(x: number, y: number): Path2;
  59902. }
  59903. /**
  59904. * Builds a polygon
  59905. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59906. */
  59907. export class PolygonMeshBuilder {
  59908. private _points;
  59909. private _outlinepoints;
  59910. private _holes;
  59911. private _name;
  59912. private _scene;
  59913. private _epoints;
  59914. private _eholes;
  59915. private _addToepoint;
  59916. /**
  59917. * Babylon reference to the earcut plugin.
  59918. */
  59919. bjsEarcut: any;
  59920. /**
  59921. * Creates a PolygonMeshBuilder
  59922. * @param name name of the builder
  59923. * @param contours Path of the polygon
  59924. * @param scene scene to add to when creating the mesh
  59925. * @param earcutInjection can be used to inject your own earcut reference
  59926. */
  59927. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  59928. /**
  59929. * Adds a whole within the polygon
  59930. * @param hole Array of points defining the hole
  59931. * @returns this
  59932. */
  59933. addHole(hole: Vector2[]): PolygonMeshBuilder;
  59934. /**
  59935. * Creates the polygon
  59936. * @param updatable If the mesh should be updatable
  59937. * @param depth The depth of the mesh created
  59938. * @returns the created mesh
  59939. */
  59940. build(updatable?: boolean, depth?: number): Mesh;
  59941. /**
  59942. * Creates the polygon
  59943. * @param depth The depth of the mesh created
  59944. * @returns the created VertexData
  59945. */
  59946. buildVertexData(depth?: number): VertexData;
  59947. /**
  59948. * Adds a side to the polygon
  59949. * @param positions points that make the polygon
  59950. * @param normals normals of the polygon
  59951. * @param uvs uvs of the polygon
  59952. * @param indices indices of the polygon
  59953. * @param bounds bounds of the polygon
  59954. * @param points points of the polygon
  59955. * @param depth depth of the polygon
  59956. * @param flip flip of the polygon
  59957. */
  59958. private addSide;
  59959. }
  59960. }
  59961. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  59962. import { Scene } from "babylonjs/scene";
  59963. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59964. import { Color4 } from "babylonjs/Maths/math.color";
  59965. import { Mesh } from "babylonjs/Meshes/mesh";
  59966. import { Nullable } from "babylonjs/types";
  59967. /**
  59968. * Class containing static functions to help procedurally build meshes
  59969. */
  59970. export class PolygonBuilder {
  59971. /**
  59972. * Creates a polygon mesh
  59973. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  59974. * * 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
  59975. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59976. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59977. * * 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)
  59978. * * Remember you can only change the shape positions, not their number when updating a polygon
  59979. * @param name defines the name of the mesh
  59980. * @param options defines the options used to create the mesh
  59981. * @param scene defines the hosting scene
  59982. * @param earcutInjection can be used to inject your own earcut reference
  59983. * @returns the polygon mesh
  59984. */
  59985. static CreatePolygon(name: string, options: {
  59986. shape: Vector3[];
  59987. holes?: Vector3[][];
  59988. depth?: number;
  59989. faceUV?: Vector4[];
  59990. faceColors?: Color4[];
  59991. updatable?: boolean;
  59992. sideOrientation?: number;
  59993. frontUVs?: Vector4;
  59994. backUVs?: Vector4;
  59995. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59996. /**
  59997. * Creates an extruded polygon mesh, with depth in the Y direction.
  59998. * * 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)
  59999. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60000. * @param name defines the name of the mesh
  60001. * @param options defines the options used to create the mesh
  60002. * @param scene defines the hosting scene
  60003. * @param earcutInjection can be used to inject your own earcut reference
  60004. * @returns the polygon mesh
  60005. */
  60006. static ExtrudePolygon(name: string, options: {
  60007. shape: Vector3[];
  60008. holes?: Vector3[][];
  60009. depth?: number;
  60010. faceUV?: Vector4[];
  60011. faceColors?: Color4[];
  60012. updatable?: boolean;
  60013. sideOrientation?: number;
  60014. frontUVs?: Vector4;
  60015. backUVs?: Vector4;
  60016. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60017. }
  60018. }
  60019. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  60020. import { Scene } from "babylonjs/scene";
  60021. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60022. import { Mesh } from "babylonjs/Meshes/mesh";
  60023. import { Nullable } from "babylonjs/types";
  60024. /**
  60025. * Class containing static functions to help procedurally build meshes
  60026. */
  60027. export class LatheBuilder {
  60028. /**
  60029. * Creates lathe mesh.
  60030. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60031. * * 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
  60032. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60033. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60034. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60035. * * 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
  60036. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60037. * * 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
  60038. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60039. * * 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
  60040. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60041. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60042. * @param name defines the name of the mesh
  60043. * @param options defines the options used to create the mesh
  60044. * @param scene defines the hosting scene
  60045. * @returns the lathe mesh
  60046. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60047. */
  60048. static CreateLathe(name: string, options: {
  60049. shape: Vector3[];
  60050. radius?: number;
  60051. tessellation?: number;
  60052. clip?: number;
  60053. arc?: number;
  60054. closed?: boolean;
  60055. updatable?: boolean;
  60056. sideOrientation?: number;
  60057. frontUVs?: Vector4;
  60058. backUVs?: Vector4;
  60059. cap?: number;
  60060. invertUV?: boolean;
  60061. }, scene?: Nullable<Scene>): Mesh;
  60062. }
  60063. }
  60064. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  60065. import { Nullable } from "babylonjs/types";
  60066. import { Scene } from "babylonjs/scene";
  60067. import { Vector4 } from "babylonjs/Maths/math.vector";
  60068. import { Mesh } from "babylonjs/Meshes/mesh";
  60069. /**
  60070. * Class containing static functions to help procedurally build meshes
  60071. */
  60072. export class TiledPlaneBuilder {
  60073. /**
  60074. * Creates a tiled plane mesh
  60075. * * The parameter `pattern` will, depending on value, do nothing or
  60076. * * * flip (reflect about central vertical) alternate tiles across and up
  60077. * * * flip every tile on alternate rows
  60078. * * * rotate (180 degs) alternate tiles across and up
  60079. * * * rotate every tile on alternate rows
  60080. * * * flip and rotate alternate tiles across and up
  60081. * * * flip and rotate every tile on alternate rows
  60082. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  60083. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  60084. * * 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
  60085. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60086. * * 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)
  60087. * * 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)
  60088. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60089. * @param name defines the name of the mesh
  60090. * @param options defines the options used to create the mesh
  60091. * @param scene defines the hosting scene
  60092. * @returns the box mesh
  60093. */
  60094. static CreateTiledPlane(name: string, options: {
  60095. pattern?: number;
  60096. tileSize?: number;
  60097. tileWidth?: number;
  60098. tileHeight?: number;
  60099. size?: number;
  60100. width?: number;
  60101. height?: number;
  60102. alignHorizontal?: number;
  60103. alignVertical?: number;
  60104. sideOrientation?: number;
  60105. frontUVs?: Vector4;
  60106. backUVs?: Vector4;
  60107. updatable?: boolean;
  60108. }, scene?: Nullable<Scene>): Mesh;
  60109. }
  60110. }
  60111. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  60112. import { Nullable } from "babylonjs/types";
  60113. import { Scene } from "babylonjs/scene";
  60114. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60115. import { Mesh } from "babylonjs/Meshes/mesh";
  60116. /**
  60117. * Class containing static functions to help procedurally build meshes
  60118. */
  60119. export class TubeBuilder {
  60120. /**
  60121. * Creates a tube mesh.
  60122. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60123. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60124. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60125. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60126. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60127. * * 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)
  60128. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60129. * * 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
  60130. * * 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
  60131. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60132. * * 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
  60133. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60134. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60135. * @param name defines the name of the mesh
  60136. * @param options defines the options used to create the mesh
  60137. * @param scene defines the hosting scene
  60138. * @returns the tube mesh
  60139. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60140. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60141. */
  60142. static CreateTube(name: string, options: {
  60143. path: Vector3[];
  60144. radius?: number;
  60145. tessellation?: number;
  60146. radiusFunction?: {
  60147. (i: number, distance: number): number;
  60148. };
  60149. cap?: number;
  60150. arc?: number;
  60151. updatable?: boolean;
  60152. sideOrientation?: number;
  60153. frontUVs?: Vector4;
  60154. backUVs?: Vector4;
  60155. instance?: Mesh;
  60156. invertUV?: boolean;
  60157. }, scene?: Nullable<Scene>): Mesh;
  60158. }
  60159. }
  60160. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  60161. import { Scene } from "babylonjs/scene";
  60162. import { Vector4 } from "babylonjs/Maths/math.vector";
  60163. import { Mesh } from "babylonjs/Meshes/mesh";
  60164. import { Nullable } from "babylonjs/types";
  60165. /**
  60166. * Class containing static functions to help procedurally build meshes
  60167. */
  60168. export class IcoSphereBuilder {
  60169. /**
  60170. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60171. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60172. * * 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`)
  60173. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60174. * * 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
  60175. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60176. * * 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
  60177. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60178. * @param name defines the name of the mesh
  60179. * @param options defines the options used to create the mesh
  60180. * @param scene defines the hosting scene
  60181. * @returns the icosahedron mesh
  60182. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60183. */
  60184. static CreateIcoSphere(name: string, options: {
  60185. radius?: number;
  60186. radiusX?: number;
  60187. radiusY?: number;
  60188. radiusZ?: number;
  60189. flat?: boolean;
  60190. subdivisions?: number;
  60191. sideOrientation?: number;
  60192. frontUVs?: Vector4;
  60193. backUVs?: Vector4;
  60194. updatable?: boolean;
  60195. }, scene?: Nullable<Scene>): Mesh;
  60196. }
  60197. }
  60198. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  60199. import { Vector3 } from "babylonjs/Maths/math.vector";
  60200. import { Mesh } from "babylonjs/Meshes/mesh";
  60201. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60202. /**
  60203. * Class containing static functions to help procedurally build meshes
  60204. */
  60205. export class DecalBuilder {
  60206. /**
  60207. * Creates a decal mesh.
  60208. * 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
  60209. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60210. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60211. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60212. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60213. * @param name defines the name of the mesh
  60214. * @param sourceMesh defines the mesh where the decal must be applied
  60215. * @param options defines the options used to create the mesh
  60216. * @param scene defines the hosting scene
  60217. * @returns the decal mesh
  60218. * @see https://doc.babylonjs.com/how_to/decals
  60219. */
  60220. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60221. position?: Vector3;
  60222. normal?: Vector3;
  60223. size?: Vector3;
  60224. angle?: number;
  60225. }): Mesh;
  60226. }
  60227. }
  60228. declare module "babylonjs/Meshes/meshBuilder" {
  60229. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  60230. import { Nullable } from "babylonjs/types";
  60231. import { Scene } from "babylonjs/scene";
  60232. import { Mesh } from "babylonjs/Meshes/mesh";
  60233. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  60234. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  60235. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60236. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  60237. import { Plane } from "babylonjs/Maths/math.plane";
  60238. /**
  60239. * Class containing static functions to help procedurally build meshes
  60240. */
  60241. export class MeshBuilder {
  60242. /**
  60243. * Creates a box mesh
  60244. * * The parameter `size` sets the size (float) of each box side (default 1)
  60245. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  60246. * * 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)
  60247. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60248. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60249. * * 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
  60250. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60251. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60252. * @param name defines the name of the mesh
  60253. * @param options defines the options used to create the mesh
  60254. * @param scene defines the hosting scene
  60255. * @returns the box mesh
  60256. */
  60257. static CreateBox(name: string, options: {
  60258. size?: number;
  60259. width?: number;
  60260. height?: number;
  60261. depth?: number;
  60262. faceUV?: Vector4[];
  60263. faceColors?: Color4[];
  60264. sideOrientation?: number;
  60265. frontUVs?: Vector4;
  60266. backUVs?: Vector4;
  60267. updatable?: boolean;
  60268. }, scene?: Nullable<Scene>): Mesh;
  60269. /**
  60270. * Creates a tiled box mesh
  60271. * * faceTiles sets the pattern, tile size and number of tiles for a face
  60272. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60273. * @param name defines the name of the mesh
  60274. * @param options defines the options used to create the mesh
  60275. * @param scene defines the hosting scene
  60276. * @returns the tiled box mesh
  60277. */
  60278. static CreateTiledBox(name: string, options: {
  60279. pattern?: number;
  60280. size?: number;
  60281. width?: number;
  60282. height?: number;
  60283. depth: number;
  60284. tileSize?: number;
  60285. tileWidth?: number;
  60286. tileHeight?: number;
  60287. faceUV?: Vector4[];
  60288. faceColors?: Color4[];
  60289. alignHorizontal?: number;
  60290. alignVertical?: number;
  60291. sideOrientation?: number;
  60292. updatable?: boolean;
  60293. }, scene?: Nullable<Scene>): Mesh;
  60294. /**
  60295. * Creates a sphere mesh
  60296. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  60297. * * 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`)
  60298. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  60299. * * 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
  60300. * * 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)
  60301. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60302. * * 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
  60303. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60304. * @param name defines the name of the mesh
  60305. * @param options defines the options used to create the mesh
  60306. * @param scene defines the hosting scene
  60307. * @returns the sphere mesh
  60308. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  60309. */
  60310. static CreateSphere(name: string, options: {
  60311. segments?: number;
  60312. diameter?: number;
  60313. diameterX?: number;
  60314. diameterY?: number;
  60315. diameterZ?: number;
  60316. arc?: number;
  60317. slice?: number;
  60318. sideOrientation?: number;
  60319. frontUVs?: Vector4;
  60320. backUVs?: Vector4;
  60321. updatable?: boolean;
  60322. }, scene?: Nullable<Scene>): Mesh;
  60323. /**
  60324. * Creates a plane polygonal mesh. By default, this is a disc
  60325. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  60326. * * 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
  60327. * * 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
  60328. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60329. * * 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
  60330. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60331. * @param name defines the name of the mesh
  60332. * @param options defines the options used to create the mesh
  60333. * @param scene defines the hosting scene
  60334. * @returns the plane polygonal mesh
  60335. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  60336. */
  60337. static CreateDisc(name: string, options: {
  60338. radius?: number;
  60339. tessellation?: number;
  60340. arc?: number;
  60341. updatable?: boolean;
  60342. sideOrientation?: number;
  60343. frontUVs?: Vector4;
  60344. backUVs?: Vector4;
  60345. }, scene?: Nullable<Scene>): Mesh;
  60346. /**
  60347. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60348. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60349. * * 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`)
  60350. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60351. * * 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
  60352. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60353. * * 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
  60354. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60355. * @param name defines the name of the mesh
  60356. * @param options defines the options used to create the mesh
  60357. * @param scene defines the hosting scene
  60358. * @returns the icosahedron mesh
  60359. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60360. */
  60361. static CreateIcoSphere(name: string, options: {
  60362. radius?: number;
  60363. radiusX?: number;
  60364. radiusY?: number;
  60365. radiusZ?: number;
  60366. flat?: boolean;
  60367. subdivisions?: number;
  60368. sideOrientation?: number;
  60369. frontUVs?: Vector4;
  60370. backUVs?: Vector4;
  60371. updatable?: boolean;
  60372. }, scene?: Nullable<Scene>): Mesh;
  60373. /**
  60374. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60375. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  60376. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  60377. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  60378. * * 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
  60379. * * 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
  60380. * * 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
  60381. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60382. * * 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
  60383. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60384. * * 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
  60385. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  60386. * * 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
  60387. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  60388. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60389. * @param name defines the name of the mesh
  60390. * @param options defines the options used to create the mesh
  60391. * @param scene defines the hosting scene
  60392. * @returns the ribbon mesh
  60393. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  60394. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60395. */
  60396. static CreateRibbon(name: string, options: {
  60397. pathArray: Vector3[][];
  60398. closeArray?: boolean;
  60399. closePath?: boolean;
  60400. offset?: number;
  60401. updatable?: boolean;
  60402. sideOrientation?: number;
  60403. frontUVs?: Vector4;
  60404. backUVs?: Vector4;
  60405. instance?: Mesh;
  60406. invertUV?: boolean;
  60407. uvs?: Vector2[];
  60408. colors?: Color4[];
  60409. }, scene?: Nullable<Scene>): Mesh;
  60410. /**
  60411. * Creates a cylinder or a cone mesh
  60412. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  60413. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  60414. * * 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.
  60415. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  60416. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  60417. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  60418. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  60419. * * 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).
  60420. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  60421. * * 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).
  60422. * * 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
  60423. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  60424. * * 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
  60425. * * 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.
  60426. * * If `enclose` is false, a ring surface is one element.
  60427. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  60428. * * 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
  60429. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60430. * * 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
  60431. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60432. * @param name defines the name of the mesh
  60433. * @param options defines the options used to create the mesh
  60434. * @param scene defines the hosting scene
  60435. * @returns the cylinder mesh
  60436. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  60437. */
  60438. static CreateCylinder(name: string, options: {
  60439. height?: number;
  60440. diameterTop?: number;
  60441. diameterBottom?: number;
  60442. diameter?: number;
  60443. tessellation?: number;
  60444. subdivisions?: number;
  60445. arc?: number;
  60446. faceColors?: Color4[];
  60447. faceUV?: Vector4[];
  60448. updatable?: boolean;
  60449. hasRings?: boolean;
  60450. enclose?: boolean;
  60451. cap?: number;
  60452. sideOrientation?: number;
  60453. frontUVs?: Vector4;
  60454. backUVs?: Vector4;
  60455. }, scene?: Nullable<Scene>): Mesh;
  60456. /**
  60457. * Creates a torus mesh
  60458. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  60459. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  60460. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  60461. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60462. * * 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
  60463. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60464. * @param name defines the name of the mesh
  60465. * @param options defines the options used to create the mesh
  60466. * @param scene defines the hosting scene
  60467. * @returns the torus mesh
  60468. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  60469. */
  60470. static CreateTorus(name: string, options: {
  60471. diameter?: number;
  60472. thickness?: number;
  60473. tessellation?: number;
  60474. updatable?: boolean;
  60475. sideOrientation?: number;
  60476. frontUVs?: Vector4;
  60477. backUVs?: Vector4;
  60478. }, scene?: Nullable<Scene>): Mesh;
  60479. /**
  60480. * Creates a torus knot mesh
  60481. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60482. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60483. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60484. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60485. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60486. * * 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
  60487. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60488. * @param name defines the name of the mesh
  60489. * @param options defines the options used to create the mesh
  60490. * @param scene defines the hosting scene
  60491. * @returns the torus knot mesh
  60492. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60493. */
  60494. static CreateTorusKnot(name: string, options: {
  60495. radius?: number;
  60496. tube?: number;
  60497. radialSegments?: number;
  60498. tubularSegments?: number;
  60499. p?: number;
  60500. q?: number;
  60501. updatable?: boolean;
  60502. sideOrientation?: number;
  60503. frontUVs?: Vector4;
  60504. backUVs?: Vector4;
  60505. }, scene?: Nullable<Scene>): Mesh;
  60506. /**
  60507. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60508. * * 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
  60509. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60510. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60511. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60512. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60513. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60514. * * 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
  60515. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60516. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60517. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  60518. * @param name defines the name of the new line system
  60519. * @param options defines the options used to create the line system
  60520. * @param scene defines the hosting scene
  60521. * @returns a new line system mesh
  60522. */
  60523. static CreateLineSystem(name: string, options: {
  60524. lines: Vector3[][];
  60525. updatable?: boolean;
  60526. instance?: Nullable<LinesMesh>;
  60527. colors?: Nullable<Color4[][]>;
  60528. useVertexAlpha?: boolean;
  60529. }, scene: Nullable<Scene>): LinesMesh;
  60530. /**
  60531. * Creates a line mesh
  60532. * 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
  60533. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60534. * * The parameter `points` is an array successive Vector3
  60535. * * 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
  60536. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60537. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60538. * * When updating an instance, remember that only point positions can change, not the number of points
  60539. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60540. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60541. * @param name defines the name of the new line system
  60542. * @param options defines the options used to create the line system
  60543. * @param scene defines the hosting scene
  60544. * @returns a new line mesh
  60545. */
  60546. static CreateLines(name: string, options: {
  60547. points: Vector3[];
  60548. updatable?: boolean;
  60549. instance?: Nullable<LinesMesh>;
  60550. colors?: Color4[];
  60551. useVertexAlpha?: boolean;
  60552. }, scene?: Nullable<Scene>): LinesMesh;
  60553. /**
  60554. * Creates a dashed line mesh
  60555. * * 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
  60556. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60557. * * The parameter `points` is an array successive Vector3
  60558. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60559. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60560. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60561. * * 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
  60562. * * When updating an instance, remember that only point positions can change, not the number of points
  60563. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60564. * @param name defines the name of the mesh
  60565. * @param options defines the options used to create the mesh
  60566. * @param scene defines the hosting scene
  60567. * @returns the dashed line mesh
  60568. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60569. */
  60570. static CreateDashedLines(name: string, options: {
  60571. points: Vector3[];
  60572. dashSize?: number;
  60573. gapSize?: number;
  60574. dashNb?: number;
  60575. updatable?: boolean;
  60576. instance?: LinesMesh;
  60577. }, scene?: Nullable<Scene>): LinesMesh;
  60578. /**
  60579. * 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.
  60580. * * 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.
  60581. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60582. * * 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.
  60583. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60584. * * 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
  60585. * * 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
  60586. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60587. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60588. * * 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
  60589. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60590. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60591. * @param name defines the name of the mesh
  60592. * @param options defines the options used to create the mesh
  60593. * @param scene defines the hosting scene
  60594. * @returns the extruded shape mesh
  60595. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60596. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60597. */
  60598. static ExtrudeShape(name: string, options: {
  60599. shape: Vector3[];
  60600. path: Vector3[];
  60601. scale?: number;
  60602. rotation?: number;
  60603. cap?: number;
  60604. updatable?: boolean;
  60605. sideOrientation?: number;
  60606. frontUVs?: Vector4;
  60607. backUVs?: Vector4;
  60608. instance?: Mesh;
  60609. invertUV?: boolean;
  60610. }, scene?: Nullable<Scene>): Mesh;
  60611. /**
  60612. * Creates an custom extruded shape mesh.
  60613. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60614. * * 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.
  60615. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60616. * * 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
  60617. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60618. * * 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
  60619. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60620. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60621. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60622. * * 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
  60623. * * 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
  60624. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60625. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60626. * * 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
  60627. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60628. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60629. * @param name defines the name of the mesh
  60630. * @param options defines the options used to create the mesh
  60631. * @param scene defines the hosting scene
  60632. * @returns the custom extruded shape mesh
  60633. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60634. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60635. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60636. */
  60637. static ExtrudeShapeCustom(name: string, options: {
  60638. shape: Vector3[];
  60639. path: Vector3[];
  60640. scaleFunction?: any;
  60641. rotationFunction?: any;
  60642. ribbonCloseArray?: boolean;
  60643. ribbonClosePath?: boolean;
  60644. cap?: number;
  60645. updatable?: boolean;
  60646. sideOrientation?: number;
  60647. frontUVs?: Vector4;
  60648. backUVs?: Vector4;
  60649. instance?: Mesh;
  60650. invertUV?: boolean;
  60651. }, scene?: Nullable<Scene>): Mesh;
  60652. /**
  60653. * Creates lathe mesh.
  60654. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60655. * * 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
  60656. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60657. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60658. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60659. * * 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
  60660. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60661. * * 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
  60662. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60663. * * 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
  60664. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60665. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60666. * @param name defines the name of the mesh
  60667. * @param options defines the options used to create the mesh
  60668. * @param scene defines the hosting scene
  60669. * @returns the lathe mesh
  60670. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60671. */
  60672. static CreateLathe(name: string, options: {
  60673. shape: Vector3[];
  60674. radius?: number;
  60675. tessellation?: number;
  60676. clip?: number;
  60677. arc?: number;
  60678. closed?: boolean;
  60679. updatable?: boolean;
  60680. sideOrientation?: number;
  60681. frontUVs?: Vector4;
  60682. backUVs?: Vector4;
  60683. cap?: number;
  60684. invertUV?: boolean;
  60685. }, scene?: Nullable<Scene>): Mesh;
  60686. /**
  60687. * Creates a tiled plane mesh
  60688. * * You can set a limited pattern arrangement with the tiles
  60689. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60690. * * 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
  60691. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60692. * @param name defines the name of the mesh
  60693. * @param options defines the options used to create the mesh
  60694. * @param scene defines the hosting scene
  60695. * @returns the plane mesh
  60696. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60697. */
  60698. static CreateTiledPlane(name: string, options: {
  60699. pattern?: number;
  60700. tileSize?: number;
  60701. tileWidth?: number;
  60702. tileHeight?: number;
  60703. size?: number;
  60704. width?: number;
  60705. height?: number;
  60706. alignHorizontal?: number;
  60707. alignVertical?: number;
  60708. sideOrientation?: number;
  60709. frontUVs?: Vector4;
  60710. backUVs?: Vector4;
  60711. updatable?: boolean;
  60712. }, scene?: Nullable<Scene>): Mesh;
  60713. /**
  60714. * Creates a plane mesh
  60715. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60716. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60717. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60718. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60719. * * 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
  60720. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60721. * @param name defines the name of the mesh
  60722. * @param options defines the options used to create the mesh
  60723. * @param scene defines the hosting scene
  60724. * @returns the plane mesh
  60725. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60726. */
  60727. static CreatePlane(name: string, options: {
  60728. size?: number;
  60729. width?: number;
  60730. height?: number;
  60731. sideOrientation?: number;
  60732. frontUVs?: Vector4;
  60733. backUVs?: Vector4;
  60734. updatable?: boolean;
  60735. sourcePlane?: Plane;
  60736. }, scene?: Nullable<Scene>): Mesh;
  60737. /**
  60738. * Creates a ground mesh
  60739. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60740. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60741. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60742. * @param name defines the name of the mesh
  60743. * @param options defines the options used to create the mesh
  60744. * @param scene defines the hosting scene
  60745. * @returns the ground mesh
  60746. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60747. */
  60748. static CreateGround(name: string, options: {
  60749. width?: number;
  60750. height?: number;
  60751. subdivisions?: number;
  60752. subdivisionsX?: number;
  60753. subdivisionsY?: number;
  60754. updatable?: boolean;
  60755. }, scene?: Nullable<Scene>): Mesh;
  60756. /**
  60757. * Creates a tiled ground mesh
  60758. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60759. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60760. * * 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
  60761. * * 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
  60762. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60763. * @param name defines the name of the mesh
  60764. * @param options defines the options used to create the mesh
  60765. * @param scene defines the hosting scene
  60766. * @returns the tiled ground mesh
  60767. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60768. */
  60769. static CreateTiledGround(name: string, options: {
  60770. xmin: number;
  60771. zmin: number;
  60772. xmax: number;
  60773. zmax: number;
  60774. subdivisions?: {
  60775. w: number;
  60776. h: number;
  60777. };
  60778. precision?: {
  60779. w: number;
  60780. h: number;
  60781. };
  60782. updatable?: boolean;
  60783. }, scene?: Nullable<Scene>): Mesh;
  60784. /**
  60785. * Creates a ground mesh from a height map
  60786. * * The parameter `url` sets the URL of the height map image resource.
  60787. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60788. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60789. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60790. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60791. * * 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.
  60792. * * 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).
  60793. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60794. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60795. * @param name defines the name of the mesh
  60796. * @param url defines the url to the height map
  60797. * @param options defines the options used to create the mesh
  60798. * @param scene defines the hosting scene
  60799. * @returns the ground mesh
  60800. * @see https://doc.babylonjs.com/babylon101/height_map
  60801. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60802. */
  60803. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60804. width?: number;
  60805. height?: number;
  60806. subdivisions?: number;
  60807. minHeight?: number;
  60808. maxHeight?: number;
  60809. colorFilter?: Color3;
  60810. alphaFilter?: number;
  60811. updatable?: boolean;
  60812. onReady?: (mesh: GroundMesh) => void;
  60813. }, scene?: Nullable<Scene>): GroundMesh;
  60814. /**
  60815. * Creates a polygon mesh
  60816. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60817. * * 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
  60818. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60819. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60820. * * 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)
  60821. * * Remember you can only change the shape positions, not their number when updating a polygon
  60822. * @param name defines the name of the mesh
  60823. * @param options defines the options used to create the mesh
  60824. * @param scene defines the hosting scene
  60825. * @param earcutInjection can be used to inject your own earcut reference
  60826. * @returns the polygon mesh
  60827. */
  60828. static CreatePolygon(name: string, options: {
  60829. shape: Vector3[];
  60830. holes?: Vector3[][];
  60831. depth?: number;
  60832. faceUV?: Vector4[];
  60833. faceColors?: Color4[];
  60834. updatable?: boolean;
  60835. sideOrientation?: number;
  60836. frontUVs?: Vector4;
  60837. backUVs?: Vector4;
  60838. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60839. /**
  60840. * Creates an extruded polygon mesh, with depth in the Y direction.
  60841. * * 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)
  60842. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60843. * @param name defines the name of the mesh
  60844. * @param options defines the options used to create the mesh
  60845. * @param scene defines the hosting scene
  60846. * @param earcutInjection can be used to inject your own earcut reference
  60847. * @returns the polygon mesh
  60848. */
  60849. static ExtrudePolygon(name: string, options: {
  60850. shape: Vector3[];
  60851. holes?: Vector3[][];
  60852. depth?: number;
  60853. faceUV?: Vector4[];
  60854. faceColors?: Color4[];
  60855. updatable?: boolean;
  60856. sideOrientation?: number;
  60857. frontUVs?: Vector4;
  60858. backUVs?: Vector4;
  60859. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60860. /**
  60861. * Creates a tube mesh.
  60862. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60863. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60864. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60865. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60866. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60867. * * 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)
  60868. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60869. * * 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
  60870. * * 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
  60871. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60872. * * 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
  60873. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60875. * @param name defines the name of the mesh
  60876. * @param options defines the options used to create the mesh
  60877. * @param scene defines the hosting scene
  60878. * @returns the tube mesh
  60879. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60880. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60881. */
  60882. static CreateTube(name: string, options: {
  60883. path: Vector3[];
  60884. radius?: number;
  60885. tessellation?: number;
  60886. radiusFunction?: {
  60887. (i: number, distance: number): number;
  60888. };
  60889. cap?: number;
  60890. arc?: number;
  60891. updatable?: boolean;
  60892. sideOrientation?: number;
  60893. frontUVs?: Vector4;
  60894. backUVs?: Vector4;
  60895. instance?: Mesh;
  60896. invertUV?: boolean;
  60897. }, scene?: Nullable<Scene>): Mesh;
  60898. /**
  60899. * Creates a polyhedron mesh
  60900. * * 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
  60901. * * The parameter `size` (positive float, default 1) sets the polygon size
  60902. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60903. * * 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`
  60904. * * 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
  60905. * * 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)`)
  60906. * * 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
  60907. * * 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
  60908. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60909. * * 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
  60910. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60911. * @param name defines the name of the mesh
  60912. * @param options defines the options used to create the mesh
  60913. * @param scene defines the hosting scene
  60914. * @returns the polyhedron mesh
  60915. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60916. */
  60917. static CreatePolyhedron(name: string, options: {
  60918. type?: number;
  60919. size?: number;
  60920. sizeX?: number;
  60921. sizeY?: number;
  60922. sizeZ?: number;
  60923. custom?: any;
  60924. faceUV?: Vector4[];
  60925. faceColors?: Color4[];
  60926. flat?: boolean;
  60927. updatable?: boolean;
  60928. sideOrientation?: number;
  60929. frontUVs?: Vector4;
  60930. backUVs?: Vector4;
  60931. }, scene?: Nullable<Scene>): Mesh;
  60932. /**
  60933. * Creates a decal mesh.
  60934. * 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
  60935. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60936. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60937. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60938. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60939. * @param name defines the name of the mesh
  60940. * @param sourceMesh defines the mesh where the decal must be applied
  60941. * @param options defines the options used to create the mesh
  60942. * @param scene defines the hosting scene
  60943. * @returns the decal mesh
  60944. * @see https://doc.babylonjs.com/how_to/decals
  60945. */
  60946. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60947. position?: Vector3;
  60948. normal?: Vector3;
  60949. size?: Vector3;
  60950. angle?: number;
  60951. }): Mesh;
  60952. }
  60953. }
  60954. declare module "babylonjs/Meshes/meshSimplification" {
  60955. import { Mesh } from "babylonjs/Meshes/mesh";
  60956. /**
  60957. * A simplifier interface for future simplification implementations
  60958. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60959. */
  60960. export interface ISimplifier {
  60961. /**
  60962. * Simplification of a given mesh according to the given settings.
  60963. * Since this requires computation, it is assumed that the function runs async.
  60964. * @param settings The settings of the simplification, including quality and distance
  60965. * @param successCallback A callback that will be called after the mesh was simplified.
  60966. * @param errorCallback in case of an error, this callback will be called. optional.
  60967. */
  60968. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  60969. }
  60970. /**
  60971. * Expected simplification settings.
  60972. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  60973. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60974. */
  60975. export interface ISimplificationSettings {
  60976. /**
  60977. * Gets or sets the expected quality
  60978. */
  60979. quality: number;
  60980. /**
  60981. * Gets or sets the distance when this optimized version should be used
  60982. */
  60983. distance: number;
  60984. /**
  60985. * Gets an already optimized mesh
  60986. */
  60987. optimizeMesh?: boolean;
  60988. }
  60989. /**
  60990. * Class used to specify simplification options
  60991. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60992. */
  60993. export class SimplificationSettings implements ISimplificationSettings {
  60994. /** expected quality */
  60995. quality: number;
  60996. /** distance when this optimized version should be used */
  60997. distance: number;
  60998. /** already optimized mesh */
  60999. optimizeMesh?: boolean | undefined;
  61000. /**
  61001. * Creates a SimplificationSettings
  61002. * @param quality expected quality
  61003. * @param distance distance when this optimized version should be used
  61004. * @param optimizeMesh already optimized mesh
  61005. */
  61006. constructor(
  61007. /** expected quality */
  61008. quality: number,
  61009. /** distance when this optimized version should be used */
  61010. distance: number,
  61011. /** already optimized mesh */
  61012. optimizeMesh?: boolean | undefined);
  61013. }
  61014. /**
  61015. * Interface used to define a simplification task
  61016. */
  61017. export interface ISimplificationTask {
  61018. /**
  61019. * Array of settings
  61020. */
  61021. settings: Array<ISimplificationSettings>;
  61022. /**
  61023. * Simplification type
  61024. */
  61025. simplificationType: SimplificationType;
  61026. /**
  61027. * Mesh to simplify
  61028. */
  61029. mesh: Mesh;
  61030. /**
  61031. * Callback called on success
  61032. */
  61033. successCallback?: () => void;
  61034. /**
  61035. * Defines if parallel processing can be used
  61036. */
  61037. parallelProcessing: boolean;
  61038. }
  61039. /**
  61040. * Queue used to order the simplification tasks
  61041. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61042. */
  61043. export class SimplificationQueue {
  61044. private _simplificationArray;
  61045. /**
  61046. * Gets a boolean indicating that the process is still running
  61047. */
  61048. running: boolean;
  61049. /**
  61050. * Creates a new queue
  61051. */
  61052. constructor();
  61053. /**
  61054. * Adds a new simplification task
  61055. * @param task defines a task to add
  61056. */
  61057. addTask(task: ISimplificationTask): void;
  61058. /**
  61059. * Execute next task
  61060. */
  61061. executeNext(): void;
  61062. /**
  61063. * Execute a simplification task
  61064. * @param task defines the task to run
  61065. */
  61066. runSimplification(task: ISimplificationTask): void;
  61067. private getSimplifier;
  61068. }
  61069. /**
  61070. * The implemented types of simplification
  61071. * At the moment only Quadratic Error Decimation is implemented
  61072. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61073. */
  61074. export enum SimplificationType {
  61075. /** Quadratic error decimation */
  61076. QUADRATIC = 0
  61077. }
  61078. }
  61079. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  61080. import { Scene } from "babylonjs/scene";
  61081. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  61082. import { ISceneComponent } from "babylonjs/sceneComponent";
  61083. module "babylonjs/scene" {
  61084. interface Scene {
  61085. /** @hidden (Backing field) */
  61086. _simplificationQueue: SimplificationQueue;
  61087. /**
  61088. * Gets or sets the simplification queue attached to the scene
  61089. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61090. */
  61091. simplificationQueue: SimplificationQueue;
  61092. }
  61093. }
  61094. module "babylonjs/Meshes/mesh" {
  61095. interface Mesh {
  61096. /**
  61097. * Simplify the mesh according to the given array of settings.
  61098. * Function will return immediately and will simplify async
  61099. * @param settings a collection of simplification settings
  61100. * @param parallelProcessing should all levels calculate parallel or one after the other
  61101. * @param simplificationType the type of simplification to run
  61102. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  61103. * @returns the current mesh
  61104. */
  61105. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  61106. }
  61107. }
  61108. /**
  61109. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  61110. * created in a scene
  61111. */
  61112. export class SimplicationQueueSceneComponent implements ISceneComponent {
  61113. /**
  61114. * The component name helpfull to identify the component in the list of scene components.
  61115. */
  61116. readonly name: string;
  61117. /**
  61118. * The scene the component belongs to.
  61119. */
  61120. scene: Scene;
  61121. /**
  61122. * Creates a new instance of the component for the given scene
  61123. * @param scene Defines the scene to register the component in
  61124. */
  61125. constructor(scene: Scene);
  61126. /**
  61127. * Registers the component in a given scene
  61128. */
  61129. register(): void;
  61130. /**
  61131. * Rebuilds the elements related to this component in case of
  61132. * context lost for instance.
  61133. */
  61134. rebuild(): void;
  61135. /**
  61136. * Disposes the component and the associated ressources
  61137. */
  61138. dispose(): void;
  61139. private _beforeCameraUpdate;
  61140. }
  61141. }
  61142. declare module "babylonjs/Meshes/Builders/index" {
  61143. export * from "babylonjs/Meshes/Builders/boxBuilder";
  61144. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  61145. export * from "babylonjs/Meshes/Builders/discBuilder";
  61146. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  61147. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  61148. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  61149. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  61150. export * from "babylonjs/Meshes/Builders/torusBuilder";
  61151. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  61152. export * from "babylonjs/Meshes/Builders/linesBuilder";
  61153. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  61154. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  61155. export * from "babylonjs/Meshes/Builders/latheBuilder";
  61156. export * from "babylonjs/Meshes/Builders/planeBuilder";
  61157. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  61158. export * from "babylonjs/Meshes/Builders/groundBuilder";
  61159. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  61160. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  61161. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  61162. export * from "babylonjs/Meshes/Builders/decalBuilder";
  61163. }
  61164. declare module "babylonjs/Meshes/index" {
  61165. export * from "babylonjs/Meshes/abstractMesh";
  61166. export * from "babylonjs/Meshes/buffer";
  61167. export * from "babylonjs/Meshes/Compression/index";
  61168. export * from "babylonjs/Meshes/csg";
  61169. export * from "babylonjs/Meshes/geometry";
  61170. export * from "babylonjs/Meshes/groundMesh";
  61171. export * from "babylonjs/Meshes/trailMesh";
  61172. export * from "babylonjs/Meshes/instancedMesh";
  61173. export * from "babylonjs/Meshes/linesMesh";
  61174. export * from "babylonjs/Meshes/mesh";
  61175. export * from "babylonjs/Meshes/mesh.vertexData";
  61176. export * from "babylonjs/Meshes/meshBuilder";
  61177. export * from "babylonjs/Meshes/meshSimplification";
  61178. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  61179. export * from "babylonjs/Meshes/polygonMesh";
  61180. export * from "babylonjs/Meshes/subMesh";
  61181. export * from "babylonjs/Meshes/meshLODLevel";
  61182. export * from "babylonjs/Meshes/transformNode";
  61183. export * from "babylonjs/Meshes/Builders/index";
  61184. export * from "babylonjs/Meshes/dataBuffer";
  61185. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  61186. }
  61187. declare module "babylonjs/Morph/index" {
  61188. export * from "babylonjs/Morph/morphTarget";
  61189. export * from "babylonjs/Morph/morphTargetManager";
  61190. }
  61191. declare module "babylonjs/Navigation/INavigationEngine" {
  61192. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61193. import { Vector3 } from "babylonjs/Maths/math";
  61194. import { Mesh } from "babylonjs/Meshes/mesh";
  61195. import { Scene } from "babylonjs/scene";
  61196. /**
  61197. * Navigation plugin interface to add navigation constrained by a navigation mesh
  61198. */
  61199. export interface INavigationEnginePlugin {
  61200. /**
  61201. * plugin name
  61202. */
  61203. name: string;
  61204. /**
  61205. * Creates a navigation mesh
  61206. * @param meshes array of all the geometry used to compute the navigatio mesh
  61207. * @param parameters bunch of parameters used to filter geometry
  61208. */
  61209. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61210. /**
  61211. * Create a navigation mesh debug mesh
  61212. * @param scene is where the mesh will be added
  61213. * @returns debug display mesh
  61214. */
  61215. createDebugNavMesh(scene: Scene): Mesh;
  61216. /**
  61217. * Get a navigation mesh constrained position, closest to the parameter position
  61218. * @param position world position
  61219. * @returns the closest point to position constrained by the navigation mesh
  61220. */
  61221. getClosestPoint(position: Vector3): Vector3;
  61222. /**
  61223. * Get a navigation mesh constrained position, within a particular radius
  61224. * @param position world position
  61225. * @param maxRadius the maximum distance to the constrained world position
  61226. * @returns the closest point to position constrained by the navigation mesh
  61227. */
  61228. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61229. /**
  61230. * Compute the final position from a segment made of destination-position
  61231. * @param position world position
  61232. * @param destination world position
  61233. * @returns the resulting point along the navmesh
  61234. */
  61235. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61236. /**
  61237. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61238. * @param start world position
  61239. * @param end world position
  61240. * @returns array containing world position composing the path
  61241. */
  61242. computePath(start: Vector3, end: Vector3): Vector3[];
  61243. /**
  61244. * If this plugin is supported
  61245. * @returns true if plugin is supported
  61246. */
  61247. isSupported(): boolean;
  61248. /**
  61249. * Create a new Crowd so you can add agents
  61250. * @param maxAgents the maximum agent count in the crowd
  61251. * @param maxAgentRadius the maximum radius an agent can have
  61252. * @param scene to attach the crowd to
  61253. * @returns the crowd you can add agents to
  61254. */
  61255. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61256. /**
  61257. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61258. * The queries will try to find a solution within those bounds
  61259. * default is (1,1,1)
  61260. * @param extent x,y,z value that define the extent around the queries point of reference
  61261. */
  61262. setDefaultQueryExtent(extent: Vector3): void;
  61263. /**
  61264. * Get the Bounding box extent specified by setDefaultQueryExtent
  61265. * @returns the box extent values
  61266. */
  61267. getDefaultQueryExtent(): Vector3;
  61268. /**
  61269. * Release all resources
  61270. */
  61271. dispose(): void;
  61272. }
  61273. /**
  61274. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  61275. */
  61276. export interface ICrowd {
  61277. /**
  61278. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61279. * You can attach anything to that node. The node position is updated in the scene update tick.
  61280. * @param pos world position that will be constrained by the navigation mesh
  61281. * @param parameters agent parameters
  61282. * @param transform hooked to the agent that will be update by the scene
  61283. * @returns agent index
  61284. */
  61285. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61286. /**
  61287. * Returns the agent position in world space
  61288. * @param index agent index returned by addAgent
  61289. * @returns world space position
  61290. */
  61291. getAgentPosition(index: number): Vector3;
  61292. /**
  61293. * Gets the agent velocity in world space
  61294. * @param index agent index returned by addAgent
  61295. * @returns world space velocity
  61296. */
  61297. getAgentVelocity(index: number): Vector3;
  61298. /**
  61299. * remove a particular agent previously created
  61300. * @param index agent index returned by addAgent
  61301. */
  61302. removeAgent(index: number): void;
  61303. /**
  61304. * get the list of all agents attached to this crowd
  61305. * @returns list of agent indices
  61306. */
  61307. getAgents(): number[];
  61308. /**
  61309. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61310. * @param deltaTime in seconds
  61311. */
  61312. update(deltaTime: number): void;
  61313. /**
  61314. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61315. * @param index agent index returned by addAgent
  61316. * @param destination targeted world position
  61317. */
  61318. agentGoto(index: number, destination: Vector3): void;
  61319. /**
  61320. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61321. * The queries will try to find a solution within those bounds
  61322. * default is (1,1,1)
  61323. * @param extent x,y,z value that define the extent around the queries point of reference
  61324. */
  61325. setDefaultQueryExtent(extent: Vector3): void;
  61326. /**
  61327. * Get the Bounding box extent specified by setDefaultQueryExtent
  61328. * @returns the box extent values
  61329. */
  61330. getDefaultQueryExtent(): Vector3;
  61331. /**
  61332. * Release all resources
  61333. */
  61334. dispose(): void;
  61335. }
  61336. /**
  61337. * Configures an agent
  61338. */
  61339. export interface IAgentParameters {
  61340. /**
  61341. * Agent radius. [Limit: >= 0]
  61342. */
  61343. radius: number;
  61344. /**
  61345. * Agent height. [Limit: > 0]
  61346. */
  61347. height: number;
  61348. /**
  61349. * Maximum allowed acceleration. [Limit: >= 0]
  61350. */
  61351. maxAcceleration: number;
  61352. /**
  61353. * Maximum allowed speed. [Limit: >= 0]
  61354. */
  61355. maxSpeed: number;
  61356. /**
  61357. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  61358. */
  61359. collisionQueryRange: number;
  61360. /**
  61361. * The path visibility optimization range. [Limit: > 0]
  61362. */
  61363. pathOptimizationRange: number;
  61364. /**
  61365. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  61366. */
  61367. separationWeight: number;
  61368. }
  61369. /**
  61370. * Configures the navigation mesh creation
  61371. */
  61372. export interface INavMeshParameters {
  61373. /**
  61374. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  61375. */
  61376. cs: number;
  61377. /**
  61378. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  61379. */
  61380. ch: number;
  61381. /**
  61382. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  61383. */
  61384. walkableSlopeAngle: number;
  61385. /**
  61386. * Minimum floor to 'ceiling' height that will still allow the floor area to
  61387. * be considered walkable. [Limit: >= 3] [Units: vx]
  61388. */
  61389. walkableHeight: number;
  61390. /**
  61391. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  61392. */
  61393. walkableClimb: number;
  61394. /**
  61395. * The distance to erode/shrink the walkable area of the heightfield away from
  61396. * obstructions. [Limit: >=0] [Units: vx]
  61397. */
  61398. walkableRadius: number;
  61399. /**
  61400. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  61401. */
  61402. maxEdgeLen: number;
  61403. /**
  61404. * The maximum distance a simplfied contour's border edges should deviate
  61405. * the original raw contour. [Limit: >=0] [Units: vx]
  61406. */
  61407. maxSimplificationError: number;
  61408. /**
  61409. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  61410. */
  61411. minRegionArea: number;
  61412. /**
  61413. * Any regions with a span count smaller than this value will, if possible,
  61414. * be merged with larger regions. [Limit: >=0] [Units: vx]
  61415. */
  61416. mergeRegionArea: number;
  61417. /**
  61418. * The maximum number of vertices allowed for polygons generated during the
  61419. * contour to polygon conversion process. [Limit: >= 3]
  61420. */
  61421. maxVertsPerPoly: number;
  61422. /**
  61423. * Sets the sampling distance to use when generating the detail mesh.
  61424. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  61425. */
  61426. detailSampleDist: number;
  61427. /**
  61428. * The maximum distance the detail mesh surface should deviate from heightfield
  61429. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  61430. */
  61431. detailSampleMaxError: number;
  61432. }
  61433. }
  61434. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  61435. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  61436. import { Mesh } from "babylonjs/Meshes/mesh";
  61437. import { Scene } from "babylonjs/scene";
  61438. import { Vector3 } from "babylonjs/Maths/math";
  61439. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61440. /**
  61441. * RecastJS navigation plugin
  61442. */
  61443. export class RecastJSPlugin implements INavigationEnginePlugin {
  61444. /**
  61445. * Reference to the Recast library
  61446. */
  61447. bjsRECAST: any;
  61448. /**
  61449. * plugin name
  61450. */
  61451. name: string;
  61452. /**
  61453. * the first navmesh created. We might extend this to support multiple navmeshes
  61454. */
  61455. navMesh: any;
  61456. /**
  61457. * Initializes the recastJS plugin
  61458. * @param recastInjection can be used to inject your own recast reference
  61459. */
  61460. constructor(recastInjection?: any);
  61461. /**
  61462. * Creates a navigation mesh
  61463. * @param meshes array of all the geometry used to compute the navigatio mesh
  61464. * @param parameters bunch of parameters used to filter geometry
  61465. */
  61466. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61467. /**
  61468. * Create a navigation mesh debug mesh
  61469. * @param scene is where the mesh will be added
  61470. * @returns debug display mesh
  61471. */
  61472. createDebugNavMesh(scene: Scene): Mesh;
  61473. /**
  61474. * Get a navigation mesh constrained position, closest to the parameter position
  61475. * @param position world position
  61476. * @returns the closest point to position constrained by the navigation mesh
  61477. */
  61478. getClosestPoint(position: Vector3): Vector3;
  61479. /**
  61480. * Get a navigation mesh constrained position, within a particular radius
  61481. * @param position world position
  61482. * @param maxRadius the maximum distance to the constrained world position
  61483. * @returns the closest point to position constrained by the navigation mesh
  61484. */
  61485. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61486. /**
  61487. * Compute the final position from a segment made of destination-position
  61488. * @param position world position
  61489. * @param destination world position
  61490. * @returns the resulting point along the navmesh
  61491. */
  61492. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61493. /**
  61494. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61495. * @param start world position
  61496. * @param end world position
  61497. * @returns array containing world position composing the path
  61498. */
  61499. computePath(start: Vector3, end: Vector3): Vector3[];
  61500. /**
  61501. * Create a new Crowd so you can add agents
  61502. * @param maxAgents the maximum agent count in the crowd
  61503. * @param maxAgentRadius the maximum radius an agent can have
  61504. * @param scene to attach the crowd to
  61505. * @returns the crowd you can add agents to
  61506. */
  61507. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  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. * Disposes
  61522. */
  61523. dispose(): void;
  61524. /**
  61525. * If this plugin is supported
  61526. * @returns true if plugin is supported
  61527. */
  61528. isSupported(): boolean;
  61529. }
  61530. /**
  61531. * Recast detour crowd implementation
  61532. */
  61533. export class RecastJSCrowd implements ICrowd {
  61534. /**
  61535. * Recast/detour plugin
  61536. */
  61537. bjsRECASTPlugin: RecastJSPlugin;
  61538. /**
  61539. * Link to the detour crowd
  61540. */
  61541. recastCrowd: any;
  61542. /**
  61543. * One transform per agent
  61544. */
  61545. transforms: TransformNode[];
  61546. /**
  61547. * All agents created
  61548. */
  61549. agents: number[];
  61550. /**
  61551. * Link to the scene is kept to unregister the crowd from the scene
  61552. */
  61553. private _scene;
  61554. /**
  61555. * Observer for crowd updates
  61556. */
  61557. private _onBeforeAnimationsObserver;
  61558. /**
  61559. * Constructor
  61560. * @param plugin recastJS plugin
  61561. * @param maxAgents the maximum agent count in the crowd
  61562. * @param maxAgentRadius the maximum radius an agent can have
  61563. * @param scene to attach the crowd to
  61564. * @returns the crowd you can add agents to
  61565. */
  61566. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61567. /**
  61568. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61569. * You can attach anything to that node. The node position is updated in the scene update tick.
  61570. * @param pos world position that will be constrained by the navigation mesh
  61571. * @param parameters agent parameters
  61572. * @param transform hooked to the agent that will be update by the scene
  61573. * @returns agent index
  61574. */
  61575. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61576. /**
  61577. * Returns the agent position in world space
  61578. * @param index agent index returned by addAgent
  61579. * @returns world space position
  61580. */
  61581. getAgentPosition(index: number): Vector3;
  61582. /**
  61583. * Returns the agent velocity in world space
  61584. * @param index agent index returned by addAgent
  61585. * @returns world space velocity
  61586. */
  61587. getAgentVelocity(index: number): Vector3;
  61588. /**
  61589. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61590. * @param index agent index returned by addAgent
  61591. * @param destination targeted world position
  61592. */
  61593. agentGoto(index: number, destination: Vector3): void;
  61594. /**
  61595. * remove a particular agent previously created
  61596. * @param index agent index returned by addAgent
  61597. */
  61598. removeAgent(index: number): void;
  61599. /**
  61600. * get the list of all agents attached to this crowd
  61601. * @returns list of agent indices
  61602. */
  61603. getAgents(): number[];
  61604. /**
  61605. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61606. * @param deltaTime in seconds
  61607. */
  61608. update(deltaTime: number): void;
  61609. /**
  61610. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61611. * The queries will try to find a solution within those bounds
  61612. * default is (1,1,1)
  61613. * @param extent x,y,z value that define the extent around the queries point of reference
  61614. */
  61615. setDefaultQueryExtent(extent: Vector3): void;
  61616. /**
  61617. * Get the Bounding box extent specified by setDefaultQueryExtent
  61618. * @returns the box extent values
  61619. */
  61620. getDefaultQueryExtent(): Vector3;
  61621. /**
  61622. * Release all resources
  61623. */
  61624. dispose(): void;
  61625. }
  61626. }
  61627. declare module "babylonjs/Navigation/Plugins/index" {
  61628. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61629. }
  61630. declare module "babylonjs/Navigation/index" {
  61631. export * from "babylonjs/Navigation/INavigationEngine";
  61632. export * from "babylonjs/Navigation/Plugins/index";
  61633. }
  61634. declare module "babylonjs/Offline/database" {
  61635. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61636. /**
  61637. * Class used to enable access to IndexedDB
  61638. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61639. */
  61640. export class Database implements IOfflineProvider {
  61641. private _callbackManifestChecked;
  61642. private _currentSceneUrl;
  61643. private _db;
  61644. private _enableSceneOffline;
  61645. private _enableTexturesOffline;
  61646. private _manifestVersionFound;
  61647. private _mustUpdateRessources;
  61648. private _hasReachedQuota;
  61649. private _isSupported;
  61650. private _idbFactory;
  61651. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61652. private static IsUASupportingBlobStorage;
  61653. /**
  61654. * Gets a boolean indicating if Database storate is enabled (off by default)
  61655. */
  61656. static IDBStorageEnabled: boolean;
  61657. /**
  61658. * Gets a boolean indicating if scene must be saved in the database
  61659. */
  61660. readonly enableSceneOffline: boolean;
  61661. /**
  61662. * Gets a boolean indicating if textures must be saved in the database
  61663. */
  61664. readonly enableTexturesOffline: boolean;
  61665. /**
  61666. * Creates a new Database
  61667. * @param urlToScene defines the url to load the scene
  61668. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61669. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61670. */
  61671. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61672. private static _ParseURL;
  61673. private static _ReturnFullUrlLocation;
  61674. private _checkManifestFile;
  61675. /**
  61676. * Open the database and make it available
  61677. * @param successCallback defines the callback to call on success
  61678. * @param errorCallback defines the callback to call on error
  61679. */
  61680. open(successCallback: () => void, errorCallback: () => void): void;
  61681. /**
  61682. * Loads an image from the database
  61683. * @param url defines the url to load from
  61684. * @param image defines the target DOM image
  61685. */
  61686. loadImage(url: string, image: HTMLImageElement): void;
  61687. private _loadImageFromDBAsync;
  61688. private _saveImageIntoDBAsync;
  61689. private _checkVersionFromDB;
  61690. private _loadVersionFromDBAsync;
  61691. private _saveVersionIntoDBAsync;
  61692. /**
  61693. * Loads a file from database
  61694. * @param url defines the URL to load from
  61695. * @param sceneLoaded defines a callback to call on success
  61696. * @param progressCallBack defines a callback to call when progress changed
  61697. * @param errorCallback defines a callback to call on error
  61698. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61699. */
  61700. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61701. private _loadFileAsync;
  61702. private _saveFileAsync;
  61703. /**
  61704. * Validates if xhr data is correct
  61705. * @param xhr defines the request to validate
  61706. * @param dataType defines the expected data type
  61707. * @returns true if data is correct
  61708. */
  61709. private static _ValidateXHRData;
  61710. }
  61711. }
  61712. declare module "babylonjs/Offline/index" {
  61713. export * from "babylonjs/Offline/database";
  61714. export * from "babylonjs/Offline/IOfflineProvider";
  61715. }
  61716. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61717. /** @hidden */
  61718. export var gpuUpdateParticlesPixelShader: {
  61719. name: string;
  61720. shader: string;
  61721. };
  61722. }
  61723. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61724. /** @hidden */
  61725. export var gpuUpdateParticlesVertexShader: {
  61726. name: string;
  61727. shader: string;
  61728. };
  61729. }
  61730. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61731. /** @hidden */
  61732. export var clipPlaneFragmentDeclaration2: {
  61733. name: string;
  61734. shader: string;
  61735. };
  61736. }
  61737. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61738. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61739. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61740. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61741. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61742. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61743. /** @hidden */
  61744. export var gpuRenderParticlesPixelShader: {
  61745. name: string;
  61746. shader: string;
  61747. };
  61748. }
  61749. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61750. /** @hidden */
  61751. export var clipPlaneVertexDeclaration2: {
  61752. name: string;
  61753. shader: string;
  61754. };
  61755. }
  61756. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61757. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61758. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61759. /** @hidden */
  61760. export var gpuRenderParticlesVertexShader: {
  61761. name: string;
  61762. shader: string;
  61763. };
  61764. }
  61765. declare module "babylonjs/Particles/gpuParticleSystem" {
  61766. import { Nullable } from "babylonjs/types";
  61767. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61768. import { Observable } from "babylonjs/Misc/observable";
  61769. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61770. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61771. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61772. import { Scene, IDisposable } from "babylonjs/scene";
  61773. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61774. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61775. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61776. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61777. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61778. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61779. /**
  61780. * This represents a GPU particle system in Babylon
  61781. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61782. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61783. */
  61784. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61785. /**
  61786. * The layer mask we are rendering the particles through.
  61787. */
  61788. layerMask: number;
  61789. private _capacity;
  61790. private _activeCount;
  61791. private _currentActiveCount;
  61792. private _accumulatedCount;
  61793. private _renderEffect;
  61794. private _updateEffect;
  61795. private _buffer0;
  61796. private _buffer1;
  61797. private _spriteBuffer;
  61798. private _updateVAO;
  61799. private _renderVAO;
  61800. private _targetIndex;
  61801. private _sourceBuffer;
  61802. private _targetBuffer;
  61803. private _engine;
  61804. private _currentRenderId;
  61805. private _started;
  61806. private _stopped;
  61807. private _timeDelta;
  61808. private _randomTexture;
  61809. private _randomTexture2;
  61810. private _attributesStrideSize;
  61811. private _updateEffectOptions;
  61812. private _randomTextureSize;
  61813. private _actualFrame;
  61814. private readonly _rawTextureWidth;
  61815. /**
  61816. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61817. */
  61818. static readonly IsSupported: boolean;
  61819. /**
  61820. * An event triggered when the system is disposed.
  61821. */
  61822. onDisposeObservable: Observable<GPUParticleSystem>;
  61823. /**
  61824. * Gets the maximum number of particles active at the same time.
  61825. * @returns The max number of active particles.
  61826. */
  61827. getCapacity(): number;
  61828. /**
  61829. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61830. * to override the particles.
  61831. */
  61832. forceDepthWrite: boolean;
  61833. /**
  61834. * Gets or set the number of active particles
  61835. */
  61836. activeParticleCount: number;
  61837. private _preWarmDone;
  61838. /**
  61839. * Is this system ready to be used/rendered
  61840. * @return true if the system is ready
  61841. */
  61842. isReady(): boolean;
  61843. /**
  61844. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61845. * @returns True if it has been started, otherwise false.
  61846. */
  61847. isStarted(): boolean;
  61848. /**
  61849. * Starts the particle system and begins to emit
  61850. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61851. */
  61852. start(delay?: number): void;
  61853. /**
  61854. * Stops the particle system.
  61855. */
  61856. stop(): void;
  61857. /**
  61858. * Remove all active particles
  61859. */
  61860. reset(): void;
  61861. /**
  61862. * Returns the string "GPUParticleSystem"
  61863. * @returns a string containing the class name
  61864. */
  61865. getClassName(): string;
  61866. private _colorGradientsTexture;
  61867. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61868. /**
  61869. * Adds a new color gradient
  61870. * @param gradient defines the gradient to use (between 0 and 1)
  61871. * @param color1 defines the color to affect to the specified gradient
  61872. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61873. * @returns the current particle system
  61874. */
  61875. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61876. /**
  61877. * Remove a specific color gradient
  61878. * @param gradient defines the gradient to remove
  61879. * @returns the current particle system
  61880. */
  61881. removeColorGradient(gradient: number): GPUParticleSystem;
  61882. private _angularSpeedGradientsTexture;
  61883. private _sizeGradientsTexture;
  61884. private _velocityGradientsTexture;
  61885. private _limitVelocityGradientsTexture;
  61886. private _dragGradientsTexture;
  61887. private _addFactorGradient;
  61888. /**
  61889. * Adds a new size gradient
  61890. * @param gradient defines the gradient to use (between 0 and 1)
  61891. * @param factor defines the size factor to affect to the specified gradient
  61892. * @returns the current particle system
  61893. */
  61894. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61895. /**
  61896. * Remove a specific size gradient
  61897. * @param gradient defines the gradient to remove
  61898. * @returns the current particle system
  61899. */
  61900. removeSizeGradient(gradient: number): GPUParticleSystem;
  61901. /**
  61902. * Adds a new angular speed gradient
  61903. * @param gradient defines the gradient to use (between 0 and 1)
  61904. * @param factor defines the angular speed to affect to the specified gradient
  61905. * @returns the current particle system
  61906. */
  61907. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61908. /**
  61909. * Remove a specific angular speed gradient
  61910. * @param gradient defines the gradient to remove
  61911. * @returns the current particle system
  61912. */
  61913. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61914. /**
  61915. * Adds a new velocity gradient
  61916. * @param gradient defines the gradient to use (between 0 and 1)
  61917. * @param factor defines the velocity to affect to the specified gradient
  61918. * @returns the current particle system
  61919. */
  61920. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61921. /**
  61922. * Remove a specific velocity gradient
  61923. * @param gradient defines the gradient to remove
  61924. * @returns the current particle system
  61925. */
  61926. removeVelocityGradient(gradient: number): GPUParticleSystem;
  61927. /**
  61928. * Adds a new limit velocity gradient
  61929. * @param gradient defines the gradient to use (between 0 and 1)
  61930. * @param factor defines the limit velocity value to affect to the specified gradient
  61931. * @returns the current particle system
  61932. */
  61933. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61934. /**
  61935. * Remove a specific limit velocity gradient
  61936. * @param gradient defines the gradient to remove
  61937. * @returns the current particle system
  61938. */
  61939. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  61940. /**
  61941. * Adds a new drag gradient
  61942. * @param gradient defines the gradient to use (between 0 and 1)
  61943. * @param factor defines the drag value to affect to the specified gradient
  61944. * @returns the current particle system
  61945. */
  61946. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  61947. /**
  61948. * Remove a specific drag gradient
  61949. * @param gradient defines the gradient to remove
  61950. * @returns the current particle system
  61951. */
  61952. removeDragGradient(gradient: number): GPUParticleSystem;
  61953. /**
  61954. * Not supported by GPUParticleSystem
  61955. * @param gradient defines the gradient to use (between 0 and 1)
  61956. * @param factor defines the emit rate value to affect to the specified gradient
  61957. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61958. * @returns the current particle system
  61959. */
  61960. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61961. /**
  61962. * Not supported by GPUParticleSystem
  61963. * @param gradient defines the gradient to remove
  61964. * @returns the current particle system
  61965. */
  61966. removeEmitRateGradient(gradient: number): IParticleSystem;
  61967. /**
  61968. * Not supported by GPUParticleSystem
  61969. * @param gradient defines the gradient to use (between 0 and 1)
  61970. * @param factor defines the start size value to affect to the specified gradient
  61971. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61972. * @returns the current particle system
  61973. */
  61974. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61975. /**
  61976. * Not supported by GPUParticleSystem
  61977. * @param gradient defines the gradient to remove
  61978. * @returns the current particle system
  61979. */
  61980. removeStartSizeGradient(gradient: number): IParticleSystem;
  61981. /**
  61982. * Not supported by GPUParticleSystem
  61983. * @param gradient defines the gradient to use (between 0 and 1)
  61984. * @param min defines the color remap minimal range
  61985. * @param max defines the color remap maximal range
  61986. * @returns the current particle system
  61987. */
  61988. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61989. /**
  61990. * Not supported by GPUParticleSystem
  61991. * @param gradient defines the gradient to remove
  61992. * @returns the current particle system
  61993. */
  61994. removeColorRemapGradient(): IParticleSystem;
  61995. /**
  61996. * Not supported by GPUParticleSystem
  61997. * @param gradient defines the gradient to use (between 0 and 1)
  61998. * @param min defines the alpha remap minimal range
  61999. * @param max defines the alpha remap maximal range
  62000. * @returns the current particle system
  62001. */
  62002. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62003. /**
  62004. * Not supported by GPUParticleSystem
  62005. * @param gradient defines the gradient to remove
  62006. * @returns the current particle system
  62007. */
  62008. removeAlphaRemapGradient(): IParticleSystem;
  62009. /**
  62010. * Not supported by GPUParticleSystem
  62011. * @param gradient defines the gradient to use (between 0 and 1)
  62012. * @param color defines the color to affect to the specified gradient
  62013. * @returns the current particle system
  62014. */
  62015. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  62016. /**
  62017. * Not supported by GPUParticleSystem
  62018. * @param gradient defines the gradient to remove
  62019. * @returns the current particle system
  62020. */
  62021. removeRampGradient(): IParticleSystem;
  62022. /**
  62023. * Not supported by GPUParticleSystem
  62024. * @returns the list of ramp gradients
  62025. */
  62026. getRampGradients(): Nullable<Array<Color3Gradient>>;
  62027. /**
  62028. * Not supported by GPUParticleSystem
  62029. * Gets or sets a boolean indicating that ramp gradients must be used
  62030. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  62031. */
  62032. useRampGradients: boolean;
  62033. /**
  62034. * Not supported by GPUParticleSystem
  62035. * @param gradient defines the gradient to use (between 0 and 1)
  62036. * @param factor defines the life time factor to affect to the specified gradient
  62037. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62038. * @returns the current particle system
  62039. */
  62040. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62041. /**
  62042. * Not supported by GPUParticleSystem
  62043. * @param gradient defines the gradient to remove
  62044. * @returns the current particle system
  62045. */
  62046. removeLifeTimeGradient(gradient: number): IParticleSystem;
  62047. /**
  62048. * Instantiates a GPU particle system.
  62049. * 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.
  62050. * @param name The name of the particle system
  62051. * @param options The options used to create the system
  62052. * @param scene The scene the particle system belongs to
  62053. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  62054. */
  62055. constructor(name: string, options: Partial<{
  62056. capacity: number;
  62057. randomTextureSize: number;
  62058. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  62059. protected _reset(): void;
  62060. private _createUpdateVAO;
  62061. private _createRenderVAO;
  62062. private _initialize;
  62063. /** @hidden */
  62064. _recreateUpdateEffect(): void;
  62065. /** @hidden */
  62066. _recreateRenderEffect(): void;
  62067. /**
  62068. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62069. * @param preWarm defines if we are in the pre-warmimg phase
  62070. */
  62071. animate(preWarm?: boolean): void;
  62072. private _createFactorGradientTexture;
  62073. private _createSizeGradientTexture;
  62074. private _createAngularSpeedGradientTexture;
  62075. private _createVelocityGradientTexture;
  62076. private _createLimitVelocityGradientTexture;
  62077. private _createDragGradientTexture;
  62078. private _createColorGradientTexture;
  62079. /**
  62080. * Renders the particle system in its current state
  62081. * @param preWarm defines if the system should only update the particles but not render them
  62082. * @returns the current number of particles
  62083. */
  62084. render(preWarm?: boolean): number;
  62085. /**
  62086. * Rebuilds the particle system
  62087. */
  62088. rebuild(): void;
  62089. private _releaseBuffers;
  62090. private _releaseVAOs;
  62091. /**
  62092. * Disposes the particle system and free the associated resources
  62093. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62094. */
  62095. dispose(disposeTexture?: boolean): void;
  62096. /**
  62097. * Clones the particle system.
  62098. * @param name The name of the cloned object
  62099. * @param newEmitter The new emitter to use
  62100. * @returns the cloned particle system
  62101. */
  62102. clone(name: string, newEmitter: any): GPUParticleSystem;
  62103. /**
  62104. * Serializes the particle system to a JSON object.
  62105. * @returns the JSON object
  62106. */
  62107. serialize(): any;
  62108. /**
  62109. * Parses a JSON object to create a GPU particle system.
  62110. * @param parsedParticleSystem The JSON object to parse
  62111. * @param scene The scene to create the particle system in
  62112. * @param rootUrl The root url to use to load external dependencies like texture
  62113. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62114. * @returns the parsed GPU particle system
  62115. */
  62116. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  62117. }
  62118. }
  62119. declare module "babylonjs/Particles/particleSystemSet" {
  62120. import { Nullable } from "babylonjs/types";
  62121. import { Color3 } from "babylonjs/Maths/math.color";
  62122. import { TransformNode } from "babylonjs/Meshes/transformNode";
  62123. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62124. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62125. import { Scene, IDisposable } from "babylonjs/scene";
  62126. /**
  62127. * Represents a set of particle systems working together to create a specific effect
  62128. */
  62129. export class ParticleSystemSet implements IDisposable {
  62130. /**
  62131. * Gets or sets base Assets URL
  62132. */
  62133. static BaseAssetsUrl: string;
  62134. private _emitterCreationOptions;
  62135. private _emitterNode;
  62136. /**
  62137. * Gets the particle system list
  62138. */
  62139. systems: IParticleSystem[];
  62140. /**
  62141. * Gets the emitter node used with this set
  62142. */
  62143. readonly emitterNode: Nullable<TransformNode>;
  62144. /**
  62145. * Creates a new emitter mesh as a sphere
  62146. * @param options defines the options used to create the sphere
  62147. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  62148. * @param scene defines the hosting scene
  62149. */
  62150. setEmitterAsSphere(options: {
  62151. diameter: number;
  62152. segments: number;
  62153. color: Color3;
  62154. }, renderingGroupId: number, scene: Scene): void;
  62155. /**
  62156. * Starts all particle systems of the set
  62157. * @param emitter defines an optional mesh to use as emitter for the particle systems
  62158. */
  62159. start(emitter?: AbstractMesh): void;
  62160. /**
  62161. * Release all associated resources
  62162. */
  62163. dispose(): void;
  62164. /**
  62165. * Serialize the set into a JSON compatible object
  62166. * @returns a JSON compatible representation of the set
  62167. */
  62168. serialize(): any;
  62169. /**
  62170. * Parse a new ParticleSystemSet from a serialized source
  62171. * @param data defines a JSON compatible representation of the set
  62172. * @param scene defines the hosting scene
  62173. * @param gpu defines if we want GPU particles or CPU particles
  62174. * @returns a new ParticleSystemSet
  62175. */
  62176. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  62177. }
  62178. }
  62179. declare module "babylonjs/Particles/particleHelper" {
  62180. import { Nullable } from "babylonjs/types";
  62181. import { Scene } from "babylonjs/scene";
  62182. import { Vector3 } from "babylonjs/Maths/math.vector";
  62183. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62184. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62185. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  62186. /**
  62187. * This class is made for on one-liner static method to help creating particle system set.
  62188. */
  62189. export class ParticleHelper {
  62190. /**
  62191. * Gets or sets base Assets URL
  62192. */
  62193. static BaseAssetsUrl: string;
  62194. /**
  62195. * Create a default particle system that you can tweak
  62196. * @param emitter defines the emitter to use
  62197. * @param capacity defines the system capacity (default is 500 particles)
  62198. * @param scene defines the hosting scene
  62199. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  62200. * @returns the new Particle system
  62201. */
  62202. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  62203. /**
  62204. * This is the main static method (one-liner) of this helper to create different particle systems
  62205. * @param type This string represents the type to the particle system to create
  62206. * @param scene The scene where the particle system should live
  62207. * @param gpu If the system will use gpu
  62208. * @returns the ParticleSystemSet created
  62209. */
  62210. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  62211. /**
  62212. * Static function used to export a particle system to a ParticleSystemSet variable.
  62213. * Please note that the emitter shape is not exported
  62214. * @param systems defines the particle systems to export
  62215. * @returns the created particle system set
  62216. */
  62217. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  62218. }
  62219. }
  62220. declare module "babylonjs/Particles/particleSystemComponent" {
  62221. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62222. import { Effect } from "babylonjs/Materials/effect";
  62223. import "babylonjs/Shaders/particles.vertex";
  62224. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  62225. module "babylonjs/Engines/engine" {
  62226. interface Engine {
  62227. /**
  62228. * Create an effect to use with particle systems.
  62229. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  62230. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  62231. * @param uniformsNames defines a list of attribute names
  62232. * @param samplers defines an array of string used to represent textures
  62233. * @param defines defines the string containing the defines to use to compile the shaders
  62234. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  62235. * @param onCompiled defines a function to call when the effect creation is successful
  62236. * @param onError defines a function to call when the effect creation has failed
  62237. * @returns the new Effect
  62238. */
  62239. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  62240. }
  62241. }
  62242. module "babylonjs/Meshes/mesh" {
  62243. interface Mesh {
  62244. /**
  62245. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  62246. * @returns an array of IParticleSystem
  62247. */
  62248. getEmittedParticleSystems(): IParticleSystem[];
  62249. /**
  62250. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  62251. * @returns an array of IParticleSystem
  62252. */
  62253. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  62254. }
  62255. }
  62256. /**
  62257. * @hidden
  62258. */
  62259. export var _IDoNeedToBeInTheBuild: number;
  62260. }
  62261. declare module "babylonjs/Particles/pointsCloudSystem" {
  62262. import { Color4 } from "babylonjs/Maths/math";
  62263. import { Mesh } from "babylonjs/Meshes/mesh";
  62264. import { Scene, IDisposable } from "babylonjs/scene";
  62265. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  62266. /** Defines the 4 color options */
  62267. export enum PointColor {
  62268. /** color value */
  62269. Color = 2,
  62270. /** uv value */
  62271. UV = 1,
  62272. /** random value */
  62273. Random = 0,
  62274. /** stated value */
  62275. Stated = 3
  62276. }
  62277. /**
  62278. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  62279. * 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.
  62280. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  62281. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  62282. *
  62283. * Full documentation here : TO BE ENTERED
  62284. */
  62285. export class PointsCloudSystem implements IDisposable {
  62286. /**
  62287. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  62288. * Example : var p = SPS.particles[i];
  62289. */
  62290. particles: CloudPoint[];
  62291. /**
  62292. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  62293. */
  62294. nbParticles: number;
  62295. /**
  62296. * This a counter for your own usage. It's not set by any SPS functions.
  62297. */
  62298. counter: number;
  62299. /**
  62300. * The PCS name. This name is also given to the underlying mesh.
  62301. */
  62302. name: string;
  62303. /**
  62304. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  62305. */
  62306. mesh: Mesh;
  62307. /**
  62308. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  62309. * Please read :
  62310. */
  62311. vars: any;
  62312. /**
  62313. * @hidden
  62314. */
  62315. _size: number;
  62316. private _scene;
  62317. private _promises;
  62318. private _positions;
  62319. private _indices;
  62320. private _normals;
  62321. private _colors;
  62322. private _uvs;
  62323. private _indices32;
  62324. private _positions32;
  62325. private _colors32;
  62326. private _uvs32;
  62327. private _updatable;
  62328. private _isVisibilityBoxLocked;
  62329. private _alwaysVisible;
  62330. private _groups;
  62331. private _groupCounter;
  62332. private _computeParticleColor;
  62333. private _computeParticleTexture;
  62334. private _computeParticleRotation;
  62335. private _computeBoundingBox;
  62336. private _isReady;
  62337. /**
  62338. * Creates a PCS (Points Cloud System) object
  62339. * @param name (String) is the PCS name, this will be the underlying mesh name
  62340. * @param pointSize (number) is the size for each point
  62341. * @param scene (Scene) is the scene in which the PCS is added
  62342. * @param options defines the options of the PCS e.g.
  62343. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  62344. */
  62345. constructor(name: string, pointSize: number, scene: Scene, options?: {
  62346. updatable?: boolean;
  62347. });
  62348. /**
  62349. * Builds the PCS underlying mesh. Returns a standard Mesh.
  62350. * If no points were added to the PCS, the returned mesh is just a single point.
  62351. * @returns a promise for the created mesh
  62352. */
  62353. buildMeshAsync(): Promise<Mesh>;
  62354. /**
  62355. * @hidden
  62356. */
  62357. private _buildMesh;
  62358. private _addParticle;
  62359. private _randomUnitVector;
  62360. private _getColorIndicesForCoord;
  62361. private _setPointsColorOrUV;
  62362. private _colorFromTexture;
  62363. private _calculateDensity;
  62364. /**
  62365. * Adds points to the PCS in random positions within a unit sphere
  62366. * @param nb (positive integer) the number of particles to be created from this model
  62367. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  62368. * @returns the number of groups in the system
  62369. */
  62370. addPoints(nb: number, pointFunction?: any): number;
  62371. /**
  62372. * Adds points to the PCS from the surface of the model shape
  62373. * @param mesh is any Mesh object that will be used as a surface model for the points
  62374. * @param nb (positive integer) the number of particles to be created from this model
  62375. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62376. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62377. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62378. * @returns the number of groups in the system
  62379. */
  62380. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62381. /**
  62382. * Adds points to the PCS inside the model shape
  62383. * @param mesh is any Mesh object that will be used as a surface model for the points
  62384. * @param nb (positive integer) the number of particles to be created from this model
  62385. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62386. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62387. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62388. * @returns the number of groups in the system
  62389. */
  62390. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62391. /**
  62392. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  62393. * This method calls `updateParticle()` for each particle of the SPS.
  62394. * For an animated SPS, it is usually called within the render loop.
  62395. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  62396. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  62397. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  62398. * @returns the PCS.
  62399. */
  62400. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  62401. /**
  62402. * Disposes the PCS.
  62403. */
  62404. dispose(): void;
  62405. /**
  62406. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  62407. * doc :
  62408. * @returns the PCS.
  62409. */
  62410. refreshVisibleSize(): PointsCloudSystem;
  62411. /**
  62412. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  62413. * @param size the size (float) of the visibility box
  62414. * note : this doesn't lock the PCS mesh bounding box.
  62415. * doc :
  62416. */
  62417. setVisibilityBox(size: number): void;
  62418. /**
  62419. * Gets whether the PCS is always visible or not
  62420. * doc :
  62421. */
  62422. /**
  62423. * Sets the PCS as always visible or not
  62424. * doc :
  62425. */
  62426. isAlwaysVisible: boolean;
  62427. /**
  62428. * Tells to `setParticles()` to compute the particle rotations or not
  62429. * Default value : false. The PCS is faster when it's set to false
  62430. * Note : particle rotations are only applied to parent particles
  62431. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  62432. */
  62433. computeParticleRotation: boolean;
  62434. /**
  62435. * Tells to `setParticles()` to compute the particle colors or not.
  62436. * Default value : true. The PCS is faster when it's set to false.
  62437. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62438. */
  62439. /**
  62440. * Gets if `setParticles()` computes the particle colors or not.
  62441. * Default value : false. The PCS is faster when it's set to false.
  62442. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62443. */
  62444. computeParticleColor: boolean;
  62445. /**
  62446. * Gets if `setParticles()` computes the particle textures or not.
  62447. * Default value : false. The PCS is faster when it's set to false.
  62448. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  62449. */
  62450. computeParticleTexture: boolean;
  62451. /**
  62452. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  62453. */
  62454. /**
  62455. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  62456. */
  62457. computeBoundingBox: boolean;
  62458. /**
  62459. * This function does nothing. It may be overwritten to set all the particle first values.
  62460. * The PCS doesn't call this function, you may have to call it by your own.
  62461. * doc :
  62462. */
  62463. initParticles(): void;
  62464. /**
  62465. * This function does nothing. It may be overwritten to recycle a particle
  62466. * The PCS doesn't call this function, you can to call it
  62467. * doc :
  62468. * @param particle The particle to recycle
  62469. * @returns the recycled particle
  62470. */
  62471. recycleParticle(particle: CloudPoint): CloudPoint;
  62472. /**
  62473. * Updates a particle : this function should be overwritten by the user.
  62474. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  62475. * doc :
  62476. * @example : just set a particle position or velocity and recycle conditions
  62477. * @param particle The particle to update
  62478. * @returns the updated particle
  62479. */
  62480. updateParticle(particle: CloudPoint): CloudPoint;
  62481. /**
  62482. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  62483. * This does nothing and may be overwritten by the user.
  62484. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62485. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62486. * @param update the boolean update value actually passed to setParticles()
  62487. */
  62488. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62489. /**
  62490. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  62491. * This will be passed three parameters.
  62492. * This does nothing and may be overwritten by the user.
  62493. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62494. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62495. * @param update the boolean update value actually passed to setParticles()
  62496. */
  62497. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62498. }
  62499. }
  62500. declare module "babylonjs/Particles/cloudPoint" {
  62501. import { Nullable } from "babylonjs/types";
  62502. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  62503. import { Mesh } from "babylonjs/Meshes/mesh";
  62504. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  62505. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  62506. /**
  62507. * Represents one particle of a points cloud system.
  62508. */
  62509. export class CloudPoint {
  62510. /**
  62511. * particle global index
  62512. */
  62513. idx: number;
  62514. /**
  62515. * The color of the particle
  62516. */
  62517. color: Nullable<Color4>;
  62518. /**
  62519. * The world space position of the particle.
  62520. */
  62521. position: Vector3;
  62522. /**
  62523. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  62524. */
  62525. rotation: Vector3;
  62526. /**
  62527. * The world space rotation quaternion of the particle.
  62528. */
  62529. rotationQuaternion: Nullable<Quaternion>;
  62530. /**
  62531. * The uv of the particle.
  62532. */
  62533. uv: Nullable<Vector2>;
  62534. /**
  62535. * The current speed of the particle.
  62536. */
  62537. velocity: Vector3;
  62538. /**
  62539. * The pivot point in the particle local space.
  62540. */
  62541. pivot: Vector3;
  62542. /**
  62543. * Must the particle be translated from its pivot point in its local space ?
  62544. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62545. * Default : false
  62546. */
  62547. translateFromPivot: boolean;
  62548. /**
  62549. * Index of this particle in the global "positions" array (Internal use)
  62550. * @hidden
  62551. */
  62552. _pos: number;
  62553. /**
  62554. * @hidden Index of this particle in the global "indices" array (Internal use)
  62555. */
  62556. _ind: number;
  62557. /**
  62558. * Group this particle belongs to
  62559. */
  62560. _group: PointsGroup;
  62561. /**
  62562. * Group id of this particle
  62563. */
  62564. groupId: number;
  62565. /**
  62566. * Index of the particle in its group id (Internal use)
  62567. */
  62568. idxInGroup: number;
  62569. /**
  62570. * @hidden Particle BoundingInfo object (Internal use)
  62571. */
  62572. _boundingInfo: BoundingInfo;
  62573. /**
  62574. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62575. */
  62576. _pcs: PointsCloudSystem;
  62577. /**
  62578. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62579. */
  62580. _stillInvisible: boolean;
  62581. /**
  62582. * @hidden Last computed particle rotation matrix
  62583. */
  62584. _rotationMatrix: number[];
  62585. /**
  62586. * Parent particle Id, if any.
  62587. * Default null.
  62588. */
  62589. parentId: Nullable<number>;
  62590. /**
  62591. * @hidden Internal global position in the PCS.
  62592. */
  62593. _globalPosition: Vector3;
  62594. /**
  62595. * Creates a Point Cloud object.
  62596. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62597. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62598. * @param group (PointsGroup) is the group the particle belongs to
  62599. * @param groupId (integer) is the group identifier in the PCS.
  62600. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62601. * @param pcs defines the PCS it is associated to
  62602. */
  62603. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62604. /**
  62605. * get point size
  62606. */
  62607. /**
  62608. * Set point size
  62609. */
  62610. size: Vector3;
  62611. /**
  62612. * Legacy support, changed quaternion to rotationQuaternion
  62613. */
  62614. /**
  62615. * Legacy support, changed quaternion to rotationQuaternion
  62616. */
  62617. quaternion: Nullable<Quaternion>;
  62618. /**
  62619. * Returns a boolean. True if the particle intersects a mesh, else false
  62620. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62621. * @param target is the object (point or mesh) what the intersection is computed against
  62622. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62623. * @returns true if it intersects
  62624. */
  62625. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62626. /**
  62627. * get the rotation matrix of the particle
  62628. * @hidden
  62629. */
  62630. getRotationMatrix(m: Matrix): void;
  62631. }
  62632. /**
  62633. * Represents a group of points in a points cloud system
  62634. * * PCS internal tool, don't use it manually.
  62635. */
  62636. export class PointsGroup {
  62637. /**
  62638. * The group id
  62639. * @hidden
  62640. */
  62641. groupID: number;
  62642. /**
  62643. * image data for group (internal use)
  62644. * @hidden
  62645. */
  62646. _groupImageData: Nullable<ArrayBufferView>;
  62647. /**
  62648. * Image Width (internal use)
  62649. * @hidden
  62650. */
  62651. _groupImgWidth: number;
  62652. /**
  62653. * Image Height (internal use)
  62654. * @hidden
  62655. */
  62656. _groupImgHeight: number;
  62657. /**
  62658. * Custom position function (internal use)
  62659. * @hidden
  62660. */
  62661. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62662. /**
  62663. * density per facet for surface points
  62664. * @hidden
  62665. */
  62666. _groupDensity: number[];
  62667. /**
  62668. * Only when points are colored by texture carries pointer to texture list array
  62669. * @hidden
  62670. */
  62671. _textureNb: number;
  62672. /**
  62673. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62674. * PCS internal tool, don't use it manually.
  62675. * @hidden
  62676. */
  62677. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62678. }
  62679. }
  62680. declare module "babylonjs/Particles/index" {
  62681. export * from "babylonjs/Particles/baseParticleSystem";
  62682. export * from "babylonjs/Particles/EmitterTypes/index";
  62683. export * from "babylonjs/Particles/gpuParticleSystem";
  62684. export * from "babylonjs/Particles/IParticleSystem";
  62685. export * from "babylonjs/Particles/particle";
  62686. export * from "babylonjs/Particles/particleHelper";
  62687. export * from "babylonjs/Particles/particleSystem";
  62688. export * from "babylonjs/Particles/particleSystemComponent";
  62689. export * from "babylonjs/Particles/particleSystemSet";
  62690. export * from "babylonjs/Particles/solidParticle";
  62691. export * from "babylonjs/Particles/solidParticleSystem";
  62692. export * from "babylonjs/Particles/cloudPoint";
  62693. export * from "babylonjs/Particles/pointsCloudSystem";
  62694. export * from "babylonjs/Particles/subEmitter";
  62695. }
  62696. declare module "babylonjs/Physics/physicsEngineComponent" {
  62697. import { Nullable } from "babylonjs/types";
  62698. import { Observable, Observer } from "babylonjs/Misc/observable";
  62699. import { Vector3 } from "babylonjs/Maths/math.vector";
  62700. import { Mesh } from "babylonjs/Meshes/mesh";
  62701. import { ISceneComponent } from "babylonjs/sceneComponent";
  62702. import { Scene } from "babylonjs/scene";
  62703. import { Node } from "babylonjs/node";
  62704. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62705. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62706. module "babylonjs/scene" {
  62707. interface Scene {
  62708. /** @hidden (Backing field) */
  62709. _physicsEngine: Nullable<IPhysicsEngine>;
  62710. /**
  62711. * Gets the current physics engine
  62712. * @returns a IPhysicsEngine or null if none attached
  62713. */
  62714. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62715. /**
  62716. * Enables physics to the current scene
  62717. * @param gravity defines the scene's gravity for the physics engine
  62718. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62719. * @return a boolean indicating if the physics engine was initialized
  62720. */
  62721. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62722. /**
  62723. * Disables and disposes the physics engine associated with the scene
  62724. */
  62725. disablePhysicsEngine(): void;
  62726. /**
  62727. * Gets a boolean indicating if there is an active physics engine
  62728. * @returns a boolean indicating if there is an active physics engine
  62729. */
  62730. isPhysicsEnabled(): boolean;
  62731. /**
  62732. * Deletes a physics compound impostor
  62733. * @param compound defines the compound to delete
  62734. */
  62735. deleteCompoundImpostor(compound: any): void;
  62736. /**
  62737. * An event triggered when physic simulation is about to be run
  62738. */
  62739. onBeforePhysicsObservable: Observable<Scene>;
  62740. /**
  62741. * An event triggered when physic simulation has been done
  62742. */
  62743. onAfterPhysicsObservable: Observable<Scene>;
  62744. }
  62745. }
  62746. module "babylonjs/Meshes/abstractMesh" {
  62747. interface AbstractMesh {
  62748. /** @hidden */
  62749. _physicsImpostor: Nullable<PhysicsImpostor>;
  62750. /**
  62751. * Gets or sets impostor used for physic simulation
  62752. * @see http://doc.babylonjs.com/features/physics_engine
  62753. */
  62754. physicsImpostor: Nullable<PhysicsImpostor>;
  62755. /**
  62756. * Gets the current physics impostor
  62757. * @see http://doc.babylonjs.com/features/physics_engine
  62758. * @returns a physics impostor or null
  62759. */
  62760. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62761. /** Apply a physic impulse to the mesh
  62762. * @param force defines the force to apply
  62763. * @param contactPoint defines where to apply the force
  62764. * @returns the current mesh
  62765. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62766. */
  62767. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62768. /**
  62769. * Creates a physic joint between two meshes
  62770. * @param otherMesh defines the other mesh to use
  62771. * @param pivot1 defines the pivot to use on this mesh
  62772. * @param pivot2 defines the pivot to use on the other mesh
  62773. * @param options defines additional options (can be plugin dependent)
  62774. * @returns the current mesh
  62775. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62776. */
  62777. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62778. /** @hidden */
  62779. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62780. }
  62781. }
  62782. /**
  62783. * Defines the physics engine scene component responsible to manage a physics engine
  62784. */
  62785. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62786. /**
  62787. * The component name helpful to identify the component in the list of scene components.
  62788. */
  62789. readonly name: string;
  62790. /**
  62791. * The scene the component belongs to.
  62792. */
  62793. scene: Scene;
  62794. /**
  62795. * Creates a new instance of the component for the given scene
  62796. * @param scene Defines the scene to register the component in
  62797. */
  62798. constructor(scene: Scene);
  62799. /**
  62800. * Registers the component in a given scene
  62801. */
  62802. register(): void;
  62803. /**
  62804. * Rebuilds the elements related to this component in case of
  62805. * context lost for instance.
  62806. */
  62807. rebuild(): void;
  62808. /**
  62809. * Disposes the component and the associated ressources
  62810. */
  62811. dispose(): void;
  62812. }
  62813. }
  62814. declare module "babylonjs/Physics/physicsHelper" {
  62815. import { Nullable } from "babylonjs/types";
  62816. import { Vector3 } from "babylonjs/Maths/math.vector";
  62817. import { Mesh } from "babylonjs/Meshes/mesh";
  62818. import { Scene } from "babylonjs/scene";
  62819. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62820. /**
  62821. * A helper for physics simulations
  62822. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62823. */
  62824. export class PhysicsHelper {
  62825. private _scene;
  62826. private _physicsEngine;
  62827. /**
  62828. * Initializes the Physics helper
  62829. * @param scene Babylon.js scene
  62830. */
  62831. constructor(scene: Scene);
  62832. /**
  62833. * Applies a radial explosion impulse
  62834. * @param origin the origin of the explosion
  62835. * @param radiusOrEventOptions the radius or the options of radial explosion
  62836. * @param strength the explosion strength
  62837. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62838. * @returns A physics radial explosion event, or null
  62839. */
  62840. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62841. /**
  62842. * Applies a radial explosion force
  62843. * @param origin the origin of the explosion
  62844. * @param radiusOrEventOptions the radius or the options of radial explosion
  62845. * @param strength the explosion strength
  62846. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62847. * @returns A physics radial explosion event, or null
  62848. */
  62849. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62850. /**
  62851. * Creates a gravitational field
  62852. * @param origin the origin of the explosion
  62853. * @param radiusOrEventOptions the radius or the options of radial explosion
  62854. * @param strength the explosion strength
  62855. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62856. * @returns A physics gravitational field event, or null
  62857. */
  62858. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62859. /**
  62860. * Creates a physics updraft event
  62861. * @param origin the origin of the updraft
  62862. * @param radiusOrEventOptions the radius or the options of the updraft
  62863. * @param strength the strength of the updraft
  62864. * @param height the height of the updraft
  62865. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62866. * @returns A physics updraft event, or null
  62867. */
  62868. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62869. /**
  62870. * Creates a physics vortex event
  62871. * @param origin the of the vortex
  62872. * @param radiusOrEventOptions the radius or the options of the vortex
  62873. * @param strength the strength of the vortex
  62874. * @param height the height of the vortex
  62875. * @returns a Physics vortex event, or null
  62876. * A physics vortex event or null
  62877. */
  62878. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62879. }
  62880. /**
  62881. * Represents a physics radial explosion event
  62882. */
  62883. class PhysicsRadialExplosionEvent {
  62884. private _scene;
  62885. private _options;
  62886. private _sphere;
  62887. private _dataFetched;
  62888. /**
  62889. * Initializes a radial explosioin event
  62890. * @param _scene BabylonJS scene
  62891. * @param _options The options for the vortex event
  62892. */
  62893. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62894. /**
  62895. * Returns the data related to the radial explosion event (sphere).
  62896. * @returns The radial explosion event data
  62897. */
  62898. getData(): PhysicsRadialExplosionEventData;
  62899. /**
  62900. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62901. * @param impostor A physics imposter
  62902. * @param origin the origin of the explosion
  62903. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62904. */
  62905. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62906. /**
  62907. * Triggers affecterd impostors callbacks
  62908. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62909. */
  62910. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62911. /**
  62912. * Disposes the sphere.
  62913. * @param force Specifies if the sphere should be disposed by force
  62914. */
  62915. dispose(force?: boolean): void;
  62916. /*** Helpers ***/
  62917. private _prepareSphere;
  62918. private _intersectsWithSphere;
  62919. }
  62920. /**
  62921. * Represents a gravitational field event
  62922. */
  62923. class PhysicsGravitationalFieldEvent {
  62924. private _physicsHelper;
  62925. private _scene;
  62926. private _origin;
  62927. private _options;
  62928. private _tickCallback;
  62929. private _sphere;
  62930. private _dataFetched;
  62931. /**
  62932. * Initializes the physics gravitational field event
  62933. * @param _physicsHelper A physics helper
  62934. * @param _scene BabylonJS scene
  62935. * @param _origin The origin position of the gravitational field event
  62936. * @param _options The options for the vortex event
  62937. */
  62938. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  62939. /**
  62940. * Returns the data related to the gravitational field event (sphere).
  62941. * @returns A gravitational field event
  62942. */
  62943. getData(): PhysicsGravitationalFieldEventData;
  62944. /**
  62945. * Enables the gravitational field.
  62946. */
  62947. enable(): void;
  62948. /**
  62949. * Disables the gravitational field.
  62950. */
  62951. disable(): void;
  62952. /**
  62953. * Disposes the sphere.
  62954. * @param force The force to dispose from the gravitational field event
  62955. */
  62956. dispose(force?: boolean): void;
  62957. private _tick;
  62958. }
  62959. /**
  62960. * Represents a physics updraft event
  62961. */
  62962. class PhysicsUpdraftEvent {
  62963. private _scene;
  62964. private _origin;
  62965. private _options;
  62966. private _physicsEngine;
  62967. private _originTop;
  62968. private _originDirection;
  62969. private _tickCallback;
  62970. private _cylinder;
  62971. private _cylinderPosition;
  62972. private _dataFetched;
  62973. /**
  62974. * Initializes the physics updraft event
  62975. * @param _scene BabylonJS scene
  62976. * @param _origin The origin position of the updraft
  62977. * @param _options The options for the updraft event
  62978. */
  62979. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  62980. /**
  62981. * Returns the data related to the updraft event (cylinder).
  62982. * @returns A physics updraft event
  62983. */
  62984. getData(): PhysicsUpdraftEventData;
  62985. /**
  62986. * Enables the updraft.
  62987. */
  62988. enable(): void;
  62989. /**
  62990. * Disables the updraft.
  62991. */
  62992. disable(): void;
  62993. /**
  62994. * Disposes the cylinder.
  62995. * @param force Specifies if the updraft should be disposed by force
  62996. */
  62997. dispose(force?: boolean): void;
  62998. private getImpostorHitData;
  62999. private _tick;
  63000. /*** Helpers ***/
  63001. private _prepareCylinder;
  63002. private _intersectsWithCylinder;
  63003. }
  63004. /**
  63005. * Represents a physics vortex event
  63006. */
  63007. class PhysicsVortexEvent {
  63008. private _scene;
  63009. private _origin;
  63010. private _options;
  63011. private _physicsEngine;
  63012. private _originTop;
  63013. private _tickCallback;
  63014. private _cylinder;
  63015. private _cylinderPosition;
  63016. private _dataFetched;
  63017. /**
  63018. * Initializes the physics vortex event
  63019. * @param _scene The BabylonJS scene
  63020. * @param _origin The origin position of the vortex
  63021. * @param _options The options for the vortex event
  63022. */
  63023. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  63024. /**
  63025. * Returns the data related to the vortex event (cylinder).
  63026. * @returns The physics vortex event data
  63027. */
  63028. getData(): PhysicsVortexEventData;
  63029. /**
  63030. * Enables the vortex.
  63031. */
  63032. enable(): void;
  63033. /**
  63034. * Disables the cortex.
  63035. */
  63036. disable(): void;
  63037. /**
  63038. * Disposes the sphere.
  63039. * @param force
  63040. */
  63041. dispose(force?: boolean): void;
  63042. private getImpostorHitData;
  63043. private _tick;
  63044. /*** Helpers ***/
  63045. private _prepareCylinder;
  63046. private _intersectsWithCylinder;
  63047. }
  63048. /**
  63049. * Options fot the radial explosion event
  63050. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63051. */
  63052. export class PhysicsRadialExplosionEventOptions {
  63053. /**
  63054. * The radius of the sphere for the radial explosion.
  63055. */
  63056. radius: number;
  63057. /**
  63058. * The strenth of the explosion.
  63059. */
  63060. strength: number;
  63061. /**
  63062. * The strenght of the force in correspondence to the distance of the affected object
  63063. */
  63064. falloff: PhysicsRadialImpulseFalloff;
  63065. /**
  63066. * Sphere options for the radial explosion.
  63067. */
  63068. sphere: {
  63069. segments: number;
  63070. diameter: number;
  63071. };
  63072. /**
  63073. * Sphere options for the radial explosion.
  63074. */
  63075. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  63076. }
  63077. /**
  63078. * Options fot the updraft event
  63079. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63080. */
  63081. export class PhysicsUpdraftEventOptions {
  63082. /**
  63083. * The radius of the cylinder for the vortex
  63084. */
  63085. radius: number;
  63086. /**
  63087. * The strenth of the updraft.
  63088. */
  63089. strength: number;
  63090. /**
  63091. * The height of the cylinder for the updraft.
  63092. */
  63093. height: number;
  63094. /**
  63095. * The mode for the the updraft.
  63096. */
  63097. updraftMode: PhysicsUpdraftMode;
  63098. }
  63099. /**
  63100. * Options fot the vortex event
  63101. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63102. */
  63103. export class PhysicsVortexEventOptions {
  63104. /**
  63105. * The radius of the cylinder for the vortex
  63106. */
  63107. radius: number;
  63108. /**
  63109. * The strenth of the vortex.
  63110. */
  63111. strength: number;
  63112. /**
  63113. * The height of the cylinder for the vortex.
  63114. */
  63115. height: number;
  63116. /**
  63117. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  63118. */
  63119. centripetalForceThreshold: number;
  63120. /**
  63121. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  63122. */
  63123. centripetalForceMultiplier: number;
  63124. /**
  63125. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  63126. */
  63127. centrifugalForceMultiplier: number;
  63128. /**
  63129. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  63130. */
  63131. updraftForceMultiplier: number;
  63132. }
  63133. /**
  63134. * The strenght of the force in correspondence to the distance of the affected object
  63135. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63136. */
  63137. export enum PhysicsRadialImpulseFalloff {
  63138. /** Defines that impulse is constant in strength across it's whole radius */
  63139. Constant = 0,
  63140. /** Defines that impulse gets weaker if it's further from the origin */
  63141. Linear = 1
  63142. }
  63143. /**
  63144. * The strength of the force in correspondence to the distance of the affected object
  63145. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63146. */
  63147. export enum PhysicsUpdraftMode {
  63148. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  63149. Center = 0,
  63150. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  63151. Perpendicular = 1
  63152. }
  63153. /**
  63154. * Interface for a physics hit data
  63155. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63156. */
  63157. export interface PhysicsHitData {
  63158. /**
  63159. * The force applied at the contact point
  63160. */
  63161. force: Vector3;
  63162. /**
  63163. * The contact point
  63164. */
  63165. contactPoint: Vector3;
  63166. /**
  63167. * The distance from the origin to the contact point
  63168. */
  63169. distanceFromOrigin: number;
  63170. }
  63171. /**
  63172. * Interface for radial explosion event data
  63173. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63174. */
  63175. export interface PhysicsRadialExplosionEventData {
  63176. /**
  63177. * A sphere used for the radial explosion event
  63178. */
  63179. sphere: Mesh;
  63180. }
  63181. /**
  63182. * Interface for gravitational field event data
  63183. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63184. */
  63185. export interface PhysicsGravitationalFieldEventData {
  63186. /**
  63187. * A sphere mesh used for the gravitational field event
  63188. */
  63189. sphere: Mesh;
  63190. }
  63191. /**
  63192. * Interface for updraft event data
  63193. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63194. */
  63195. export interface PhysicsUpdraftEventData {
  63196. /**
  63197. * A cylinder used for the updraft event
  63198. */
  63199. cylinder: Mesh;
  63200. }
  63201. /**
  63202. * Interface for vortex event data
  63203. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63204. */
  63205. export interface PhysicsVortexEventData {
  63206. /**
  63207. * A cylinder used for the vortex event
  63208. */
  63209. cylinder: Mesh;
  63210. }
  63211. /**
  63212. * Interface for an affected physics impostor
  63213. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63214. */
  63215. export interface PhysicsAffectedImpostorWithData {
  63216. /**
  63217. * The impostor affected by the effect
  63218. */
  63219. impostor: PhysicsImpostor;
  63220. /**
  63221. * The data about the hit/horce from the explosion
  63222. */
  63223. hitData: PhysicsHitData;
  63224. }
  63225. }
  63226. declare module "babylonjs/Physics/Plugins/index" {
  63227. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  63228. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  63229. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  63230. }
  63231. declare module "babylonjs/Physics/index" {
  63232. export * from "babylonjs/Physics/IPhysicsEngine";
  63233. export * from "babylonjs/Physics/physicsEngine";
  63234. export * from "babylonjs/Physics/physicsEngineComponent";
  63235. export * from "babylonjs/Physics/physicsHelper";
  63236. export * from "babylonjs/Physics/physicsImpostor";
  63237. export * from "babylonjs/Physics/physicsJoint";
  63238. export * from "babylonjs/Physics/Plugins/index";
  63239. }
  63240. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  63241. /** @hidden */
  63242. export var blackAndWhitePixelShader: {
  63243. name: string;
  63244. shader: string;
  63245. };
  63246. }
  63247. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  63248. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63249. import { Camera } from "babylonjs/Cameras/camera";
  63250. import { Engine } from "babylonjs/Engines/engine";
  63251. import "babylonjs/Shaders/blackAndWhite.fragment";
  63252. /**
  63253. * Post process used to render in black and white
  63254. */
  63255. export class BlackAndWhitePostProcess extends PostProcess {
  63256. /**
  63257. * Linear about to convert he result to black and white (default: 1)
  63258. */
  63259. degree: number;
  63260. /**
  63261. * Creates a black and white post process
  63262. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  63263. * @param name The name of the effect.
  63264. * @param options The required width/height ratio to downsize to before computing the render pass.
  63265. * @param camera The camera to apply the render pass to.
  63266. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63267. * @param engine The engine which the post process will be applied. (default: current engine)
  63268. * @param reusable If the post process can be reused on the same frame. (default: false)
  63269. */
  63270. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63271. }
  63272. }
  63273. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  63274. import { Nullable } from "babylonjs/types";
  63275. import { Camera } from "babylonjs/Cameras/camera";
  63276. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63277. import { Engine } from "babylonjs/Engines/engine";
  63278. /**
  63279. * This represents a set of one or more post processes in Babylon.
  63280. * A post process can be used to apply a shader to a texture after it is rendered.
  63281. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63282. */
  63283. export class PostProcessRenderEffect {
  63284. private _postProcesses;
  63285. private _getPostProcesses;
  63286. private _singleInstance;
  63287. private _cameras;
  63288. private _indicesForCamera;
  63289. /**
  63290. * Name of the effect
  63291. * @hidden
  63292. */
  63293. _name: string;
  63294. /**
  63295. * Instantiates a post process render effect.
  63296. * A post process can be used to apply a shader to a texture after it is rendered.
  63297. * @param engine The engine the effect is tied to
  63298. * @param name The name of the effect
  63299. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  63300. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  63301. */
  63302. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  63303. /**
  63304. * Checks if all the post processes in the effect are supported.
  63305. */
  63306. readonly isSupported: boolean;
  63307. /**
  63308. * Updates the current state of the effect
  63309. * @hidden
  63310. */
  63311. _update(): void;
  63312. /**
  63313. * Attaches the effect on cameras
  63314. * @param cameras The camera to attach to.
  63315. * @hidden
  63316. */
  63317. _attachCameras(cameras: Camera): void;
  63318. /**
  63319. * Attaches the effect on cameras
  63320. * @param cameras The camera to attach to.
  63321. * @hidden
  63322. */
  63323. _attachCameras(cameras: Camera[]): void;
  63324. /**
  63325. * Detaches the effect on cameras
  63326. * @param cameras The camera to detatch from.
  63327. * @hidden
  63328. */
  63329. _detachCameras(cameras: Camera): void;
  63330. /**
  63331. * Detatches the effect on cameras
  63332. * @param cameras The camera to detatch from.
  63333. * @hidden
  63334. */
  63335. _detachCameras(cameras: Camera[]): void;
  63336. /**
  63337. * Enables the effect on given cameras
  63338. * @param cameras The camera to enable.
  63339. * @hidden
  63340. */
  63341. _enable(cameras: Camera): void;
  63342. /**
  63343. * Enables the effect on given cameras
  63344. * @param cameras The camera to enable.
  63345. * @hidden
  63346. */
  63347. _enable(cameras: Nullable<Camera[]>): void;
  63348. /**
  63349. * Disables the effect on the given cameras
  63350. * @param cameras The camera to disable.
  63351. * @hidden
  63352. */
  63353. _disable(cameras: Camera): void;
  63354. /**
  63355. * Disables the effect on the given cameras
  63356. * @param cameras The camera to disable.
  63357. * @hidden
  63358. */
  63359. _disable(cameras: Nullable<Camera[]>): void;
  63360. /**
  63361. * Gets a list of the post processes contained in the effect.
  63362. * @param camera The camera to get the post processes on.
  63363. * @returns The list of the post processes in the effect.
  63364. */
  63365. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  63366. }
  63367. }
  63368. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  63369. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63370. /** @hidden */
  63371. export var extractHighlightsPixelShader: {
  63372. name: string;
  63373. shader: string;
  63374. };
  63375. }
  63376. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  63377. import { Nullable } from "babylonjs/types";
  63378. import { Camera } from "babylonjs/Cameras/camera";
  63379. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63380. import { Engine } from "babylonjs/Engines/engine";
  63381. import "babylonjs/Shaders/extractHighlights.fragment";
  63382. /**
  63383. * 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.
  63384. */
  63385. export class ExtractHighlightsPostProcess extends PostProcess {
  63386. /**
  63387. * The luminance threshold, pixels below this value will be set to black.
  63388. */
  63389. threshold: number;
  63390. /** @hidden */
  63391. _exposure: number;
  63392. /**
  63393. * Post process which has the input texture to be used when performing highlight extraction
  63394. * @hidden
  63395. */
  63396. _inputPostProcess: Nullable<PostProcess>;
  63397. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63398. }
  63399. }
  63400. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  63401. /** @hidden */
  63402. export var bloomMergePixelShader: {
  63403. name: string;
  63404. shader: string;
  63405. };
  63406. }
  63407. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  63408. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63409. import { Nullable } from "babylonjs/types";
  63410. import { Engine } from "babylonjs/Engines/engine";
  63411. import { Camera } from "babylonjs/Cameras/camera";
  63412. import "babylonjs/Shaders/bloomMerge.fragment";
  63413. /**
  63414. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63415. */
  63416. export class BloomMergePostProcess extends PostProcess {
  63417. /** Weight of the bloom to be added to the original input. */
  63418. weight: number;
  63419. /**
  63420. * Creates a new instance of @see BloomMergePostProcess
  63421. * @param name The name of the effect.
  63422. * @param originalFromInput Post process which's input will be used for the merge.
  63423. * @param blurred Blurred highlights post process which's output will be used.
  63424. * @param weight Weight of the bloom to be added to the original input.
  63425. * @param options The required width/height ratio to downsize to before computing the render pass.
  63426. * @param camera The camera to apply the render pass to.
  63427. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63428. * @param engine The engine which the post process will be applied. (default: current engine)
  63429. * @param reusable If the post process can be reused on the same frame. (default: false)
  63430. * @param textureType Type of textures used when performing the post process. (default: 0)
  63431. * @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)
  63432. */
  63433. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  63434. /** Weight of the bloom to be added to the original input. */
  63435. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63436. }
  63437. }
  63438. declare module "babylonjs/PostProcesses/bloomEffect" {
  63439. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63440. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63441. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63442. import { Camera } from "babylonjs/Cameras/camera";
  63443. import { Scene } from "babylonjs/scene";
  63444. /**
  63445. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  63446. */
  63447. export class BloomEffect extends PostProcessRenderEffect {
  63448. private bloomScale;
  63449. /**
  63450. * @hidden Internal
  63451. */
  63452. _effects: Array<PostProcess>;
  63453. /**
  63454. * @hidden Internal
  63455. */
  63456. _downscale: ExtractHighlightsPostProcess;
  63457. private _blurX;
  63458. private _blurY;
  63459. private _merge;
  63460. /**
  63461. * The luminance threshold to find bright areas of the image to bloom.
  63462. */
  63463. threshold: number;
  63464. /**
  63465. * The strength of the bloom.
  63466. */
  63467. weight: number;
  63468. /**
  63469. * Specifies the size of the bloom blur kernel, relative to the final output size
  63470. */
  63471. kernel: number;
  63472. /**
  63473. * Creates a new instance of @see BloomEffect
  63474. * @param scene The scene the effect belongs to.
  63475. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  63476. * @param bloomKernel The size of the kernel to be used when applying the blur.
  63477. * @param bloomWeight The the strength of bloom.
  63478. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63479. * @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)
  63480. */
  63481. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  63482. /**
  63483. * Disposes each of the internal effects for a given camera.
  63484. * @param camera The camera to dispose the effect on.
  63485. */
  63486. disposeEffects(camera: Camera): void;
  63487. /**
  63488. * @hidden Internal
  63489. */
  63490. _updateEffects(): void;
  63491. /**
  63492. * Internal
  63493. * @returns if all the contained post processes are ready.
  63494. * @hidden
  63495. */
  63496. _isReady(): boolean;
  63497. }
  63498. }
  63499. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  63500. /** @hidden */
  63501. export var chromaticAberrationPixelShader: {
  63502. name: string;
  63503. shader: string;
  63504. };
  63505. }
  63506. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  63507. import { Vector2 } from "babylonjs/Maths/math.vector";
  63508. import { Nullable } from "babylonjs/types";
  63509. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63510. import { Camera } from "babylonjs/Cameras/camera";
  63511. import { Engine } from "babylonjs/Engines/engine";
  63512. import "babylonjs/Shaders/chromaticAberration.fragment";
  63513. /**
  63514. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  63515. */
  63516. export class ChromaticAberrationPostProcess extends PostProcess {
  63517. /**
  63518. * The amount of seperation of rgb channels (default: 30)
  63519. */
  63520. aberrationAmount: number;
  63521. /**
  63522. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  63523. */
  63524. radialIntensity: number;
  63525. /**
  63526. * 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))
  63527. */
  63528. direction: Vector2;
  63529. /**
  63530. * 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))
  63531. */
  63532. centerPosition: Vector2;
  63533. /**
  63534. * Creates a new instance ChromaticAberrationPostProcess
  63535. * @param name The name of the effect.
  63536. * @param screenWidth The width of the screen to apply the effect on.
  63537. * @param screenHeight The height of the screen to apply the effect on.
  63538. * @param options The required width/height ratio to downsize to before computing the render pass.
  63539. * @param camera The camera to apply the render pass to.
  63540. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63541. * @param engine The engine which the post process will be applied. (default: current engine)
  63542. * @param reusable If the post process can be reused on the same frame. (default: false)
  63543. * @param textureType Type of textures used when performing the post process. (default: 0)
  63544. * @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)
  63545. */
  63546. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63547. }
  63548. }
  63549. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63550. /** @hidden */
  63551. export var circleOfConfusionPixelShader: {
  63552. name: string;
  63553. shader: string;
  63554. };
  63555. }
  63556. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63557. import { Nullable } from "babylonjs/types";
  63558. import { Engine } from "babylonjs/Engines/engine";
  63559. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63560. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63561. import { Camera } from "babylonjs/Cameras/camera";
  63562. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63563. /**
  63564. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63565. */
  63566. export class CircleOfConfusionPostProcess extends PostProcess {
  63567. /**
  63568. * 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.
  63569. */
  63570. lensSize: number;
  63571. /**
  63572. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63573. */
  63574. fStop: number;
  63575. /**
  63576. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63577. */
  63578. focusDistance: number;
  63579. /**
  63580. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63581. */
  63582. focalLength: number;
  63583. private _depthTexture;
  63584. /**
  63585. * Creates a new instance CircleOfConfusionPostProcess
  63586. * @param name The name of the effect.
  63587. * @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.
  63588. * @param options The required width/height ratio to downsize to before computing the render pass.
  63589. * @param camera The camera to apply the render pass to.
  63590. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63591. * @param engine The engine which the post process will be applied. (default: current engine)
  63592. * @param reusable If the post process can be reused on the same frame. (default: false)
  63593. * @param textureType Type of textures used when performing the post process. (default: 0)
  63594. * @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)
  63595. */
  63596. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63597. /**
  63598. * 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.
  63599. */
  63600. depthTexture: RenderTargetTexture;
  63601. }
  63602. }
  63603. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63604. /** @hidden */
  63605. export var colorCorrectionPixelShader: {
  63606. name: string;
  63607. shader: string;
  63608. };
  63609. }
  63610. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63611. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63612. import { Engine } from "babylonjs/Engines/engine";
  63613. import { Camera } from "babylonjs/Cameras/camera";
  63614. import "babylonjs/Shaders/colorCorrection.fragment";
  63615. /**
  63616. *
  63617. * This post-process allows the modification of rendered colors by using
  63618. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63619. *
  63620. * The object needs to be provided an url to a texture containing the color
  63621. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63622. * Use an image editing software to tweak the LUT to match your needs.
  63623. *
  63624. * For an example of a color LUT, see here:
  63625. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63626. * For explanations on color grading, see here:
  63627. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63628. *
  63629. */
  63630. export class ColorCorrectionPostProcess extends PostProcess {
  63631. private _colorTableTexture;
  63632. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63633. }
  63634. }
  63635. declare module "babylonjs/Shaders/convolution.fragment" {
  63636. /** @hidden */
  63637. export var convolutionPixelShader: {
  63638. name: string;
  63639. shader: string;
  63640. };
  63641. }
  63642. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63643. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63644. import { Nullable } from "babylonjs/types";
  63645. import { Camera } from "babylonjs/Cameras/camera";
  63646. import { Engine } from "babylonjs/Engines/engine";
  63647. import "babylonjs/Shaders/convolution.fragment";
  63648. /**
  63649. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63650. * input texture to perform effects such as edge detection or sharpening
  63651. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63652. */
  63653. export class ConvolutionPostProcess extends PostProcess {
  63654. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63655. kernel: number[];
  63656. /**
  63657. * Creates a new instance ConvolutionPostProcess
  63658. * @param name The name of the effect.
  63659. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63660. * @param options The required width/height ratio to downsize to before computing the render pass.
  63661. * @param camera The camera to apply the render pass to.
  63662. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63663. * @param engine The engine which the post process will be applied. (default: current engine)
  63664. * @param reusable If the post process can be reused on the same frame. (default: false)
  63665. * @param textureType Type of textures used when performing the post process. (default: 0)
  63666. */
  63667. constructor(name: string,
  63668. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63669. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63670. /**
  63671. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63672. */
  63673. static EdgeDetect0Kernel: number[];
  63674. /**
  63675. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63676. */
  63677. static EdgeDetect1Kernel: number[];
  63678. /**
  63679. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63680. */
  63681. static EdgeDetect2Kernel: number[];
  63682. /**
  63683. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63684. */
  63685. static SharpenKernel: number[];
  63686. /**
  63687. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63688. */
  63689. static EmbossKernel: number[];
  63690. /**
  63691. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63692. */
  63693. static GaussianKernel: number[];
  63694. }
  63695. }
  63696. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63697. import { Nullable } from "babylonjs/types";
  63698. import { Vector2 } from "babylonjs/Maths/math.vector";
  63699. import { Camera } from "babylonjs/Cameras/camera";
  63700. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63701. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63702. import { Engine } from "babylonjs/Engines/engine";
  63703. import { Scene } from "babylonjs/scene";
  63704. /**
  63705. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63706. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63707. * based on samples that have a large difference in distance than the center pixel.
  63708. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63709. */
  63710. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63711. direction: Vector2;
  63712. /**
  63713. * Creates a new instance CircleOfConfusionPostProcess
  63714. * @param name The name of the effect.
  63715. * @param scene The scene the effect belongs to.
  63716. * @param direction The direction the blur should be applied.
  63717. * @param kernel The size of the kernel used to blur.
  63718. * @param options The required width/height ratio to downsize to before computing the render pass.
  63719. * @param camera The camera to apply the render pass to.
  63720. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63721. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63722. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63723. * @param engine The engine which the post process will be applied. (default: current engine)
  63724. * @param reusable If the post process can be reused on the same frame. (default: false)
  63725. * @param textureType Type of textures used when performing the post process. (default: 0)
  63726. * @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)
  63727. */
  63728. 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);
  63729. }
  63730. }
  63731. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63732. /** @hidden */
  63733. export var depthOfFieldMergePixelShader: {
  63734. name: string;
  63735. shader: string;
  63736. };
  63737. }
  63738. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63739. import { Nullable } from "babylonjs/types";
  63740. import { Camera } from "babylonjs/Cameras/camera";
  63741. import { Effect } from "babylonjs/Materials/effect";
  63742. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63743. import { Engine } from "babylonjs/Engines/engine";
  63744. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63745. /**
  63746. * Options to be set when merging outputs from the default pipeline.
  63747. */
  63748. export class DepthOfFieldMergePostProcessOptions {
  63749. /**
  63750. * The original image to merge on top of
  63751. */
  63752. originalFromInput: PostProcess;
  63753. /**
  63754. * Parameters to perform the merge of the depth of field effect
  63755. */
  63756. depthOfField?: {
  63757. circleOfConfusion: PostProcess;
  63758. blurSteps: Array<PostProcess>;
  63759. };
  63760. /**
  63761. * Parameters to perform the merge of bloom effect
  63762. */
  63763. bloom?: {
  63764. blurred: PostProcess;
  63765. weight: number;
  63766. };
  63767. }
  63768. /**
  63769. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63770. */
  63771. export class DepthOfFieldMergePostProcess extends PostProcess {
  63772. private blurSteps;
  63773. /**
  63774. * Creates a new instance of DepthOfFieldMergePostProcess
  63775. * @param name The name of the effect.
  63776. * @param originalFromInput Post process which's input will be used for the merge.
  63777. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63778. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63779. * @param options The required width/height ratio to downsize to before computing the render pass.
  63780. * @param camera The camera to apply the render pass to.
  63781. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63782. * @param engine The engine which the post process will be applied. (default: current engine)
  63783. * @param reusable If the post process can be reused on the same frame. (default: false)
  63784. * @param textureType Type of textures used when performing the post process. (default: 0)
  63785. * @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)
  63786. */
  63787. 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);
  63788. /**
  63789. * Updates the effect with the current post process compile time values and recompiles the shader.
  63790. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63791. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63792. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63793. * @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
  63794. * @param onCompiled Called when the shader has been compiled.
  63795. * @param onError Called if there is an error when compiling a shader.
  63796. */
  63797. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63798. }
  63799. }
  63800. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63801. import { Nullable } from "babylonjs/types";
  63802. import { Camera } from "babylonjs/Cameras/camera";
  63803. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63804. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63805. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63806. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63807. import { Scene } from "babylonjs/scene";
  63808. /**
  63809. * Specifies the level of max blur that should be applied when using the depth of field effect
  63810. */
  63811. export enum DepthOfFieldEffectBlurLevel {
  63812. /**
  63813. * Subtle blur
  63814. */
  63815. Low = 0,
  63816. /**
  63817. * Medium blur
  63818. */
  63819. Medium = 1,
  63820. /**
  63821. * Large blur
  63822. */
  63823. High = 2
  63824. }
  63825. /**
  63826. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63827. */
  63828. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63829. private _circleOfConfusion;
  63830. /**
  63831. * @hidden Internal, blurs from high to low
  63832. */
  63833. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63834. private _depthOfFieldBlurY;
  63835. private _dofMerge;
  63836. /**
  63837. * @hidden Internal post processes in depth of field effect
  63838. */
  63839. _effects: Array<PostProcess>;
  63840. /**
  63841. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63842. */
  63843. focalLength: number;
  63844. /**
  63845. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63846. */
  63847. fStop: number;
  63848. /**
  63849. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63850. */
  63851. focusDistance: number;
  63852. /**
  63853. * 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.
  63854. */
  63855. lensSize: number;
  63856. /**
  63857. * Creates a new instance DepthOfFieldEffect
  63858. * @param scene The scene the effect belongs to.
  63859. * @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.
  63860. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63861. * @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)
  63862. */
  63863. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63864. /**
  63865. * Get the current class name of the current effet
  63866. * @returns "DepthOfFieldEffect"
  63867. */
  63868. getClassName(): string;
  63869. /**
  63870. * 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.
  63871. */
  63872. depthTexture: RenderTargetTexture;
  63873. /**
  63874. * Disposes each of the internal effects for a given camera.
  63875. * @param camera The camera to dispose the effect on.
  63876. */
  63877. disposeEffects(camera: Camera): void;
  63878. /**
  63879. * @hidden Internal
  63880. */
  63881. _updateEffects(): void;
  63882. /**
  63883. * Internal
  63884. * @returns if all the contained post processes are ready.
  63885. * @hidden
  63886. */
  63887. _isReady(): boolean;
  63888. }
  63889. }
  63890. declare module "babylonjs/Shaders/displayPass.fragment" {
  63891. /** @hidden */
  63892. export var displayPassPixelShader: {
  63893. name: string;
  63894. shader: string;
  63895. };
  63896. }
  63897. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63898. import { Nullable } from "babylonjs/types";
  63899. import { Camera } from "babylonjs/Cameras/camera";
  63900. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63901. import { Engine } from "babylonjs/Engines/engine";
  63902. import "babylonjs/Shaders/displayPass.fragment";
  63903. /**
  63904. * DisplayPassPostProcess which produces an output the same as it's input
  63905. */
  63906. export class DisplayPassPostProcess extends PostProcess {
  63907. /**
  63908. * Creates the DisplayPassPostProcess
  63909. * @param name The name of the effect.
  63910. * @param options The required width/height ratio to downsize to before computing the render pass.
  63911. * @param camera The camera to apply the render pass to.
  63912. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63913. * @param engine The engine which the post process will be applied. (default: current engine)
  63914. * @param reusable If the post process can be reused on the same frame. (default: false)
  63915. */
  63916. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63917. }
  63918. }
  63919. declare module "babylonjs/Shaders/filter.fragment" {
  63920. /** @hidden */
  63921. export var filterPixelShader: {
  63922. name: string;
  63923. shader: string;
  63924. };
  63925. }
  63926. declare module "babylonjs/PostProcesses/filterPostProcess" {
  63927. import { Nullable } from "babylonjs/types";
  63928. import { Matrix } from "babylonjs/Maths/math.vector";
  63929. import { Camera } from "babylonjs/Cameras/camera";
  63930. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63931. import { Engine } from "babylonjs/Engines/engine";
  63932. import "babylonjs/Shaders/filter.fragment";
  63933. /**
  63934. * Applies a kernel filter to the image
  63935. */
  63936. export class FilterPostProcess extends PostProcess {
  63937. /** The matrix to be applied to the image */
  63938. kernelMatrix: Matrix;
  63939. /**
  63940. *
  63941. * @param name The name of the effect.
  63942. * @param kernelMatrix The matrix to be applied to the image
  63943. * @param options The required width/height ratio to downsize to before computing the render pass.
  63944. * @param camera The camera to apply the render pass to.
  63945. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63946. * @param engine The engine which the post process will be applied. (default: current engine)
  63947. * @param reusable If the post process can be reused on the same frame. (default: false)
  63948. */
  63949. constructor(name: string,
  63950. /** The matrix to be applied to the image */
  63951. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63952. }
  63953. }
  63954. declare module "babylonjs/Shaders/fxaa.fragment" {
  63955. /** @hidden */
  63956. export var fxaaPixelShader: {
  63957. name: string;
  63958. shader: string;
  63959. };
  63960. }
  63961. declare module "babylonjs/Shaders/fxaa.vertex" {
  63962. /** @hidden */
  63963. export var fxaaVertexShader: {
  63964. name: string;
  63965. shader: string;
  63966. };
  63967. }
  63968. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  63969. import { Nullable } from "babylonjs/types";
  63970. import { Camera } from "babylonjs/Cameras/camera";
  63971. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63972. import { Engine } from "babylonjs/Engines/engine";
  63973. import "babylonjs/Shaders/fxaa.fragment";
  63974. import "babylonjs/Shaders/fxaa.vertex";
  63975. /**
  63976. * Fxaa post process
  63977. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  63978. */
  63979. export class FxaaPostProcess extends PostProcess {
  63980. /** @hidden */
  63981. texelWidth: number;
  63982. /** @hidden */
  63983. texelHeight: number;
  63984. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63985. private _getDefines;
  63986. }
  63987. }
  63988. declare module "babylonjs/Shaders/grain.fragment" {
  63989. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63990. /** @hidden */
  63991. export var grainPixelShader: {
  63992. name: string;
  63993. shader: string;
  63994. };
  63995. }
  63996. declare module "babylonjs/PostProcesses/grainPostProcess" {
  63997. import { Nullable } from "babylonjs/types";
  63998. import { Camera } from "babylonjs/Cameras/camera";
  63999. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64000. import { Engine } from "babylonjs/Engines/engine";
  64001. import "babylonjs/Shaders/grain.fragment";
  64002. /**
  64003. * The GrainPostProcess adds noise to the image at mid luminance levels
  64004. */
  64005. export class GrainPostProcess extends PostProcess {
  64006. /**
  64007. * The intensity of the grain added (default: 30)
  64008. */
  64009. intensity: number;
  64010. /**
  64011. * If the grain should be randomized on every frame
  64012. */
  64013. animated: boolean;
  64014. /**
  64015. * Creates a new instance of @see GrainPostProcess
  64016. * @param name The name of the effect.
  64017. * @param options The required width/height ratio to downsize to before computing the render pass.
  64018. * @param camera The camera to apply the render pass to.
  64019. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64020. * @param engine The engine which the post process will be applied. (default: current engine)
  64021. * @param reusable If the post process can be reused on the same frame. (default: false)
  64022. * @param textureType Type of textures used when performing the post process. (default: 0)
  64023. * @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)
  64024. */
  64025. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64026. }
  64027. }
  64028. declare module "babylonjs/Shaders/highlights.fragment" {
  64029. /** @hidden */
  64030. export var highlightsPixelShader: {
  64031. name: string;
  64032. shader: string;
  64033. };
  64034. }
  64035. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  64036. import { Nullable } from "babylonjs/types";
  64037. import { Camera } from "babylonjs/Cameras/camera";
  64038. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64039. import { Engine } from "babylonjs/Engines/engine";
  64040. import "babylonjs/Shaders/highlights.fragment";
  64041. /**
  64042. * Extracts highlights from the image
  64043. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64044. */
  64045. export class HighlightsPostProcess extends PostProcess {
  64046. /**
  64047. * Extracts highlights from the image
  64048. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64049. * @param name The name of the effect.
  64050. * @param options The required width/height ratio to downsize to before computing the render pass.
  64051. * @param camera The camera to apply the render pass to.
  64052. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64053. * @param engine The engine which the post process will be applied. (default: current engine)
  64054. * @param reusable If the post process can be reused on the same frame. (default: false)
  64055. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  64056. */
  64057. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64058. }
  64059. }
  64060. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  64061. /** @hidden */
  64062. export var mrtFragmentDeclaration: {
  64063. name: string;
  64064. shader: string;
  64065. };
  64066. }
  64067. declare module "babylonjs/Shaders/geometry.fragment" {
  64068. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  64069. /** @hidden */
  64070. export var geometryPixelShader: {
  64071. name: string;
  64072. shader: string;
  64073. };
  64074. }
  64075. declare module "babylonjs/Shaders/geometry.vertex" {
  64076. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  64077. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  64078. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  64079. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  64080. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  64081. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  64082. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  64083. /** @hidden */
  64084. export var geometryVertexShader: {
  64085. name: string;
  64086. shader: string;
  64087. };
  64088. }
  64089. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  64090. import { Matrix } from "babylonjs/Maths/math.vector";
  64091. import { SubMesh } from "babylonjs/Meshes/subMesh";
  64092. import { Mesh } from "babylonjs/Meshes/mesh";
  64093. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  64094. import { Effect } from "babylonjs/Materials/effect";
  64095. import { Scene } from "babylonjs/scene";
  64096. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64097. import "babylonjs/Shaders/geometry.fragment";
  64098. import "babylonjs/Shaders/geometry.vertex";
  64099. /** @hidden */
  64100. interface ISavedTransformationMatrix {
  64101. world: Matrix;
  64102. viewProjection: Matrix;
  64103. }
  64104. /**
  64105. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  64106. */
  64107. export class GeometryBufferRenderer {
  64108. /**
  64109. * Constant used to retrieve the position texture index in the G-Buffer textures array
  64110. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  64111. */
  64112. static readonly POSITION_TEXTURE_TYPE: number;
  64113. /**
  64114. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  64115. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  64116. */
  64117. static readonly VELOCITY_TEXTURE_TYPE: number;
  64118. /**
  64119. * Dictionary used to store the previous transformation matrices of each rendered mesh
  64120. * in order to compute objects velocities when enableVelocity is set to "true"
  64121. * @hidden
  64122. */
  64123. _previousTransformationMatrices: {
  64124. [index: number]: ISavedTransformationMatrix;
  64125. };
  64126. /**
  64127. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  64128. * in order to compute objects velocities when enableVelocity is set to "true"
  64129. * @hidden
  64130. */
  64131. _previousBonesTransformationMatrices: {
  64132. [index: number]: Float32Array;
  64133. };
  64134. /**
  64135. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  64136. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  64137. */
  64138. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  64139. private _scene;
  64140. private _multiRenderTarget;
  64141. private _ratio;
  64142. private _enablePosition;
  64143. private _enableVelocity;
  64144. private _positionIndex;
  64145. private _velocityIndex;
  64146. protected _effect: Effect;
  64147. protected _cachedDefines: string;
  64148. /**
  64149. * Set the render list (meshes to be rendered) used in the G buffer.
  64150. */
  64151. renderList: Mesh[];
  64152. /**
  64153. * Gets wether or not G buffer are supported by the running hardware.
  64154. * This requires draw buffer supports
  64155. */
  64156. readonly isSupported: boolean;
  64157. /**
  64158. * Returns the index of the given texture type in the G-Buffer textures array
  64159. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  64160. * @returns the index of the given texture type in the G-Buffer textures array
  64161. */
  64162. getTextureIndex(textureType: number): number;
  64163. /**
  64164. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  64165. */
  64166. /**
  64167. * Sets whether or not objects positions are enabled for the G buffer.
  64168. */
  64169. enablePosition: boolean;
  64170. /**
  64171. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  64172. */
  64173. /**
  64174. * Sets wether or not objects velocities are enabled for the G buffer.
  64175. */
  64176. enableVelocity: boolean;
  64177. /**
  64178. * Gets the scene associated with the buffer.
  64179. */
  64180. readonly scene: Scene;
  64181. /**
  64182. * Gets the ratio used by the buffer during its creation.
  64183. * How big is the buffer related to the main canvas.
  64184. */
  64185. readonly ratio: number;
  64186. /** @hidden */
  64187. static _SceneComponentInitialization: (scene: Scene) => void;
  64188. /**
  64189. * Creates a new G Buffer for the scene
  64190. * @param scene The scene the buffer belongs to
  64191. * @param ratio How big is the buffer related to the main canvas.
  64192. */
  64193. constructor(scene: Scene, ratio?: number);
  64194. /**
  64195. * Checks wether everything is ready to render a submesh to the G buffer.
  64196. * @param subMesh the submesh to check readiness for
  64197. * @param useInstances is the mesh drawn using instance or not
  64198. * @returns true if ready otherwise false
  64199. */
  64200. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  64201. /**
  64202. * Gets the current underlying G Buffer.
  64203. * @returns the buffer
  64204. */
  64205. getGBuffer(): MultiRenderTarget;
  64206. /**
  64207. * Gets the number of samples used to render the buffer (anti aliasing).
  64208. */
  64209. /**
  64210. * Sets the number of samples used to render the buffer (anti aliasing).
  64211. */
  64212. samples: number;
  64213. /**
  64214. * Disposes the renderer and frees up associated resources.
  64215. */
  64216. dispose(): void;
  64217. protected _createRenderTargets(): void;
  64218. private _copyBonesTransformationMatrices;
  64219. }
  64220. }
  64221. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  64222. import { Nullable } from "babylonjs/types";
  64223. import { Scene } from "babylonjs/scene";
  64224. import { ISceneComponent } from "babylonjs/sceneComponent";
  64225. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  64226. module "babylonjs/scene" {
  64227. interface Scene {
  64228. /** @hidden (Backing field) */
  64229. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64230. /**
  64231. * Gets or Sets the current geometry buffer associated to the scene.
  64232. */
  64233. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64234. /**
  64235. * Enables a GeometryBufferRender and associates it with the scene
  64236. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  64237. * @returns the GeometryBufferRenderer
  64238. */
  64239. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  64240. /**
  64241. * Disables the GeometryBufferRender associated with the scene
  64242. */
  64243. disableGeometryBufferRenderer(): void;
  64244. }
  64245. }
  64246. /**
  64247. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  64248. * in several rendering techniques.
  64249. */
  64250. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  64251. /**
  64252. * The component name helpful to identify the component in the list of scene components.
  64253. */
  64254. readonly name: string;
  64255. /**
  64256. * The scene the component belongs to.
  64257. */
  64258. scene: Scene;
  64259. /**
  64260. * Creates a new instance of the component for the given scene
  64261. * @param scene Defines the scene to register the component in
  64262. */
  64263. constructor(scene: Scene);
  64264. /**
  64265. * Registers the component in a given scene
  64266. */
  64267. register(): void;
  64268. /**
  64269. * Rebuilds the elements related to this component in case of
  64270. * context lost for instance.
  64271. */
  64272. rebuild(): void;
  64273. /**
  64274. * Disposes the component and the associated ressources
  64275. */
  64276. dispose(): void;
  64277. private _gatherRenderTargets;
  64278. }
  64279. }
  64280. declare module "babylonjs/Shaders/motionBlur.fragment" {
  64281. /** @hidden */
  64282. export var motionBlurPixelShader: {
  64283. name: string;
  64284. shader: string;
  64285. };
  64286. }
  64287. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  64288. import { Nullable } from "babylonjs/types";
  64289. import { Camera } from "babylonjs/Cameras/camera";
  64290. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64291. import { Scene } from "babylonjs/scene";
  64292. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64293. import "babylonjs/Animations/animatable";
  64294. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  64295. import "babylonjs/Shaders/motionBlur.fragment";
  64296. import { Engine } from "babylonjs/Engines/engine";
  64297. /**
  64298. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  64299. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  64300. * As an example, all you have to do is to create the post-process:
  64301. * var mb = new BABYLON.MotionBlurPostProcess(
  64302. * 'mb', // The name of the effect.
  64303. * scene, // The scene containing the objects to blur according to their velocity.
  64304. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  64305. * camera // The camera to apply the render pass to.
  64306. * );
  64307. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  64308. */
  64309. export class MotionBlurPostProcess extends PostProcess {
  64310. /**
  64311. * Defines how much the image is blurred by the movement. Default value is equal to 1
  64312. */
  64313. motionStrength: number;
  64314. /**
  64315. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  64316. */
  64317. /**
  64318. * Sets the number of iterations to be used for motion blur quality
  64319. */
  64320. motionBlurSamples: number;
  64321. private _motionBlurSamples;
  64322. private _geometryBufferRenderer;
  64323. /**
  64324. * Creates a new instance MotionBlurPostProcess
  64325. * @param name The name of the effect.
  64326. * @param scene The scene containing the objects to blur according to their velocity.
  64327. * @param options The required width/height ratio to downsize to before computing the render pass.
  64328. * @param camera The camera to apply the render pass to.
  64329. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64330. * @param engine The engine which the post process will be applied. (default: current engine)
  64331. * @param reusable If the post process can be reused on the same frame. (default: false)
  64332. * @param textureType Type of textures used when performing the post process. (default: 0)
  64333. * @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)
  64334. */
  64335. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64336. /**
  64337. * Excludes the given skinned mesh from computing bones velocities.
  64338. * 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.
  64339. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  64340. */
  64341. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64342. /**
  64343. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  64344. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  64345. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  64346. */
  64347. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64348. /**
  64349. * Disposes the post process.
  64350. * @param camera The camera to dispose the post process on.
  64351. */
  64352. dispose(camera?: Camera): void;
  64353. }
  64354. }
  64355. declare module "babylonjs/Shaders/refraction.fragment" {
  64356. /** @hidden */
  64357. export var refractionPixelShader: {
  64358. name: string;
  64359. shader: string;
  64360. };
  64361. }
  64362. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  64363. import { Color3 } from "babylonjs/Maths/math.color";
  64364. import { Camera } from "babylonjs/Cameras/camera";
  64365. import { Texture } from "babylonjs/Materials/Textures/texture";
  64366. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64367. import { Engine } from "babylonjs/Engines/engine";
  64368. import "babylonjs/Shaders/refraction.fragment";
  64369. /**
  64370. * Post process which applies a refractin texture
  64371. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64372. */
  64373. export class RefractionPostProcess extends PostProcess {
  64374. /** the base color of the refraction (used to taint the rendering) */
  64375. color: Color3;
  64376. /** simulated refraction depth */
  64377. depth: number;
  64378. /** the coefficient of the base color (0 to remove base color tainting) */
  64379. colorLevel: number;
  64380. private _refTexture;
  64381. private _ownRefractionTexture;
  64382. /**
  64383. * Gets or sets the refraction texture
  64384. * Please note that you are responsible for disposing the texture if you set it manually
  64385. */
  64386. refractionTexture: Texture;
  64387. /**
  64388. * Initializes the RefractionPostProcess
  64389. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64390. * @param name The name of the effect.
  64391. * @param refractionTextureUrl Url of the refraction texture to use
  64392. * @param color the base color of the refraction (used to taint the rendering)
  64393. * @param depth simulated refraction depth
  64394. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  64395. * @param camera The camera to apply the render pass to.
  64396. * @param options The required width/height ratio to downsize to before computing the render pass.
  64397. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64398. * @param engine The engine which the post process will be applied. (default: current engine)
  64399. * @param reusable If the post process can be reused on the same frame. (default: false)
  64400. */
  64401. constructor(name: string, refractionTextureUrl: string,
  64402. /** the base color of the refraction (used to taint the rendering) */
  64403. color: Color3,
  64404. /** simulated refraction depth */
  64405. depth: number,
  64406. /** the coefficient of the base color (0 to remove base color tainting) */
  64407. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64408. /**
  64409. * Disposes of the post process
  64410. * @param camera Camera to dispose post process on
  64411. */
  64412. dispose(camera: Camera): void;
  64413. }
  64414. }
  64415. declare module "babylonjs/Shaders/sharpen.fragment" {
  64416. /** @hidden */
  64417. export var sharpenPixelShader: {
  64418. name: string;
  64419. shader: string;
  64420. };
  64421. }
  64422. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  64423. import { Nullable } from "babylonjs/types";
  64424. import { Camera } from "babylonjs/Cameras/camera";
  64425. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64426. import "babylonjs/Shaders/sharpen.fragment";
  64427. import { Engine } from "babylonjs/Engines/engine";
  64428. /**
  64429. * The SharpenPostProcess applies a sharpen kernel to every pixel
  64430. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  64431. */
  64432. export class SharpenPostProcess extends PostProcess {
  64433. /**
  64434. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  64435. */
  64436. colorAmount: number;
  64437. /**
  64438. * How much sharpness should be applied (default: 0.3)
  64439. */
  64440. edgeAmount: number;
  64441. /**
  64442. * Creates a new instance ConvolutionPostProcess
  64443. * @param name The name of the effect.
  64444. * @param options The required width/height ratio to downsize to before computing the render pass.
  64445. * @param camera The camera to apply the render pass to.
  64446. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64447. * @param engine The engine which the post process will be applied. (default: current engine)
  64448. * @param reusable If the post process can be reused on the same frame. (default: false)
  64449. * @param textureType Type of textures used when performing the post process. (default: 0)
  64450. * @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)
  64451. */
  64452. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64453. }
  64454. }
  64455. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  64456. import { Nullable } from "babylonjs/types";
  64457. import { Camera } from "babylonjs/Cameras/camera";
  64458. import { Engine } from "babylonjs/Engines/engine";
  64459. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64460. import { IInspectable } from "babylonjs/Misc/iInspectable";
  64461. /**
  64462. * PostProcessRenderPipeline
  64463. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64464. */
  64465. export class PostProcessRenderPipeline {
  64466. private engine;
  64467. private _renderEffects;
  64468. private _renderEffectsForIsolatedPass;
  64469. /**
  64470. * List of inspectable custom properties (used by the Inspector)
  64471. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  64472. */
  64473. inspectableCustomProperties: IInspectable[];
  64474. /**
  64475. * @hidden
  64476. */
  64477. protected _cameras: Camera[];
  64478. /** @hidden */
  64479. _name: string;
  64480. /**
  64481. * Gets pipeline name
  64482. */
  64483. readonly name: string;
  64484. /** Gets the list of attached cameras */
  64485. readonly cameras: Camera[];
  64486. /**
  64487. * Initializes a PostProcessRenderPipeline
  64488. * @param engine engine to add the pipeline to
  64489. * @param name name of the pipeline
  64490. */
  64491. constructor(engine: Engine, name: string);
  64492. /**
  64493. * Gets the class name
  64494. * @returns "PostProcessRenderPipeline"
  64495. */
  64496. getClassName(): string;
  64497. /**
  64498. * If all the render effects in the pipeline are supported
  64499. */
  64500. readonly isSupported: boolean;
  64501. /**
  64502. * Adds an effect to the pipeline
  64503. * @param renderEffect the effect to add
  64504. */
  64505. addEffect(renderEffect: PostProcessRenderEffect): void;
  64506. /** @hidden */
  64507. _rebuild(): void;
  64508. /** @hidden */
  64509. _enableEffect(renderEffectName: string, cameras: Camera): void;
  64510. /** @hidden */
  64511. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  64512. /** @hidden */
  64513. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64514. /** @hidden */
  64515. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64516. /** @hidden */
  64517. _attachCameras(cameras: Camera, unique: boolean): void;
  64518. /** @hidden */
  64519. _attachCameras(cameras: Camera[], unique: boolean): void;
  64520. /** @hidden */
  64521. _detachCameras(cameras: Camera): void;
  64522. /** @hidden */
  64523. _detachCameras(cameras: Nullable<Camera[]>): void;
  64524. /** @hidden */
  64525. _update(): void;
  64526. /** @hidden */
  64527. _reset(): void;
  64528. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  64529. /**
  64530. * Disposes of the pipeline
  64531. */
  64532. dispose(): void;
  64533. }
  64534. }
  64535. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  64536. import { Camera } from "babylonjs/Cameras/camera";
  64537. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64538. /**
  64539. * PostProcessRenderPipelineManager class
  64540. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64541. */
  64542. export class PostProcessRenderPipelineManager {
  64543. private _renderPipelines;
  64544. /**
  64545. * Initializes a PostProcessRenderPipelineManager
  64546. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64547. */
  64548. constructor();
  64549. /**
  64550. * Gets the list of supported render pipelines
  64551. */
  64552. readonly supportedPipelines: PostProcessRenderPipeline[];
  64553. /**
  64554. * Adds a pipeline to the manager
  64555. * @param renderPipeline The pipeline to add
  64556. */
  64557. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64558. /**
  64559. * Attaches a camera to the pipeline
  64560. * @param renderPipelineName The name of the pipeline to attach to
  64561. * @param cameras the camera to attach
  64562. * @param unique if the camera can be attached multiple times to the pipeline
  64563. */
  64564. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64565. /**
  64566. * Detaches a camera from the pipeline
  64567. * @param renderPipelineName The name of the pipeline to detach from
  64568. * @param cameras the camera to detach
  64569. */
  64570. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64571. /**
  64572. * Enables an effect by name on a pipeline
  64573. * @param renderPipelineName the name of the pipeline to enable the effect in
  64574. * @param renderEffectName the name of the effect to enable
  64575. * @param cameras the cameras that the effect should be enabled on
  64576. */
  64577. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64578. /**
  64579. * Disables an effect by name on a pipeline
  64580. * @param renderPipelineName the name of the pipeline to disable the effect in
  64581. * @param renderEffectName the name of the effect to disable
  64582. * @param cameras the cameras that the effect should be disabled on
  64583. */
  64584. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64585. /**
  64586. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64587. */
  64588. update(): void;
  64589. /** @hidden */
  64590. _rebuild(): void;
  64591. /**
  64592. * Disposes of the manager and pipelines
  64593. */
  64594. dispose(): void;
  64595. }
  64596. }
  64597. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64598. import { ISceneComponent } from "babylonjs/sceneComponent";
  64599. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64600. import { Scene } from "babylonjs/scene";
  64601. module "babylonjs/scene" {
  64602. interface Scene {
  64603. /** @hidden (Backing field) */
  64604. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64605. /**
  64606. * Gets the postprocess render pipeline manager
  64607. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64608. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64609. */
  64610. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64611. }
  64612. }
  64613. /**
  64614. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64615. */
  64616. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64617. /**
  64618. * The component name helpfull to identify the component in the list of scene components.
  64619. */
  64620. readonly name: string;
  64621. /**
  64622. * The scene the component belongs to.
  64623. */
  64624. scene: Scene;
  64625. /**
  64626. * Creates a new instance of the component for the given scene
  64627. * @param scene Defines the scene to register the component in
  64628. */
  64629. constructor(scene: Scene);
  64630. /**
  64631. * Registers the component in a given scene
  64632. */
  64633. register(): void;
  64634. /**
  64635. * Rebuilds the elements related to this component in case of
  64636. * context lost for instance.
  64637. */
  64638. rebuild(): void;
  64639. /**
  64640. * Disposes the component and the associated ressources
  64641. */
  64642. dispose(): void;
  64643. private _gatherRenderTargets;
  64644. }
  64645. }
  64646. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64647. import { Nullable } from "babylonjs/types";
  64648. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64649. import { Camera } from "babylonjs/Cameras/camera";
  64650. import { IDisposable } from "babylonjs/scene";
  64651. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64652. import { Scene } from "babylonjs/scene";
  64653. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64654. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64655. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64656. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64657. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64658. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64659. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64660. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64661. import { Animation } from "babylonjs/Animations/animation";
  64662. /**
  64663. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64664. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64665. */
  64666. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64667. private _scene;
  64668. private _camerasToBeAttached;
  64669. /**
  64670. * ID of the sharpen post process,
  64671. */
  64672. private readonly SharpenPostProcessId;
  64673. /**
  64674. * @ignore
  64675. * ID of the image processing post process;
  64676. */
  64677. readonly ImageProcessingPostProcessId: string;
  64678. /**
  64679. * @ignore
  64680. * ID of the Fast Approximate Anti-Aliasing post process;
  64681. */
  64682. readonly FxaaPostProcessId: string;
  64683. /**
  64684. * ID of the chromatic aberration post process,
  64685. */
  64686. private readonly ChromaticAberrationPostProcessId;
  64687. /**
  64688. * ID of the grain post process
  64689. */
  64690. private readonly GrainPostProcessId;
  64691. /**
  64692. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64693. */
  64694. sharpen: SharpenPostProcess;
  64695. private _sharpenEffect;
  64696. private bloom;
  64697. /**
  64698. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64699. */
  64700. depthOfField: DepthOfFieldEffect;
  64701. /**
  64702. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64703. */
  64704. fxaa: FxaaPostProcess;
  64705. /**
  64706. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64707. */
  64708. imageProcessing: ImageProcessingPostProcess;
  64709. /**
  64710. * Chromatic aberration post process which will shift rgb colors in the image
  64711. */
  64712. chromaticAberration: ChromaticAberrationPostProcess;
  64713. private _chromaticAberrationEffect;
  64714. /**
  64715. * Grain post process which add noise to the image
  64716. */
  64717. grain: GrainPostProcess;
  64718. private _grainEffect;
  64719. /**
  64720. * Glow post process which adds a glow to emissive areas of the image
  64721. */
  64722. private _glowLayer;
  64723. /**
  64724. * Animations which can be used to tweak settings over a period of time
  64725. */
  64726. animations: Animation[];
  64727. private _imageProcessingConfigurationObserver;
  64728. private _sharpenEnabled;
  64729. private _bloomEnabled;
  64730. private _depthOfFieldEnabled;
  64731. private _depthOfFieldBlurLevel;
  64732. private _fxaaEnabled;
  64733. private _imageProcessingEnabled;
  64734. private _defaultPipelineTextureType;
  64735. private _bloomScale;
  64736. private _chromaticAberrationEnabled;
  64737. private _grainEnabled;
  64738. private _buildAllowed;
  64739. /**
  64740. * Gets active scene
  64741. */
  64742. readonly scene: Scene;
  64743. /**
  64744. * Enable or disable the sharpen process from the pipeline
  64745. */
  64746. sharpenEnabled: boolean;
  64747. private _resizeObserver;
  64748. private _hardwareScaleLevel;
  64749. private _bloomKernel;
  64750. /**
  64751. * Specifies the size of the bloom blur kernel, relative to the final output size
  64752. */
  64753. bloomKernel: number;
  64754. /**
  64755. * Specifies the weight of the bloom in the final rendering
  64756. */
  64757. private _bloomWeight;
  64758. /**
  64759. * Specifies the luma threshold for the area that will be blurred by the bloom
  64760. */
  64761. private _bloomThreshold;
  64762. private _hdr;
  64763. /**
  64764. * The strength of the bloom.
  64765. */
  64766. bloomWeight: number;
  64767. /**
  64768. * The strength of the bloom.
  64769. */
  64770. bloomThreshold: number;
  64771. /**
  64772. * The scale of the bloom, lower value will provide better performance.
  64773. */
  64774. bloomScale: number;
  64775. /**
  64776. * Enable or disable the bloom from the pipeline
  64777. */
  64778. bloomEnabled: boolean;
  64779. private _rebuildBloom;
  64780. /**
  64781. * If the depth of field is enabled.
  64782. */
  64783. depthOfFieldEnabled: boolean;
  64784. /**
  64785. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64786. */
  64787. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64788. /**
  64789. * If the anti aliasing is enabled.
  64790. */
  64791. fxaaEnabled: boolean;
  64792. private _samples;
  64793. /**
  64794. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64795. */
  64796. samples: number;
  64797. /**
  64798. * If image processing is enabled.
  64799. */
  64800. imageProcessingEnabled: boolean;
  64801. /**
  64802. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64803. */
  64804. glowLayerEnabled: boolean;
  64805. /**
  64806. * Gets the glow layer (or null if not defined)
  64807. */
  64808. readonly glowLayer: Nullable<GlowLayer>;
  64809. /**
  64810. * Enable or disable the chromaticAberration process from the pipeline
  64811. */
  64812. chromaticAberrationEnabled: boolean;
  64813. /**
  64814. * Enable or disable the grain process from the pipeline
  64815. */
  64816. grainEnabled: boolean;
  64817. /**
  64818. * @constructor
  64819. * @param name - The rendering pipeline name (default: "")
  64820. * @param hdr - If high dynamic range textures should be used (default: true)
  64821. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64822. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64823. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64824. */
  64825. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64826. /**
  64827. * Get the class name
  64828. * @returns "DefaultRenderingPipeline"
  64829. */
  64830. getClassName(): string;
  64831. /**
  64832. * Force the compilation of the entire pipeline.
  64833. */
  64834. prepare(): void;
  64835. private _hasCleared;
  64836. private _prevPostProcess;
  64837. private _prevPrevPostProcess;
  64838. private _setAutoClearAndTextureSharing;
  64839. private _depthOfFieldSceneObserver;
  64840. private _buildPipeline;
  64841. private _disposePostProcesses;
  64842. /**
  64843. * Adds a camera to the pipeline
  64844. * @param camera the camera to be added
  64845. */
  64846. addCamera(camera: Camera): void;
  64847. /**
  64848. * Removes a camera from the pipeline
  64849. * @param camera the camera to remove
  64850. */
  64851. removeCamera(camera: Camera): void;
  64852. /**
  64853. * Dispose of the pipeline and stop all post processes
  64854. */
  64855. dispose(): void;
  64856. /**
  64857. * Serialize the rendering pipeline (Used when exporting)
  64858. * @returns the serialized object
  64859. */
  64860. serialize(): any;
  64861. /**
  64862. * Parse the serialized pipeline
  64863. * @param source Source pipeline.
  64864. * @param scene The scene to load the pipeline to.
  64865. * @param rootUrl The URL of the serialized pipeline.
  64866. * @returns An instantiated pipeline from the serialized object.
  64867. */
  64868. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64869. }
  64870. }
  64871. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64872. /** @hidden */
  64873. export var lensHighlightsPixelShader: {
  64874. name: string;
  64875. shader: string;
  64876. };
  64877. }
  64878. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64879. /** @hidden */
  64880. export var depthOfFieldPixelShader: {
  64881. name: string;
  64882. shader: string;
  64883. };
  64884. }
  64885. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64886. import { Camera } from "babylonjs/Cameras/camera";
  64887. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64888. import { Scene } from "babylonjs/scene";
  64889. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64890. import "babylonjs/Shaders/chromaticAberration.fragment";
  64891. import "babylonjs/Shaders/lensHighlights.fragment";
  64892. import "babylonjs/Shaders/depthOfField.fragment";
  64893. /**
  64894. * BABYLON.JS Chromatic Aberration GLSL Shader
  64895. * Author: Olivier Guyot
  64896. * Separates very slightly R, G and B colors on the edges of the screen
  64897. * Inspired by Francois Tarlier & Martins Upitis
  64898. */
  64899. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64900. /**
  64901. * @ignore
  64902. * The chromatic aberration PostProcess id in the pipeline
  64903. */
  64904. LensChromaticAberrationEffect: string;
  64905. /**
  64906. * @ignore
  64907. * The highlights enhancing PostProcess id in the pipeline
  64908. */
  64909. HighlightsEnhancingEffect: string;
  64910. /**
  64911. * @ignore
  64912. * The depth-of-field PostProcess id in the pipeline
  64913. */
  64914. LensDepthOfFieldEffect: string;
  64915. private _scene;
  64916. private _depthTexture;
  64917. private _grainTexture;
  64918. private _chromaticAberrationPostProcess;
  64919. private _highlightsPostProcess;
  64920. private _depthOfFieldPostProcess;
  64921. private _edgeBlur;
  64922. private _grainAmount;
  64923. private _chromaticAberration;
  64924. private _distortion;
  64925. private _highlightsGain;
  64926. private _highlightsThreshold;
  64927. private _dofDistance;
  64928. private _dofAperture;
  64929. private _dofDarken;
  64930. private _dofPentagon;
  64931. private _blurNoise;
  64932. /**
  64933. * @constructor
  64934. *
  64935. * Effect parameters are as follow:
  64936. * {
  64937. * chromatic_aberration: number; // from 0 to x (1 for realism)
  64938. * edge_blur: number; // from 0 to x (1 for realism)
  64939. * distortion: number; // from 0 to x (1 for realism)
  64940. * grain_amount: number; // from 0 to 1
  64941. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  64942. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  64943. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  64944. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  64945. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  64946. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  64947. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  64948. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  64949. * }
  64950. * Note: if an effect parameter is unset, effect is disabled
  64951. *
  64952. * @param name The rendering pipeline name
  64953. * @param parameters - An object containing all parameters (see above)
  64954. * @param scene The scene linked to this pipeline
  64955. * @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)
  64956. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64957. */
  64958. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  64959. /**
  64960. * Get the class name
  64961. * @returns "LensRenderingPipeline"
  64962. */
  64963. getClassName(): string;
  64964. /**
  64965. * Gets associated scene
  64966. */
  64967. readonly scene: Scene;
  64968. /**
  64969. * Gets or sets the edge blur
  64970. */
  64971. edgeBlur: number;
  64972. /**
  64973. * Gets or sets the grain amount
  64974. */
  64975. grainAmount: number;
  64976. /**
  64977. * Gets or sets the chromatic aberration amount
  64978. */
  64979. chromaticAberration: number;
  64980. /**
  64981. * Gets or sets the depth of field aperture
  64982. */
  64983. dofAperture: number;
  64984. /**
  64985. * Gets or sets the edge distortion
  64986. */
  64987. edgeDistortion: number;
  64988. /**
  64989. * Gets or sets the depth of field distortion
  64990. */
  64991. dofDistortion: number;
  64992. /**
  64993. * Gets or sets the darken out of focus amount
  64994. */
  64995. darkenOutOfFocus: number;
  64996. /**
  64997. * Gets or sets a boolean indicating if blur noise is enabled
  64998. */
  64999. blurNoise: boolean;
  65000. /**
  65001. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  65002. */
  65003. pentagonBokeh: boolean;
  65004. /**
  65005. * Gets or sets the highlight grain amount
  65006. */
  65007. highlightsGain: number;
  65008. /**
  65009. * Gets or sets the highlight threshold
  65010. */
  65011. highlightsThreshold: number;
  65012. /**
  65013. * Sets the amount of blur at the edges
  65014. * @param amount blur amount
  65015. */
  65016. setEdgeBlur(amount: number): void;
  65017. /**
  65018. * Sets edge blur to 0
  65019. */
  65020. disableEdgeBlur(): void;
  65021. /**
  65022. * Sets the amout of grain
  65023. * @param amount Amount of grain
  65024. */
  65025. setGrainAmount(amount: number): void;
  65026. /**
  65027. * Set grain amount to 0
  65028. */
  65029. disableGrain(): void;
  65030. /**
  65031. * Sets the chromatic aberration amount
  65032. * @param amount amount of chromatic aberration
  65033. */
  65034. setChromaticAberration(amount: number): void;
  65035. /**
  65036. * Sets chromatic aberration amount to 0
  65037. */
  65038. disableChromaticAberration(): void;
  65039. /**
  65040. * Sets the EdgeDistortion amount
  65041. * @param amount amount of EdgeDistortion
  65042. */
  65043. setEdgeDistortion(amount: number): void;
  65044. /**
  65045. * Sets edge distortion to 0
  65046. */
  65047. disableEdgeDistortion(): void;
  65048. /**
  65049. * Sets the FocusDistance amount
  65050. * @param amount amount of FocusDistance
  65051. */
  65052. setFocusDistance(amount: number): void;
  65053. /**
  65054. * Disables depth of field
  65055. */
  65056. disableDepthOfField(): void;
  65057. /**
  65058. * Sets the Aperture amount
  65059. * @param amount amount of Aperture
  65060. */
  65061. setAperture(amount: number): void;
  65062. /**
  65063. * Sets the DarkenOutOfFocus amount
  65064. * @param amount amount of DarkenOutOfFocus
  65065. */
  65066. setDarkenOutOfFocus(amount: number): void;
  65067. private _pentagonBokehIsEnabled;
  65068. /**
  65069. * Creates a pentagon bokeh effect
  65070. */
  65071. enablePentagonBokeh(): void;
  65072. /**
  65073. * Disables the pentagon bokeh effect
  65074. */
  65075. disablePentagonBokeh(): void;
  65076. /**
  65077. * Enables noise blur
  65078. */
  65079. enableNoiseBlur(): void;
  65080. /**
  65081. * Disables noise blur
  65082. */
  65083. disableNoiseBlur(): void;
  65084. /**
  65085. * Sets the HighlightsGain amount
  65086. * @param amount amount of HighlightsGain
  65087. */
  65088. setHighlightsGain(amount: number): void;
  65089. /**
  65090. * Sets the HighlightsThreshold amount
  65091. * @param amount amount of HighlightsThreshold
  65092. */
  65093. setHighlightsThreshold(amount: number): void;
  65094. /**
  65095. * Disables highlights
  65096. */
  65097. disableHighlights(): void;
  65098. /**
  65099. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  65100. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  65101. */
  65102. dispose(disableDepthRender?: boolean): void;
  65103. private _createChromaticAberrationPostProcess;
  65104. private _createHighlightsPostProcess;
  65105. private _createDepthOfFieldPostProcess;
  65106. private _createGrainTexture;
  65107. }
  65108. }
  65109. declare module "babylonjs/Shaders/ssao2.fragment" {
  65110. /** @hidden */
  65111. export var ssao2PixelShader: {
  65112. name: string;
  65113. shader: string;
  65114. };
  65115. }
  65116. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  65117. /** @hidden */
  65118. export var ssaoCombinePixelShader: {
  65119. name: string;
  65120. shader: string;
  65121. };
  65122. }
  65123. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  65124. import { Camera } from "babylonjs/Cameras/camera";
  65125. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65126. import { Scene } from "babylonjs/scene";
  65127. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65128. import "babylonjs/Shaders/ssao2.fragment";
  65129. import "babylonjs/Shaders/ssaoCombine.fragment";
  65130. /**
  65131. * Render pipeline to produce ssao effect
  65132. */
  65133. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  65134. /**
  65135. * @ignore
  65136. * The PassPostProcess id in the pipeline that contains the original scene color
  65137. */
  65138. SSAOOriginalSceneColorEffect: string;
  65139. /**
  65140. * @ignore
  65141. * The SSAO PostProcess id in the pipeline
  65142. */
  65143. SSAORenderEffect: string;
  65144. /**
  65145. * @ignore
  65146. * The horizontal blur PostProcess id in the pipeline
  65147. */
  65148. SSAOBlurHRenderEffect: string;
  65149. /**
  65150. * @ignore
  65151. * The vertical blur PostProcess id in the pipeline
  65152. */
  65153. SSAOBlurVRenderEffect: string;
  65154. /**
  65155. * @ignore
  65156. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65157. */
  65158. SSAOCombineRenderEffect: string;
  65159. /**
  65160. * The output strength of the SSAO post-process. Default value is 1.0.
  65161. */
  65162. totalStrength: number;
  65163. /**
  65164. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  65165. */
  65166. maxZ: number;
  65167. /**
  65168. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  65169. */
  65170. minZAspect: number;
  65171. private _samples;
  65172. /**
  65173. * Number of samples used for the SSAO calculations. Default value is 8
  65174. */
  65175. samples: number;
  65176. private _textureSamples;
  65177. /**
  65178. * Number of samples to use for antialiasing
  65179. */
  65180. textureSamples: number;
  65181. /**
  65182. * Ratio object used for SSAO ratio and blur ratio
  65183. */
  65184. private _ratio;
  65185. /**
  65186. * Dynamically generated sphere sampler.
  65187. */
  65188. private _sampleSphere;
  65189. /**
  65190. * Blur filter offsets
  65191. */
  65192. private _samplerOffsets;
  65193. private _expensiveBlur;
  65194. /**
  65195. * If bilateral blur should be used
  65196. */
  65197. expensiveBlur: boolean;
  65198. /**
  65199. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  65200. */
  65201. radius: number;
  65202. /**
  65203. * The base color of the SSAO post-process
  65204. * The final result is "base + ssao" between [0, 1]
  65205. */
  65206. base: number;
  65207. /**
  65208. * Support test.
  65209. */
  65210. static readonly IsSupported: boolean;
  65211. private _scene;
  65212. private _depthTexture;
  65213. private _normalTexture;
  65214. private _randomTexture;
  65215. private _originalColorPostProcess;
  65216. private _ssaoPostProcess;
  65217. private _blurHPostProcess;
  65218. private _blurVPostProcess;
  65219. private _ssaoCombinePostProcess;
  65220. /**
  65221. * Gets active scene
  65222. */
  65223. readonly scene: Scene;
  65224. /**
  65225. * @constructor
  65226. * @param name The rendering pipeline name
  65227. * @param scene The scene linked to this pipeline
  65228. * @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 }
  65229. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65230. */
  65231. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65232. /**
  65233. * Get the class name
  65234. * @returns "SSAO2RenderingPipeline"
  65235. */
  65236. getClassName(): string;
  65237. /**
  65238. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65239. */
  65240. dispose(disableGeometryBufferRenderer?: boolean): void;
  65241. private _createBlurPostProcess;
  65242. /** @hidden */
  65243. _rebuild(): void;
  65244. private _bits;
  65245. private _radicalInverse_VdC;
  65246. private _hammersley;
  65247. private _hemisphereSample_uniform;
  65248. private _generateHemisphere;
  65249. private _createSSAOPostProcess;
  65250. private _createSSAOCombinePostProcess;
  65251. private _createRandomTexture;
  65252. /**
  65253. * Serialize the rendering pipeline (Used when exporting)
  65254. * @returns the serialized object
  65255. */
  65256. serialize(): any;
  65257. /**
  65258. * Parse the serialized pipeline
  65259. * @param source Source pipeline.
  65260. * @param scene The scene to load the pipeline to.
  65261. * @param rootUrl The URL of the serialized pipeline.
  65262. * @returns An instantiated pipeline from the serialized object.
  65263. */
  65264. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  65265. }
  65266. }
  65267. declare module "babylonjs/Shaders/ssao.fragment" {
  65268. /** @hidden */
  65269. export var ssaoPixelShader: {
  65270. name: string;
  65271. shader: string;
  65272. };
  65273. }
  65274. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  65275. import { Camera } from "babylonjs/Cameras/camera";
  65276. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65277. import { Scene } from "babylonjs/scene";
  65278. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65279. import "babylonjs/Shaders/ssao.fragment";
  65280. import "babylonjs/Shaders/ssaoCombine.fragment";
  65281. /**
  65282. * Render pipeline to produce ssao effect
  65283. */
  65284. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  65285. /**
  65286. * @ignore
  65287. * The PassPostProcess id in the pipeline that contains the original scene color
  65288. */
  65289. SSAOOriginalSceneColorEffect: string;
  65290. /**
  65291. * @ignore
  65292. * The SSAO PostProcess id in the pipeline
  65293. */
  65294. SSAORenderEffect: string;
  65295. /**
  65296. * @ignore
  65297. * The horizontal blur PostProcess id in the pipeline
  65298. */
  65299. SSAOBlurHRenderEffect: string;
  65300. /**
  65301. * @ignore
  65302. * The vertical blur PostProcess id in the pipeline
  65303. */
  65304. SSAOBlurVRenderEffect: string;
  65305. /**
  65306. * @ignore
  65307. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65308. */
  65309. SSAOCombineRenderEffect: string;
  65310. /**
  65311. * The output strength of the SSAO post-process. Default value is 1.0.
  65312. */
  65313. totalStrength: number;
  65314. /**
  65315. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  65316. */
  65317. radius: number;
  65318. /**
  65319. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  65320. * Must not be equal to fallOff and superior to fallOff.
  65321. * Default value is 0.0075
  65322. */
  65323. area: number;
  65324. /**
  65325. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  65326. * Must not be equal to area and inferior to area.
  65327. * Default value is 0.000001
  65328. */
  65329. fallOff: number;
  65330. /**
  65331. * The base color of the SSAO post-process
  65332. * The final result is "base + ssao" between [0, 1]
  65333. */
  65334. base: number;
  65335. private _scene;
  65336. private _depthTexture;
  65337. private _randomTexture;
  65338. private _originalColorPostProcess;
  65339. private _ssaoPostProcess;
  65340. private _blurHPostProcess;
  65341. private _blurVPostProcess;
  65342. private _ssaoCombinePostProcess;
  65343. private _firstUpdate;
  65344. /**
  65345. * Gets active scene
  65346. */
  65347. readonly scene: Scene;
  65348. /**
  65349. * @constructor
  65350. * @param name - The rendering pipeline name
  65351. * @param scene - The scene linked to this pipeline
  65352. * @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 }
  65353. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  65354. */
  65355. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65356. /**
  65357. * Get the class name
  65358. * @returns "SSAORenderingPipeline"
  65359. */
  65360. getClassName(): string;
  65361. /**
  65362. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65363. */
  65364. dispose(disableDepthRender?: boolean): void;
  65365. private _createBlurPostProcess;
  65366. /** @hidden */
  65367. _rebuild(): void;
  65368. private _createSSAOPostProcess;
  65369. private _createSSAOCombinePostProcess;
  65370. private _createRandomTexture;
  65371. }
  65372. }
  65373. declare module "babylonjs/Shaders/standard.fragment" {
  65374. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65375. /** @hidden */
  65376. export var standardPixelShader: {
  65377. name: string;
  65378. shader: string;
  65379. };
  65380. }
  65381. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  65382. import { Nullable } from "babylonjs/types";
  65383. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65384. import { Camera } from "babylonjs/Cameras/camera";
  65385. import { Texture } from "babylonjs/Materials/Textures/texture";
  65386. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65387. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65388. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  65389. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  65390. import { IDisposable } from "babylonjs/scene";
  65391. import { SpotLight } from "babylonjs/Lights/spotLight";
  65392. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  65393. import { Scene } from "babylonjs/scene";
  65394. import { Animation } from "babylonjs/Animations/animation";
  65395. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65396. import "babylonjs/Shaders/standard.fragment";
  65397. /**
  65398. * Standard rendering pipeline
  65399. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65400. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  65401. */
  65402. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  65403. /**
  65404. * Public members
  65405. */
  65406. /**
  65407. * Post-process which contains the original scene color before the pipeline applies all the effects
  65408. */
  65409. originalPostProcess: Nullable<PostProcess>;
  65410. /**
  65411. * Post-process used to down scale an image x4
  65412. */
  65413. downSampleX4PostProcess: Nullable<PostProcess>;
  65414. /**
  65415. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  65416. */
  65417. brightPassPostProcess: Nullable<PostProcess>;
  65418. /**
  65419. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  65420. */
  65421. blurHPostProcesses: PostProcess[];
  65422. /**
  65423. * Post-process array storing all the vertical blur post-processes used by the pipeline
  65424. */
  65425. blurVPostProcesses: PostProcess[];
  65426. /**
  65427. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  65428. */
  65429. textureAdderPostProcess: Nullable<PostProcess>;
  65430. /**
  65431. * Post-process used to create volumetric lighting effect
  65432. */
  65433. volumetricLightPostProcess: Nullable<PostProcess>;
  65434. /**
  65435. * Post-process used to smooth the previous volumetric light post-process on the X axis
  65436. */
  65437. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  65438. /**
  65439. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  65440. */
  65441. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  65442. /**
  65443. * Post-process used to merge the volumetric light effect and the real scene color
  65444. */
  65445. volumetricLightMergePostProces: Nullable<PostProcess>;
  65446. /**
  65447. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  65448. */
  65449. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  65450. /**
  65451. * Base post-process used to calculate the average luminance of the final image for HDR
  65452. */
  65453. luminancePostProcess: Nullable<PostProcess>;
  65454. /**
  65455. * Post-processes used to create down sample post-processes in order to get
  65456. * the average luminance of the final image for HDR
  65457. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  65458. */
  65459. luminanceDownSamplePostProcesses: PostProcess[];
  65460. /**
  65461. * Post-process used to create a HDR effect (light adaptation)
  65462. */
  65463. hdrPostProcess: Nullable<PostProcess>;
  65464. /**
  65465. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  65466. */
  65467. textureAdderFinalPostProcess: Nullable<PostProcess>;
  65468. /**
  65469. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  65470. */
  65471. lensFlareFinalPostProcess: Nullable<PostProcess>;
  65472. /**
  65473. * Post-process used to merge the final HDR post-process and the real scene color
  65474. */
  65475. hdrFinalPostProcess: Nullable<PostProcess>;
  65476. /**
  65477. * Post-process used to create a lens flare effect
  65478. */
  65479. lensFlarePostProcess: Nullable<PostProcess>;
  65480. /**
  65481. * Post-process that merges the result of the lens flare post-process and the real scene color
  65482. */
  65483. lensFlareComposePostProcess: Nullable<PostProcess>;
  65484. /**
  65485. * Post-process used to create a motion blur effect
  65486. */
  65487. motionBlurPostProcess: Nullable<PostProcess>;
  65488. /**
  65489. * Post-process used to create a depth of field effect
  65490. */
  65491. depthOfFieldPostProcess: Nullable<PostProcess>;
  65492. /**
  65493. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65494. */
  65495. fxaaPostProcess: Nullable<FxaaPostProcess>;
  65496. /**
  65497. * Represents the brightness threshold in order to configure the illuminated surfaces
  65498. */
  65499. brightThreshold: number;
  65500. /**
  65501. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  65502. */
  65503. blurWidth: number;
  65504. /**
  65505. * Sets if the blur for highlighted surfaces must be only horizontal
  65506. */
  65507. horizontalBlur: boolean;
  65508. /**
  65509. * Gets the overall exposure used by the pipeline
  65510. */
  65511. /**
  65512. * Sets the overall exposure used by the pipeline
  65513. */
  65514. exposure: number;
  65515. /**
  65516. * Texture used typically to simulate "dirty" on camera lens
  65517. */
  65518. lensTexture: Nullable<Texture>;
  65519. /**
  65520. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  65521. */
  65522. volumetricLightCoefficient: number;
  65523. /**
  65524. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  65525. */
  65526. volumetricLightPower: number;
  65527. /**
  65528. * Used the set the blur intensity to smooth the volumetric lights
  65529. */
  65530. volumetricLightBlurScale: number;
  65531. /**
  65532. * Light (spot or directional) used to generate the volumetric lights rays
  65533. * The source light must have a shadow generate so the pipeline can get its
  65534. * depth map
  65535. */
  65536. sourceLight: Nullable<SpotLight | DirectionalLight>;
  65537. /**
  65538. * For eye adaptation, represents the minimum luminance the eye can see
  65539. */
  65540. hdrMinimumLuminance: number;
  65541. /**
  65542. * For eye adaptation, represents the decrease luminance speed
  65543. */
  65544. hdrDecreaseRate: number;
  65545. /**
  65546. * For eye adaptation, represents the increase luminance speed
  65547. */
  65548. hdrIncreaseRate: number;
  65549. /**
  65550. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65551. */
  65552. /**
  65553. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65554. */
  65555. hdrAutoExposure: boolean;
  65556. /**
  65557. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65558. */
  65559. lensColorTexture: Nullable<Texture>;
  65560. /**
  65561. * The overall strengh for the lens flare effect
  65562. */
  65563. lensFlareStrength: number;
  65564. /**
  65565. * Dispersion coefficient for lens flare ghosts
  65566. */
  65567. lensFlareGhostDispersal: number;
  65568. /**
  65569. * Main lens flare halo width
  65570. */
  65571. lensFlareHaloWidth: number;
  65572. /**
  65573. * Based on the lens distortion effect, defines how much the lens flare result
  65574. * is distorted
  65575. */
  65576. lensFlareDistortionStrength: number;
  65577. /**
  65578. * Configures the blur intensity used for for lens flare (halo)
  65579. */
  65580. lensFlareBlurWidth: number;
  65581. /**
  65582. * Lens star texture must be used to simulate rays on the flares and is available
  65583. * in the documentation
  65584. */
  65585. lensStarTexture: Nullable<Texture>;
  65586. /**
  65587. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65588. * flare effect by taking account of the dirt texture
  65589. */
  65590. lensFlareDirtTexture: Nullable<Texture>;
  65591. /**
  65592. * Represents the focal length for the depth of field effect
  65593. */
  65594. depthOfFieldDistance: number;
  65595. /**
  65596. * Represents the blur intensity for the blurred part of the depth of field effect
  65597. */
  65598. depthOfFieldBlurWidth: number;
  65599. /**
  65600. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65601. */
  65602. /**
  65603. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65604. */
  65605. motionStrength: number;
  65606. /**
  65607. * Gets wether or not the motion blur post-process is object based or screen based.
  65608. */
  65609. /**
  65610. * Sets wether or not the motion blur post-process should be object based or screen based
  65611. */
  65612. objectBasedMotionBlur: boolean;
  65613. /**
  65614. * List of animations for the pipeline (IAnimatable implementation)
  65615. */
  65616. animations: Animation[];
  65617. /**
  65618. * Private members
  65619. */
  65620. private _scene;
  65621. private _currentDepthOfFieldSource;
  65622. private _basePostProcess;
  65623. private _fixedExposure;
  65624. private _currentExposure;
  65625. private _hdrAutoExposure;
  65626. private _hdrCurrentLuminance;
  65627. private _motionStrength;
  65628. private _isObjectBasedMotionBlur;
  65629. private _floatTextureType;
  65630. private _camerasToBeAttached;
  65631. private _ratio;
  65632. private _bloomEnabled;
  65633. private _depthOfFieldEnabled;
  65634. private _vlsEnabled;
  65635. private _lensFlareEnabled;
  65636. private _hdrEnabled;
  65637. private _motionBlurEnabled;
  65638. private _fxaaEnabled;
  65639. private _motionBlurSamples;
  65640. private _volumetricLightStepsCount;
  65641. private _samples;
  65642. /**
  65643. * @ignore
  65644. * Specifies if the bloom pipeline is enabled
  65645. */
  65646. BloomEnabled: boolean;
  65647. /**
  65648. * @ignore
  65649. * Specifies if the depth of field pipeline is enabed
  65650. */
  65651. DepthOfFieldEnabled: boolean;
  65652. /**
  65653. * @ignore
  65654. * Specifies if the lens flare pipeline is enabed
  65655. */
  65656. LensFlareEnabled: boolean;
  65657. /**
  65658. * @ignore
  65659. * Specifies if the HDR pipeline is enabled
  65660. */
  65661. HDREnabled: boolean;
  65662. /**
  65663. * @ignore
  65664. * Specifies if the volumetric lights scattering effect is enabled
  65665. */
  65666. VLSEnabled: boolean;
  65667. /**
  65668. * @ignore
  65669. * Specifies if the motion blur effect is enabled
  65670. */
  65671. MotionBlurEnabled: boolean;
  65672. /**
  65673. * Specifies if anti-aliasing is enabled
  65674. */
  65675. fxaaEnabled: boolean;
  65676. /**
  65677. * Specifies the number of steps used to calculate the volumetric lights
  65678. * Typically in interval [50, 200]
  65679. */
  65680. volumetricLightStepsCount: number;
  65681. /**
  65682. * Specifies the number of samples used for the motion blur effect
  65683. * Typically in interval [16, 64]
  65684. */
  65685. motionBlurSamples: number;
  65686. /**
  65687. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65688. */
  65689. samples: number;
  65690. /**
  65691. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65692. * @constructor
  65693. * @param name The rendering pipeline name
  65694. * @param scene The scene linked to this pipeline
  65695. * @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)
  65696. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65697. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65698. */
  65699. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65700. private _buildPipeline;
  65701. private _createDownSampleX4PostProcess;
  65702. private _createBrightPassPostProcess;
  65703. private _createBlurPostProcesses;
  65704. private _createTextureAdderPostProcess;
  65705. private _createVolumetricLightPostProcess;
  65706. private _createLuminancePostProcesses;
  65707. private _createHdrPostProcess;
  65708. private _createLensFlarePostProcess;
  65709. private _createDepthOfFieldPostProcess;
  65710. private _createMotionBlurPostProcess;
  65711. private _getDepthTexture;
  65712. private _disposePostProcesses;
  65713. /**
  65714. * Dispose of the pipeline and stop all post processes
  65715. */
  65716. dispose(): void;
  65717. /**
  65718. * Serialize the rendering pipeline (Used when exporting)
  65719. * @returns the serialized object
  65720. */
  65721. serialize(): any;
  65722. /**
  65723. * Parse the serialized pipeline
  65724. * @param source Source pipeline.
  65725. * @param scene The scene to load the pipeline to.
  65726. * @param rootUrl The URL of the serialized pipeline.
  65727. * @returns An instantiated pipeline from the serialized object.
  65728. */
  65729. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65730. /**
  65731. * Luminance steps
  65732. */
  65733. static LuminanceSteps: number;
  65734. }
  65735. }
  65736. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65737. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65738. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65739. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65740. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65741. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65742. }
  65743. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65744. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65745. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65746. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65747. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65748. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65749. }
  65750. declare module "babylonjs/Shaders/tonemap.fragment" {
  65751. /** @hidden */
  65752. export var tonemapPixelShader: {
  65753. name: string;
  65754. shader: string;
  65755. };
  65756. }
  65757. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65758. import { Camera } from "babylonjs/Cameras/camera";
  65759. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65760. import "babylonjs/Shaders/tonemap.fragment";
  65761. import { Engine } from "babylonjs/Engines/engine";
  65762. /** Defines operator used for tonemapping */
  65763. export enum TonemappingOperator {
  65764. /** Hable */
  65765. Hable = 0,
  65766. /** Reinhard */
  65767. Reinhard = 1,
  65768. /** HejiDawson */
  65769. HejiDawson = 2,
  65770. /** Photographic */
  65771. Photographic = 3
  65772. }
  65773. /**
  65774. * Defines a post process to apply tone mapping
  65775. */
  65776. export class TonemapPostProcess extends PostProcess {
  65777. private _operator;
  65778. /** Defines the required exposure adjustement */
  65779. exposureAdjustment: number;
  65780. /**
  65781. * Creates a new TonemapPostProcess
  65782. * @param name defines the name of the postprocess
  65783. * @param _operator defines the operator to use
  65784. * @param exposureAdjustment defines the required exposure adjustement
  65785. * @param camera defines the camera to use (can be null)
  65786. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65787. * @param engine defines the hosting engine (can be ignore if camera is set)
  65788. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65789. */
  65790. constructor(name: string, _operator: TonemappingOperator,
  65791. /** Defines the required exposure adjustement */
  65792. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65793. }
  65794. }
  65795. declare module "babylonjs/Shaders/depth.vertex" {
  65796. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65797. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65798. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65799. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65800. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65801. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65802. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65803. /** @hidden */
  65804. export var depthVertexShader: {
  65805. name: string;
  65806. shader: string;
  65807. };
  65808. }
  65809. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65810. /** @hidden */
  65811. export var volumetricLightScatteringPixelShader: {
  65812. name: string;
  65813. shader: string;
  65814. };
  65815. }
  65816. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65817. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65818. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65819. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65820. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65821. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65822. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65823. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65824. /** @hidden */
  65825. export var volumetricLightScatteringPassVertexShader: {
  65826. name: string;
  65827. shader: string;
  65828. };
  65829. }
  65830. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65831. /** @hidden */
  65832. export var volumetricLightScatteringPassPixelShader: {
  65833. name: string;
  65834. shader: string;
  65835. };
  65836. }
  65837. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65838. import { Vector3 } from "babylonjs/Maths/math.vector";
  65839. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65840. import { Mesh } from "babylonjs/Meshes/mesh";
  65841. import { Camera } from "babylonjs/Cameras/camera";
  65842. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65843. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65844. import { Scene } from "babylonjs/scene";
  65845. import "babylonjs/Meshes/Builders/planeBuilder";
  65846. import "babylonjs/Shaders/depth.vertex";
  65847. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65848. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65849. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65850. import { Engine } from "babylonjs/Engines/engine";
  65851. /**
  65852. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65853. */
  65854. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65855. private _volumetricLightScatteringPass;
  65856. private _volumetricLightScatteringRTT;
  65857. private _viewPort;
  65858. private _screenCoordinates;
  65859. private _cachedDefines;
  65860. /**
  65861. * If not undefined, the mesh position is computed from the attached node position
  65862. */
  65863. attachedNode: {
  65864. position: Vector3;
  65865. };
  65866. /**
  65867. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65868. */
  65869. customMeshPosition: Vector3;
  65870. /**
  65871. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65872. */
  65873. useCustomMeshPosition: boolean;
  65874. /**
  65875. * If the post-process should inverse the light scattering direction
  65876. */
  65877. invert: boolean;
  65878. /**
  65879. * The internal mesh used by the post-process
  65880. */
  65881. mesh: Mesh;
  65882. /**
  65883. * @hidden
  65884. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65885. */
  65886. useDiffuseColor: boolean;
  65887. /**
  65888. * Array containing the excluded meshes not rendered in the internal pass
  65889. */
  65890. excludedMeshes: AbstractMesh[];
  65891. /**
  65892. * Controls the overall intensity of the post-process
  65893. */
  65894. exposure: number;
  65895. /**
  65896. * Dissipates each sample's contribution in range [0, 1]
  65897. */
  65898. decay: number;
  65899. /**
  65900. * Controls the overall intensity of each sample
  65901. */
  65902. weight: number;
  65903. /**
  65904. * Controls the density of each sample
  65905. */
  65906. density: number;
  65907. /**
  65908. * @constructor
  65909. * @param name The post-process name
  65910. * @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)
  65911. * @param camera The camera that the post-process will be attached to
  65912. * @param mesh The mesh used to create the light scattering
  65913. * @param samples The post-process quality, default 100
  65914. * @param samplingModeThe post-process filtering mode
  65915. * @param engine The babylon engine
  65916. * @param reusable If the post-process is reusable
  65917. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  65918. */
  65919. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  65920. /**
  65921. * Returns the string "VolumetricLightScatteringPostProcess"
  65922. * @returns "VolumetricLightScatteringPostProcess"
  65923. */
  65924. getClassName(): string;
  65925. private _isReady;
  65926. /**
  65927. * Sets the new light position for light scattering effect
  65928. * @param position The new custom light position
  65929. */
  65930. setCustomMeshPosition(position: Vector3): void;
  65931. /**
  65932. * Returns the light position for light scattering effect
  65933. * @return Vector3 The custom light position
  65934. */
  65935. getCustomMeshPosition(): Vector3;
  65936. /**
  65937. * Disposes the internal assets and detaches the post-process from the camera
  65938. */
  65939. dispose(camera: Camera): void;
  65940. /**
  65941. * Returns the render target texture used by the post-process
  65942. * @return the render target texture used by the post-process
  65943. */
  65944. getPass(): RenderTargetTexture;
  65945. private _meshExcluded;
  65946. private _createPass;
  65947. private _updateMeshScreenCoordinates;
  65948. /**
  65949. * Creates a default mesh for the Volumeric Light Scattering post-process
  65950. * @param name The mesh name
  65951. * @param scene The scene where to create the mesh
  65952. * @return the default mesh
  65953. */
  65954. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  65955. }
  65956. }
  65957. declare module "babylonjs/PostProcesses/index" {
  65958. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  65959. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  65960. export * from "babylonjs/PostProcesses/bloomEffect";
  65961. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  65962. export * from "babylonjs/PostProcesses/blurPostProcess";
  65963. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  65964. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  65965. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  65966. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  65967. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  65968. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  65969. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  65970. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  65971. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  65972. export * from "babylonjs/PostProcesses/filterPostProcess";
  65973. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  65974. export * from "babylonjs/PostProcesses/grainPostProcess";
  65975. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  65976. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  65977. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  65978. export * from "babylonjs/PostProcesses/passPostProcess";
  65979. export * from "babylonjs/PostProcesses/postProcess";
  65980. export * from "babylonjs/PostProcesses/postProcessManager";
  65981. export * from "babylonjs/PostProcesses/refractionPostProcess";
  65982. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  65983. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  65984. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  65985. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  65986. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  65987. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  65988. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  65989. }
  65990. declare module "babylonjs/Probes/index" {
  65991. export * from "babylonjs/Probes/reflectionProbe";
  65992. }
  65993. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  65994. import { Scene } from "babylonjs/scene";
  65995. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65996. import { SmartArray } from "babylonjs/Misc/smartArray";
  65997. import { ISceneComponent } from "babylonjs/sceneComponent";
  65998. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  65999. import "babylonjs/Meshes/Builders/boxBuilder";
  66000. import "babylonjs/Shaders/color.fragment";
  66001. import "babylonjs/Shaders/color.vertex";
  66002. import { Color3 } from "babylonjs/Maths/math.color";
  66003. module "babylonjs/scene" {
  66004. interface Scene {
  66005. /** @hidden (Backing field) */
  66006. _boundingBoxRenderer: BoundingBoxRenderer;
  66007. /** @hidden (Backing field) */
  66008. _forceShowBoundingBoxes: boolean;
  66009. /**
  66010. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  66011. */
  66012. forceShowBoundingBoxes: boolean;
  66013. /**
  66014. * Gets the bounding box renderer associated with the scene
  66015. * @returns a BoundingBoxRenderer
  66016. */
  66017. getBoundingBoxRenderer(): BoundingBoxRenderer;
  66018. }
  66019. }
  66020. module "babylonjs/Meshes/abstractMesh" {
  66021. interface AbstractMesh {
  66022. /** @hidden (Backing field) */
  66023. _showBoundingBox: boolean;
  66024. /**
  66025. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  66026. */
  66027. showBoundingBox: boolean;
  66028. }
  66029. }
  66030. /**
  66031. * Component responsible of rendering the bounding box of the meshes in a scene.
  66032. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66033. */
  66034. export class BoundingBoxRenderer implements ISceneComponent {
  66035. /**
  66036. * The component name helpfull to identify the component in the list of scene components.
  66037. */
  66038. readonly name: string;
  66039. /**
  66040. * The scene the component belongs to.
  66041. */
  66042. scene: Scene;
  66043. /**
  66044. * Color of the bounding box lines placed in front of an object
  66045. */
  66046. frontColor: Color3;
  66047. /**
  66048. * Color of the bounding box lines placed behind an object
  66049. */
  66050. backColor: Color3;
  66051. /**
  66052. * Defines if the renderer should show the back lines or not
  66053. */
  66054. showBackLines: boolean;
  66055. /**
  66056. * @hidden
  66057. */
  66058. renderList: SmartArray<BoundingBox>;
  66059. private _colorShader;
  66060. private _vertexBuffers;
  66061. private _indexBuffer;
  66062. private _fillIndexBuffer;
  66063. private _fillIndexData;
  66064. /**
  66065. * Instantiates a new bounding box renderer in a scene.
  66066. * @param scene the scene the renderer renders in
  66067. */
  66068. constructor(scene: Scene);
  66069. /**
  66070. * Registers the component in a given scene
  66071. */
  66072. register(): void;
  66073. private _evaluateSubMesh;
  66074. private _activeMesh;
  66075. private _prepareRessources;
  66076. private _createIndexBuffer;
  66077. /**
  66078. * Rebuilds the elements related to this component in case of
  66079. * context lost for instance.
  66080. */
  66081. rebuild(): void;
  66082. /**
  66083. * @hidden
  66084. */
  66085. reset(): void;
  66086. /**
  66087. * Render the bounding boxes of a specific rendering group
  66088. * @param renderingGroupId defines the rendering group to render
  66089. */
  66090. render(renderingGroupId: number): void;
  66091. /**
  66092. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66093. * @param mesh Define the mesh to render the occlusion bounding box for
  66094. */
  66095. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  66096. /**
  66097. * Dispose and release the resources attached to this renderer.
  66098. */
  66099. dispose(): void;
  66100. }
  66101. }
  66102. declare module "babylonjs/Shaders/depth.fragment" {
  66103. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  66104. /** @hidden */
  66105. export var depthPixelShader: {
  66106. name: string;
  66107. shader: string;
  66108. };
  66109. }
  66110. declare module "babylonjs/Rendering/depthRenderer" {
  66111. import { Nullable } from "babylonjs/types";
  66112. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66113. import { Scene } from "babylonjs/scene";
  66114. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66115. import { Camera } from "babylonjs/Cameras/camera";
  66116. import "babylonjs/Shaders/depth.fragment";
  66117. import "babylonjs/Shaders/depth.vertex";
  66118. /**
  66119. * This represents a depth renderer in Babylon.
  66120. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  66121. */
  66122. export class DepthRenderer {
  66123. private _scene;
  66124. private _depthMap;
  66125. private _effect;
  66126. private readonly _storeNonLinearDepth;
  66127. private readonly _clearColor;
  66128. /** Get if the depth renderer is using packed depth or not */
  66129. readonly isPacked: boolean;
  66130. private _cachedDefines;
  66131. private _camera;
  66132. /**
  66133. * Specifiess that the depth renderer will only be used within
  66134. * the camera it is created for.
  66135. * This can help forcing its rendering during the camera processing.
  66136. */
  66137. useOnlyInActiveCamera: boolean;
  66138. /** @hidden */
  66139. static _SceneComponentInitialization: (scene: Scene) => void;
  66140. /**
  66141. * Instantiates a depth renderer
  66142. * @param scene The scene the renderer belongs to
  66143. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  66144. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  66145. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66146. */
  66147. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  66148. /**
  66149. * Creates the depth rendering effect and checks if the effect is ready.
  66150. * @param subMesh The submesh to be used to render the depth map of
  66151. * @param useInstances If multiple world instances should be used
  66152. * @returns if the depth renderer is ready to render the depth map
  66153. */
  66154. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66155. /**
  66156. * Gets the texture which the depth map will be written to.
  66157. * @returns The depth map texture
  66158. */
  66159. getDepthMap(): RenderTargetTexture;
  66160. /**
  66161. * Disposes of the depth renderer.
  66162. */
  66163. dispose(): void;
  66164. }
  66165. }
  66166. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  66167. import { Nullable } from "babylonjs/types";
  66168. import { Scene } from "babylonjs/scene";
  66169. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  66170. import { Camera } from "babylonjs/Cameras/camera";
  66171. import { ISceneComponent } from "babylonjs/sceneComponent";
  66172. module "babylonjs/scene" {
  66173. interface Scene {
  66174. /** @hidden (Backing field) */
  66175. _depthRenderer: {
  66176. [id: string]: DepthRenderer;
  66177. };
  66178. /**
  66179. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  66180. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  66181. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66182. * @returns the created depth renderer
  66183. */
  66184. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  66185. /**
  66186. * Disables a depth renderer for a given camera
  66187. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  66188. */
  66189. disableDepthRenderer(camera?: Nullable<Camera>): void;
  66190. }
  66191. }
  66192. /**
  66193. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  66194. * in several rendering techniques.
  66195. */
  66196. export class DepthRendererSceneComponent implements ISceneComponent {
  66197. /**
  66198. * The component name helpfull to identify the component in the list of scene components.
  66199. */
  66200. readonly name: string;
  66201. /**
  66202. * The scene the component belongs to.
  66203. */
  66204. scene: Scene;
  66205. /**
  66206. * Creates a new instance of the component for the given scene
  66207. * @param scene Defines the scene to register the component in
  66208. */
  66209. constructor(scene: Scene);
  66210. /**
  66211. * Registers the component in a given scene
  66212. */
  66213. register(): void;
  66214. /**
  66215. * Rebuilds the elements related to this component in case of
  66216. * context lost for instance.
  66217. */
  66218. rebuild(): void;
  66219. /**
  66220. * Disposes the component and the associated ressources
  66221. */
  66222. dispose(): void;
  66223. private _gatherRenderTargets;
  66224. private _gatherActiveCameraRenderTargets;
  66225. }
  66226. }
  66227. declare module "babylonjs/Shaders/outline.fragment" {
  66228. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66229. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  66230. /** @hidden */
  66231. export var outlinePixelShader: {
  66232. name: string;
  66233. shader: string;
  66234. };
  66235. }
  66236. declare module "babylonjs/Shaders/outline.vertex" {
  66237. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66238. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66239. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66240. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66241. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66242. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66243. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66244. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66245. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  66246. /** @hidden */
  66247. export var outlineVertexShader: {
  66248. name: string;
  66249. shader: string;
  66250. };
  66251. }
  66252. declare module "babylonjs/Rendering/outlineRenderer" {
  66253. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66254. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  66255. import { Scene } from "babylonjs/scene";
  66256. import { ISceneComponent } from "babylonjs/sceneComponent";
  66257. import "babylonjs/Shaders/outline.fragment";
  66258. import "babylonjs/Shaders/outline.vertex";
  66259. module "babylonjs/scene" {
  66260. interface Scene {
  66261. /** @hidden */
  66262. _outlineRenderer: OutlineRenderer;
  66263. /**
  66264. * Gets the outline renderer associated with the scene
  66265. * @returns a OutlineRenderer
  66266. */
  66267. getOutlineRenderer(): OutlineRenderer;
  66268. }
  66269. }
  66270. module "babylonjs/Meshes/abstractMesh" {
  66271. interface AbstractMesh {
  66272. /** @hidden (Backing field) */
  66273. _renderOutline: boolean;
  66274. /**
  66275. * Gets or sets a boolean indicating if the outline must be rendered as well
  66276. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  66277. */
  66278. renderOutline: boolean;
  66279. /** @hidden (Backing field) */
  66280. _renderOverlay: boolean;
  66281. /**
  66282. * Gets or sets a boolean indicating if the overlay must be rendered as well
  66283. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  66284. */
  66285. renderOverlay: boolean;
  66286. }
  66287. }
  66288. /**
  66289. * This class is responsible to draw bothe outline/overlay of meshes.
  66290. * It should not be used directly but through the available method on mesh.
  66291. */
  66292. export class OutlineRenderer implements ISceneComponent {
  66293. /**
  66294. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  66295. */
  66296. private static _StencilReference;
  66297. /**
  66298. * The name of the component. Each component must have a unique name.
  66299. */
  66300. name: string;
  66301. /**
  66302. * The scene the component belongs to.
  66303. */
  66304. scene: Scene;
  66305. /**
  66306. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  66307. */
  66308. zOffset: number;
  66309. private _engine;
  66310. private _effect;
  66311. private _cachedDefines;
  66312. private _savedDepthWrite;
  66313. /**
  66314. * Instantiates a new outline renderer. (There could be only one per scene).
  66315. * @param scene Defines the scene it belongs to
  66316. */
  66317. constructor(scene: Scene);
  66318. /**
  66319. * Register the component to one instance of a scene.
  66320. */
  66321. register(): void;
  66322. /**
  66323. * Rebuilds the elements related to this component in case of
  66324. * context lost for instance.
  66325. */
  66326. rebuild(): void;
  66327. /**
  66328. * Disposes the component and the associated ressources.
  66329. */
  66330. dispose(): void;
  66331. /**
  66332. * Renders the outline in the canvas.
  66333. * @param subMesh Defines the sumesh to render
  66334. * @param batch Defines the batch of meshes in case of instances
  66335. * @param useOverlay Defines if the rendering is for the overlay or the outline
  66336. */
  66337. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  66338. /**
  66339. * Returns whether or not the outline renderer is ready for a given submesh.
  66340. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  66341. * @param subMesh Defines the submesh to check readyness for
  66342. * @param useInstances Defines wheter wee are trying to render instances or not
  66343. * @returns true if ready otherwise false
  66344. */
  66345. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66346. private _beforeRenderingMesh;
  66347. private _afterRenderingMesh;
  66348. }
  66349. }
  66350. declare module "babylonjs/Rendering/index" {
  66351. export * from "babylonjs/Rendering/boundingBoxRenderer";
  66352. export * from "babylonjs/Rendering/depthRenderer";
  66353. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  66354. export * from "babylonjs/Rendering/edgesRenderer";
  66355. export * from "babylonjs/Rendering/geometryBufferRenderer";
  66356. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  66357. export * from "babylonjs/Rendering/outlineRenderer";
  66358. export * from "babylonjs/Rendering/renderingGroup";
  66359. export * from "babylonjs/Rendering/renderingManager";
  66360. export * from "babylonjs/Rendering/utilityLayerRenderer";
  66361. }
  66362. declare module "babylonjs/Sprites/spritePackedManager" {
  66363. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  66364. import { Scene } from "babylonjs/scene";
  66365. /**
  66366. * Class used to manage multiple sprites of different sizes on the same spritesheet
  66367. * @see http://doc.babylonjs.com/babylon101/sprites
  66368. */
  66369. export class SpritePackedManager extends SpriteManager {
  66370. /** defines the packed manager's name */
  66371. name: string;
  66372. /**
  66373. * Creates a new sprite manager from a packed sprite sheet
  66374. * @param name defines the manager's name
  66375. * @param imgUrl defines the sprite sheet url
  66376. * @param capacity defines the maximum allowed number of sprites
  66377. * @param scene defines the hosting scene
  66378. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  66379. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  66380. * @param samplingMode defines the smapling mode to use with spritesheet
  66381. * @param fromPacked set to true; do not alter
  66382. */
  66383. constructor(
  66384. /** defines the packed manager's name */
  66385. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  66386. }
  66387. }
  66388. declare module "babylonjs/Sprites/index" {
  66389. export * from "babylonjs/Sprites/sprite";
  66390. export * from "babylonjs/Sprites/spriteManager";
  66391. export * from "babylonjs/Sprites/spritePackedManager";
  66392. export * from "babylonjs/Sprites/spriteSceneComponent";
  66393. }
  66394. declare module "babylonjs/States/index" {
  66395. export * from "babylonjs/States/alphaCullingState";
  66396. export * from "babylonjs/States/depthCullingState";
  66397. export * from "babylonjs/States/stencilState";
  66398. }
  66399. declare module "babylonjs/Misc/assetsManager" {
  66400. import { Scene } from "babylonjs/scene";
  66401. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66402. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66403. import { Skeleton } from "babylonjs/Bones/skeleton";
  66404. import { Observable } from "babylonjs/Misc/observable";
  66405. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  66406. import { Texture } from "babylonjs/Materials/Textures/texture";
  66407. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  66408. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  66409. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  66410. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  66411. /**
  66412. * Defines the list of states available for a task inside a AssetsManager
  66413. */
  66414. export enum AssetTaskState {
  66415. /**
  66416. * Initialization
  66417. */
  66418. INIT = 0,
  66419. /**
  66420. * Running
  66421. */
  66422. RUNNING = 1,
  66423. /**
  66424. * Done
  66425. */
  66426. DONE = 2,
  66427. /**
  66428. * Error
  66429. */
  66430. ERROR = 3
  66431. }
  66432. /**
  66433. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  66434. */
  66435. export abstract class AbstractAssetTask {
  66436. /**
  66437. * Task name
  66438. */ name: string;
  66439. /**
  66440. * Callback called when the task is successful
  66441. */
  66442. onSuccess: (task: any) => void;
  66443. /**
  66444. * Callback called when the task is not successful
  66445. */
  66446. onError: (task: any, message?: string, exception?: any) => void;
  66447. /**
  66448. * Creates a new AssetsManager
  66449. * @param name defines the name of the task
  66450. */
  66451. constructor(
  66452. /**
  66453. * Task name
  66454. */ name: string);
  66455. private _isCompleted;
  66456. private _taskState;
  66457. private _errorObject;
  66458. /**
  66459. * Get if the task is completed
  66460. */
  66461. readonly isCompleted: boolean;
  66462. /**
  66463. * Gets the current state of the task
  66464. */
  66465. readonly taskState: AssetTaskState;
  66466. /**
  66467. * Gets the current error object (if task is in error)
  66468. */
  66469. readonly errorObject: {
  66470. message?: string;
  66471. exception?: any;
  66472. };
  66473. /**
  66474. * Internal only
  66475. * @hidden
  66476. */
  66477. _setErrorObject(message?: string, exception?: any): void;
  66478. /**
  66479. * Execute the current task
  66480. * @param scene defines the scene where you want your assets to be loaded
  66481. * @param onSuccess is a callback called when the task is successfully executed
  66482. * @param onError is a callback called if an error occurs
  66483. */
  66484. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66485. /**
  66486. * Execute the current task
  66487. * @param scene defines the scene where you want your assets to be loaded
  66488. * @param onSuccess is a callback called when the task is successfully executed
  66489. * @param onError is a callback called if an error occurs
  66490. */
  66491. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66492. /**
  66493. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  66494. * This can be used with failed tasks that have the reason for failure fixed.
  66495. */
  66496. reset(): void;
  66497. private onErrorCallback;
  66498. private onDoneCallback;
  66499. }
  66500. /**
  66501. * Define the interface used by progress events raised during assets loading
  66502. */
  66503. export interface IAssetsProgressEvent {
  66504. /**
  66505. * Defines the number of remaining tasks to process
  66506. */
  66507. remainingCount: number;
  66508. /**
  66509. * Defines the total number of tasks
  66510. */
  66511. totalCount: number;
  66512. /**
  66513. * Defines the task that was just processed
  66514. */
  66515. task: AbstractAssetTask;
  66516. }
  66517. /**
  66518. * Class used to share progress information about assets loading
  66519. */
  66520. export class AssetsProgressEvent implements IAssetsProgressEvent {
  66521. /**
  66522. * Defines the number of remaining tasks to process
  66523. */
  66524. remainingCount: number;
  66525. /**
  66526. * Defines the total number of tasks
  66527. */
  66528. totalCount: number;
  66529. /**
  66530. * Defines the task that was just processed
  66531. */
  66532. task: AbstractAssetTask;
  66533. /**
  66534. * Creates a AssetsProgressEvent
  66535. * @param remainingCount defines the number of remaining tasks to process
  66536. * @param totalCount defines the total number of tasks
  66537. * @param task defines the task that was just processed
  66538. */
  66539. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66540. }
  66541. /**
  66542. * Define a task used by AssetsManager to load meshes
  66543. */
  66544. export class MeshAssetTask extends AbstractAssetTask {
  66545. /**
  66546. * Defines the name of the task
  66547. */
  66548. name: string;
  66549. /**
  66550. * Defines the list of mesh's names you want to load
  66551. */
  66552. meshesNames: any;
  66553. /**
  66554. * Defines the root url to use as a base to load your meshes and associated resources
  66555. */
  66556. rootUrl: string;
  66557. /**
  66558. * Defines the filename of the scene to load from
  66559. */
  66560. sceneFilename: string;
  66561. /**
  66562. * Gets the list of loaded meshes
  66563. */
  66564. loadedMeshes: Array<AbstractMesh>;
  66565. /**
  66566. * Gets the list of loaded particle systems
  66567. */
  66568. loadedParticleSystems: Array<IParticleSystem>;
  66569. /**
  66570. * Gets the list of loaded skeletons
  66571. */
  66572. loadedSkeletons: Array<Skeleton>;
  66573. /**
  66574. * Gets the list of loaded animation groups
  66575. */
  66576. loadedAnimationGroups: Array<AnimationGroup>;
  66577. /**
  66578. * Callback called when the task is successful
  66579. */
  66580. onSuccess: (task: MeshAssetTask) => void;
  66581. /**
  66582. * Callback called when the task is successful
  66583. */
  66584. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66585. /**
  66586. * Creates a new MeshAssetTask
  66587. * @param name defines the name of the task
  66588. * @param meshesNames defines the list of mesh's names you want to load
  66589. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66590. * @param sceneFilename defines the filename of the scene to load from
  66591. */
  66592. constructor(
  66593. /**
  66594. * Defines the name of the task
  66595. */
  66596. name: string,
  66597. /**
  66598. * Defines the list of mesh's names you want to load
  66599. */
  66600. meshesNames: any,
  66601. /**
  66602. * Defines the root url to use as a base to load your meshes and associated resources
  66603. */
  66604. rootUrl: string,
  66605. /**
  66606. * Defines the filename of the scene to load from
  66607. */
  66608. sceneFilename: string);
  66609. /**
  66610. * Execute the current task
  66611. * @param scene defines the scene where you want your assets to be loaded
  66612. * @param onSuccess is a callback called when the task is successfully executed
  66613. * @param onError is a callback called if an error occurs
  66614. */
  66615. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66616. }
  66617. /**
  66618. * Define a task used by AssetsManager to load text content
  66619. */
  66620. export class TextFileAssetTask extends AbstractAssetTask {
  66621. /**
  66622. * Defines the name of the task
  66623. */
  66624. name: string;
  66625. /**
  66626. * Defines the location of the file to load
  66627. */
  66628. url: string;
  66629. /**
  66630. * Gets the loaded text string
  66631. */
  66632. text: string;
  66633. /**
  66634. * Callback called when the task is successful
  66635. */
  66636. onSuccess: (task: TextFileAssetTask) => void;
  66637. /**
  66638. * Callback called when the task is successful
  66639. */
  66640. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66641. /**
  66642. * Creates a new TextFileAssetTask object
  66643. * @param name defines the name of the task
  66644. * @param url defines the location of the file to load
  66645. */
  66646. constructor(
  66647. /**
  66648. * Defines the name of the task
  66649. */
  66650. name: string,
  66651. /**
  66652. * Defines the location of the file to load
  66653. */
  66654. url: string);
  66655. /**
  66656. * Execute the current task
  66657. * @param scene defines the scene where you want your assets to be loaded
  66658. * @param onSuccess is a callback called when the task is successfully executed
  66659. * @param onError is a callback called if an error occurs
  66660. */
  66661. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66662. }
  66663. /**
  66664. * Define a task used by AssetsManager to load binary data
  66665. */
  66666. export class BinaryFileAssetTask extends AbstractAssetTask {
  66667. /**
  66668. * Defines the name of the task
  66669. */
  66670. name: string;
  66671. /**
  66672. * Defines the location of the file to load
  66673. */
  66674. url: string;
  66675. /**
  66676. * Gets the lodaded data (as an array buffer)
  66677. */
  66678. data: ArrayBuffer;
  66679. /**
  66680. * Callback called when the task is successful
  66681. */
  66682. onSuccess: (task: BinaryFileAssetTask) => void;
  66683. /**
  66684. * Callback called when the task is successful
  66685. */
  66686. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66687. /**
  66688. * Creates a new BinaryFileAssetTask object
  66689. * @param name defines the name of the new task
  66690. * @param url defines the location of the file to load
  66691. */
  66692. constructor(
  66693. /**
  66694. * Defines the name of the task
  66695. */
  66696. name: string,
  66697. /**
  66698. * Defines the location of the file to load
  66699. */
  66700. url: string);
  66701. /**
  66702. * Execute the current task
  66703. * @param scene defines the scene where you want your assets to be loaded
  66704. * @param onSuccess is a callback called when the task is successfully executed
  66705. * @param onError is a callback called if an error occurs
  66706. */
  66707. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66708. }
  66709. /**
  66710. * Define a task used by AssetsManager to load images
  66711. */
  66712. export class ImageAssetTask extends AbstractAssetTask {
  66713. /**
  66714. * Defines the name of the task
  66715. */
  66716. name: string;
  66717. /**
  66718. * Defines the location of the image to load
  66719. */
  66720. url: string;
  66721. /**
  66722. * Gets the loaded images
  66723. */
  66724. image: HTMLImageElement;
  66725. /**
  66726. * Callback called when the task is successful
  66727. */
  66728. onSuccess: (task: ImageAssetTask) => void;
  66729. /**
  66730. * Callback called when the task is successful
  66731. */
  66732. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66733. /**
  66734. * Creates a new ImageAssetTask
  66735. * @param name defines the name of the task
  66736. * @param url defines the location of the image to load
  66737. */
  66738. constructor(
  66739. /**
  66740. * Defines the name of the task
  66741. */
  66742. name: string,
  66743. /**
  66744. * Defines the location of the image to load
  66745. */
  66746. url: string);
  66747. /**
  66748. * Execute the current task
  66749. * @param scene defines the scene where you want your assets to be loaded
  66750. * @param onSuccess is a callback called when the task is successfully executed
  66751. * @param onError is a callback called if an error occurs
  66752. */
  66753. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66754. }
  66755. /**
  66756. * Defines the interface used by texture loading tasks
  66757. */
  66758. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66759. /**
  66760. * Gets the loaded texture
  66761. */
  66762. texture: TEX;
  66763. }
  66764. /**
  66765. * Define a task used by AssetsManager to load 2D textures
  66766. */
  66767. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66768. /**
  66769. * Defines the name of the task
  66770. */
  66771. name: string;
  66772. /**
  66773. * Defines the location of the file to load
  66774. */
  66775. url: string;
  66776. /**
  66777. * Defines if mipmap should not be generated (default is false)
  66778. */
  66779. noMipmap?: boolean | undefined;
  66780. /**
  66781. * Defines if texture must be inverted on Y axis (default is false)
  66782. */
  66783. invertY?: boolean | undefined;
  66784. /**
  66785. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66786. */
  66787. samplingMode: number;
  66788. /**
  66789. * Gets the loaded texture
  66790. */
  66791. texture: Texture;
  66792. /**
  66793. * Callback called when the task is successful
  66794. */
  66795. onSuccess: (task: TextureAssetTask) => void;
  66796. /**
  66797. * Callback called when the task is successful
  66798. */
  66799. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66800. /**
  66801. * Creates a new TextureAssetTask object
  66802. * @param name defines the name of the task
  66803. * @param url defines the location of the file to load
  66804. * @param noMipmap defines if mipmap should not be generated (default is false)
  66805. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66806. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66807. */
  66808. constructor(
  66809. /**
  66810. * Defines the name of the task
  66811. */
  66812. name: string,
  66813. /**
  66814. * Defines the location of the file to load
  66815. */
  66816. url: string,
  66817. /**
  66818. * Defines if mipmap should not be generated (default is false)
  66819. */
  66820. noMipmap?: boolean | undefined,
  66821. /**
  66822. * Defines if texture must be inverted on Y axis (default is false)
  66823. */
  66824. invertY?: boolean | undefined,
  66825. /**
  66826. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66827. */
  66828. samplingMode?: number);
  66829. /**
  66830. * Execute the current task
  66831. * @param scene defines the scene where you want your assets to be loaded
  66832. * @param onSuccess is a callback called when the task is successfully executed
  66833. * @param onError is a callback called if an error occurs
  66834. */
  66835. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66836. }
  66837. /**
  66838. * Define a task used by AssetsManager to load cube textures
  66839. */
  66840. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66841. /**
  66842. * Defines the name of the task
  66843. */
  66844. name: string;
  66845. /**
  66846. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66847. */
  66848. url: string;
  66849. /**
  66850. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66851. */
  66852. extensions?: string[] | undefined;
  66853. /**
  66854. * Defines if mipmaps should not be generated (default is false)
  66855. */
  66856. noMipmap?: boolean | undefined;
  66857. /**
  66858. * Defines the explicit list of files (undefined by default)
  66859. */
  66860. files?: string[] | undefined;
  66861. /**
  66862. * Gets the loaded texture
  66863. */
  66864. texture: CubeTexture;
  66865. /**
  66866. * Callback called when the task is successful
  66867. */
  66868. onSuccess: (task: CubeTextureAssetTask) => void;
  66869. /**
  66870. * Callback called when the task is successful
  66871. */
  66872. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66873. /**
  66874. * Creates a new CubeTextureAssetTask
  66875. * @param name defines the name of the task
  66876. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66877. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66878. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66879. * @param files defines the explicit list of files (undefined by default)
  66880. */
  66881. constructor(
  66882. /**
  66883. * Defines the name of the task
  66884. */
  66885. name: string,
  66886. /**
  66887. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66888. */
  66889. url: string,
  66890. /**
  66891. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66892. */
  66893. extensions?: string[] | undefined,
  66894. /**
  66895. * Defines if mipmaps should not be generated (default is false)
  66896. */
  66897. noMipmap?: boolean | undefined,
  66898. /**
  66899. * Defines the explicit list of files (undefined by default)
  66900. */
  66901. files?: string[] | undefined);
  66902. /**
  66903. * Execute the current task
  66904. * @param scene defines the scene where you want your assets to be loaded
  66905. * @param onSuccess is a callback called when the task is successfully executed
  66906. * @param onError is a callback called if an error occurs
  66907. */
  66908. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66909. }
  66910. /**
  66911. * Define a task used by AssetsManager to load HDR cube textures
  66912. */
  66913. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66914. /**
  66915. * Defines the name of the task
  66916. */
  66917. name: string;
  66918. /**
  66919. * Defines the location of the file to load
  66920. */
  66921. url: string;
  66922. /**
  66923. * Defines the desired size (the more it increases the longer the generation will be)
  66924. */
  66925. size: number;
  66926. /**
  66927. * Defines if mipmaps should not be generated (default is false)
  66928. */
  66929. noMipmap: boolean;
  66930. /**
  66931. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66932. */
  66933. generateHarmonics: boolean;
  66934. /**
  66935. * 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)
  66936. */
  66937. gammaSpace: boolean;
  66938. /**
  66939. * Internal Use Only
  66940. */
  66941. reserved: boolean;
  66942. /**
  66943. * Gets the loaded texture
  66944. */
  66945. texture: HDRCubeTexture;
  66946. /**
  66947. * Callback called when the task is successful
  66948. */
  66949. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  66950. /**
  66951. * Callback called when the task is successful
  66952. */
  66953. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  66954. /**
  66955. * Creates a new HDRCubeTextureAssetTask object
  66956. * @param name defines the name of the task
  66957. * @param url defines the location of the file to load
  66958. * @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.
  66959. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66960. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66961. * @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)
  66962. * @param reserved Internal use only
  66963. */
  66964. constructor(
  66965. /**
  66966. * Defines the name of the task
  66967. */
  66968. name: string,
  66969. /**
  66970. * Defines the location of the file to load
  66971. */
  66972. url: string,
  66973. /**
  66974. * Defines the desired size (the more it increases the longer the generation will be)
  66975. */
  66976. size: number,
  66977. /**
  66978. * Defines if mipmaps should not be generated (default is false)
  66979. */
  66980. noMipmap?: boolean,
  66981. /**
  66982. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66983. */
  66984. generateHarmonics?: boolean,
  66985. /**
  66986. * 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)
  66987. */
  66988. gammaSpace?: boolean,
  66989. /**
  66990. * Internal Use Only
  66991. */
  66992. reserved?: boolean);
  66993. /**
  66994. * Execute the current task
  66995. * @param scene defines the scene where you want your assets to be loaded
  66996. * @param onSuccess is a callback called when the task is successfully executed
  66997. * @param onError is a callback called if an error occurs
  66998. */
  66999. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67000. }
  67001. /**
  67002. * Define a task used by AssetsManager to load Equirectangular cube textures
  67003. */
  67004. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  67005. /**
  67006. * Defines the name of the task
  67007. */
  67008. name: string;
  67009. /**
  67010. * Defines the location of the file to load
  67011. */
  67012. url: string;
  67013. /**
  67014. * Defines the desired size (the more it increases the longer the generation will be)
  67015. */
  67016. size: number;
  67017. /**
  67018. * Defines if mipmaps should not be generated (default is false)
  67019. */
  67020. noMipmap: boolean;
  67021. /**
  67022. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67023. * but the standard material would require them in Gamma space) (default is true)
  67024. */
  67025. gammaSpace: boolean;
  67026. /**
  67027. * Gets the loaded texture
  67028. */
  67029. texture: EquiRectangularCubeTexture;
  67030. /**
  67031. * Callback called when the task is successful
  67032. */
  67033. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  67034. /**
  67035. * Callback called when the task is successful
  67036. */
  67037. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  67038. /**
  67039. * Creates a new EquiRectangularCubeTextureAssetTask object
  67040. * @param name defines the name of the task
  67041. * @param url defines the location of the file to load
  67042. * @param size defines the desired size (the more it increases the longer the generation will be)
  67043. * If the size is omitted this implies you are using a preprocessed cubemap.
  67044. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67045. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  67046. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  67047. * (default is true)
  67048. */
  67049. constructor(
  67050. /**
  67051. * Defines the name of the task
  67052. */
  67053. name: string,
  67054. /**
  67055. * Defines the location of the file to load
  67056. */
  67057. url: string,
  67058. /**
  67059. * Defines the desired size (the more it increases the longer the generation will be)
  67060. */
  67061. size: number,
  67062. /**
  67063. * Defines if mipmaps should not be generated (default is false)
  67064. */
  67065. noMipmap?: boolean,
  67066. /**
  67067. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67068. * but the standard material would require them in Gamma space) (default is true)
  67069. */
  67070. gammaSpace?: boolean);
  67071. /**
  67072. * Execute the current task
  67073. * @param scene defines the scene where you want your assets to be loaded
  67074. * @param onSuccess is a callback called when the task is successfully executed
  67075. * @param onError is a callback called if an error occurs
  67076. */
  67077. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67078. }
  67079. /**
  67080. * This class can be used to easily import assets into a scene
  67081. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  67082. */
  67083. export class AssetsManager {
  67084. private _scene;
  67085. private _isLoading;
  67086. protected _tasks: AbstractAssetTask[];
  67087. protected _waitingTasksCount: number;
  67088. protected _totalTasksCount: number;
  67089. /**
  67090. * Callback called when all tasks are processed
  67091. */
  67092. onFinish: (tasks: AbstractAssetTask[]) => void;
  67093. /**
  67094. * Callback called when a task is successful
  67095. */
  67096. onTaskSuccess: (task: AbstractAssetTask) => void;
  67097. /**
  67098. * Callback called when a task had an error
  67099. */
  67100. onTaskError: (task: AbstractAssetTask) => void;
  67101. /**
  67102. * Callback called when a task is done (whatever the result is)
  67103. */
  67104. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  67105. /**
  67106. * Observable called when all tasks are processed
  67107. */
  67108. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  67109. /**
  67110. * Observable called when a task had an error
  67111. */
  67112. onTaskErrorObservable: Observable<AbstractAssetTask>;
  67113. /**
  67114. * Observable called when all tasks were executed
  67115. */
  67116. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  67117. /**
  67118. * Observable called when a task is done (whatever the result is)
  67119. */
  67120. onProgressObservable: Observable<IAssetsProgressEvent>;
  67121. /**
  67122. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  67123. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  67124. */
  67125. useDefaultLoadingScreen: boolean;
  67126. /**
  67127. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  67128. * when all assets have been downloaded.
  67129. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  67130. */
  67131. autoHideLoadingUI: boolean;
  67132. /**
  67133. * Creates a new AssetsManager
  67134. * @param scene defines the scene to work on
  67135. */
  67136. constructor(scene: Scene);
  67137. /**
  67138. * Add a MeshAssetTask to the list of active tasks
  67139. * @param taskName defines the name of the new task
  67140. * @param meshesNames defines the name of meshes to load
  67141. * @param rootUrl defines the root url to use to locate files
  67142. * @param sceneFilename defines the filename of the scene file
  67143. * @returns a new MeshAssetTask object
  67144. */
  67145. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  67146. /**
  67147. * Add a TextFileAssetTask to the list of active tasks
  67148. * @param taskName defines the name of the new task
  67149. * @param url defines the url of the file to load
  67150. * @returns a new TextFileAssetTask object
  67151. */
  67152. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  67153. /**
  67154. * Add a BinaryFileAssetTask to the list of active tasks
  67155. * @param taskName defines the name of the new task
  67156. * @param url defines the url of the file to load
  67157. * @returns a new BinaryFileAssetTask object
  67158. */
  67159. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  67160. /**
  67161. * Add a ImageAssetTask to the list of active tasks
  67162. * @param taskName defines the name of the new task
  67163. * @param url defines the url of the file to load
  67164. * @returns a new ImageAssetTask object
  67165. */
  67166. addImageTask(taskName: string, url: string): ImageAssetTask;
  67167. /**
  67168. * Add a TextureAssetTask to the list of active tasks
  67169. * @param taskName defines the name of the new task
  67170. * @param url defines the url of the file to load
  67171. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67172. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  67173. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  67174. * @returns a new TextureAssetTask object
  67175. */
  67176. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  67177. /**
  67178. * Add a CubeTextureAssetTask to the list of active tasks
  67179. * @param taskName defines the name of the new task
  67180. * @param url defines the url of the file to load
  67181. * @param extensions defines the extension to use to load the cube map (can be null)
  67182. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67183. * @param files defines the list of files to load (can be null)
  67184. * @returns a new CubeTextureAssetTask object
  67185. */
  67186. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  67187. /**
  67188. *
  67189. * Add a HDRCubeTextureAssetTask to the list of active tasks
  67190. * @param taskName defines the name of the new task
  67191. * @param url defines the url of the file to load
  67192. * @param size defines the size you want for the cubemap (can be null)
  67193. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67194. * @param generateHarmonics defines if you want to automatically generate (true by default)
  67195. * @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)
  67196. * @param reserved Internal use only
  67197. * @returns a new HDRCubeTextureAssetTask object
  67198. */
  67199. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  67200. /**
  67201. *
  67202. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  67203. * @param taskName defines the name of the new task
  67204. * @param url defines the url of the file to load
  67205. * @param size defines the size you want for the cubemap (can be null)
  67206. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67207. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  67208. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  67209. * @returns a new EquiRectangularCubeTextureAssetTask object
  67210. */
  67211. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  67212. /**
  67213. * Remove a task from the assets manager.
  67214. * @param task the task to remove
  67215. */
  67216. removeTask(task: AbstractAssetTask): void;
  67217. private _decreaseWaitingTasksCount;
  67218. private _runTask;
  67219. /**
  67220. * Reset the AssetsManager and remove all tasks
  67221. * @return the current instance of the AssetsManager
  67222. */
  67223. reset(): AssetsManager;
  67224. /**
  67225. * Start the loading process
  67226. * @return the current instance of the AssetsManager
  67227. */
  67228. load(): AssetsManager;
  67229. /**
  67230. * Start the loading process as an async operation
  67231. * @return a promise returning the list of failed tasks
  67232. */
  67233. loadAsync(): Promise<void>;
  67234. }
  67235. }
  67236. declare module "babylonjs/Misc/deferred" {
  67237. /**
  67238. * Wrapper class for promise with external resolve and reject.
  67239. */
  67240. export class Deferred<T> {
  67241. /**
  67242. * The promise associated with this deferred object.
  67243. */
  67244. readonly promise: Promise<T>;
  67245. private _resolve;
  67246. private _reject;
  67247. /**
  67248. * The resolve method of the promise associated with this deferred object.
  67249. */
  67250. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  67251. /**
  67252. * The reject method of the promise associated with this deferred object.
  67253. */
  67254. readonly reject: (reason?: any) => void;
  67255. /**
  67256. * Constructor for this deferred object.
  67257. */
  67258. constructor();
  67259. }
  67260. }
  67261. declare module "babylonjs/Misc/meshExploder" {
  67262. import { Mesh } from "babylonjs/Meshes/mesh";
  67263. /**
  67264. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  67265. */
  67266. export class MeshExploder {
  67267. private _centerMesh;
  67268. private _meshes;
  67269. private _meshesOrigins;
  67270. private _toCenterVectors;
  67271. private _scaledDirection;
  67272. private _newPosition;
  67273. private _centerPosition;
  67274. /**
  67275. * Explodes meshes from a center mesh.
  67276. * @param meshes The meshes to explode.
  67277. * @param centerMesh The mesh to be center of explosion.
  67278. */
  67279. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  67280. private _setCenterMesh;
  67281. /**
  67282. * Get class name
  67283. * @returns "MeshExploder"
  67284. */
  67285. getClassName(): string;
  67286. /**
  67287. * "Exploded meshes"
  67288. * @returns Array of meshes with the centerMesh at index 0.
  67289. */
  67290. getMeshes(): Array<Mesh>;
  67291. /**
  67292. * Explodes meshes giving a specific direction
  67293. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  67294. */
  67295. explode(direction?: number): void;
  67296. }
  67297. }
  67298. declare module "babylonjs/Misc/filesInput" {
  67299. import { Engine } from "babylonjs/Engines/engine";
  67300. import { Scene } from "babylonjs/scene";
  67301. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  67302. /**
  67303. * Class used to help managing file picking and drag'n'drop
  67304. */
  67305. export class FilesInput {
  67306. /**
  67307. * List of files ready to be loaded
  67308. */
  67309. static readonly FilesToLoad: {
  67310. [key: string]: File;
  67311. };
  67312. /**
  67313. * Callback called when a file is processed
  67314. */
  67315. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  67316. private _engine;
  67317. private _currentScene;
  67318. private _sceneLoadedCallback;
  67319. private _progressCallback;
  67320. private _additionalRenderLoopLogicCallback;
  67321. private _textureLoadingCallback;
  67322. private _startingProcessingFilesCallback;
  67323. private _onReloadCallback;
  67324. private _errorCallback;
  67325. private _elementToMonitor;
  67326. private _sceneFileToLoad;
  67327. private _filesToLoad;
  67328. /**
  67329. * Creates a new FilesInput
  67330. * @param engine defines the rendering engine
  67331. * @param scene defines the hosting scene
  67332. * @param sceneLoadedCallback callback called when scene is loaded
  67333. * @param progressCallback callback called to track progress
  67334. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  67335. * @param textureLoadingCallback callback called when a texture is loading
  67336. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  67337. * @param onReloadCallback callback called when a reload is requested
  67338. * @param errorCallback callback call if an error occurs
  67339. */
  67340. 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);
  67341. private _dragEnterHandler;
  67342. private _dragOverHandler;
  67343. private _dropHandler;
  67344. /**
  67345. * Calls this function to listen to drag'n'drop events on a specific DOM element
  67346. * @param elementToMonitor defines the DOM element to track
  67347. */
  67348. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  67349. /**
  67350. * Release all associated resources
  67351. */
  67352. dispose(): void;
  67353. private renderFunction;
  67354. private drag;
  67355. private drop;
  67356. private _traverseFolder;
  67357. private _processFiles;
  67358. /**
  67359. * Load files from a drop event
  67360. * @param event defines the drop event to use as source
  67361. */
  67362. loadFiles(event: any): void;
  67363. private _processReload;
  67364. /**
  67365. * Reload the current scene from the loaded files
  67366. */
  67367. reload(): void;
  67368. }
  67369. }
  67370. declare module "babylonjs/Misc/HighDynamicRange/index" {
  67371. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  67372. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  67373. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  67374. }
  67375. declare module "babylonjs/Misc/sceneOptimizer" {
  67376. import { Scene, IDisposable } from "babylonjs/scene";
  67377. import { Observable } from "babylonjs/Misc/observable";
  67378. /**
  67379. * Defines the root class used to create scene optimization to use with SceneOptimizer
  67380. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67381. */
  67382. export class SceneOptimization {
  67383. /**
  67384. * Defines the priority of this optimization (0 by default which means first in the list)
  67385. */
  67386. priority: number;
  67387. /**
  67388. * Gets a string describing the action executed by the current optimization
  67389. * @returns description string
  67390. */
  67391. getDescription(): string;
  67392. /**
  67393. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67394. * @param scene defines the current scene where to apply this optimization
  67395. * @param optimizer defines the current optimizer
  67396. * @returns true if everything that can be done was applied
  67397. */
  67398. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67399. /**
  67400. * Creates the SceneOptimization object
  67401. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67402. * @param desc defines the description associated with the optimization
  67403. */
  67404. constructor(
  67405. /**
  67406. * Defines the priority of this optimization (0 by default which means first in the list)
  67407. */
  67408. priority?: number);
  67409. }
  67410. /**
  67411. * Defines an optimization used to reduce the size of render target textures
  67412. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67413. */
  67414. export class TextureOptimization extends SceneOptimization {
  67415. /**
  67416. * Defines the priority of this optimization (0 by default which means first in the list)
  67417. */
  67418. priority: number;
  67419. /**
  67420. * 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
  67421. */
  67422. maximumSize: number;
  67423. /**
  67424. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67425. */
  67426. step: number;
  67427. /**
  67428. * Gets a string describing the action executed by the current optimization
  67429. * @returns description string
  67430. */
  67431. getDescription(): string;
  67432. /**
  67433. * Creates the TextureOptimization object
  67434. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67435. * @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
  67436. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67437. */
  67438. constructor(
  67439. /**
  67440. * Defines the priority of this optimization (0 by default which means first in the list)
  67441. */
  67442. priority?: number,
  67443. /**
  67444. * 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
  67445. */
  67446. maximumSize?: number,
  67447. /**
  67448. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67449. */
  67450. step?: number);
  67451. /**
  67452. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67453. * @param scene defines the current scene where to apply this optimization
  67454. * @param optimizer defines the current optimizer
  67455. * @returns true if everything that can be done was applied
  67456. */
  67457. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67458. }
  67459. /**
  67460. * Defines an optimization used to increase or decrease the rendering resolution
  67461. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67462. */
  67463. export class HardwareScalingOptimization extends SceneOptimization {
  67464. /**
  67465. * Defines the priority of this optimization (0 by default which means first in the list)
  67466. */
  67467. priority: number;
  67468. /**
  67469. * Defines the maximum scale to use (2 by default)
  67470. */
  67471. maximumScale: number;
  67472. /**
  67473. * Defines the step to use between two passes (0.5 by default)
  67474. */
  67475. step: number;
  67476. private _currentScale;
  67477. private _directionOffset;
  67478. /**
  67479. * Gets a string describing the action executed by the current optimization
  67480. * @return description string
  67481. */
  67482. getDescription(): string;
  67483. /**
  67484. * Creates the HardwareScalingOptimization object
  67485. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67486. * @param maximumScale defines the maximum scale to use (2 by default)
  67487. * @param step defines the step to use between two passes (0.5 by default)
  67488. */
  67489. constructor(
  67490. /**
  67491. * Defines the priority of this optimization (0 by default which means first in the list)
  67492. */
  67493. priority?: number,
  67494. /**
  67495. * Defines the maximum scale to use (2 by default)
  67496. */
  67497. maximumScale?: number,
  67498. /**
  67499. * Defines the step to use between two passes (0.5 by default)
  67500. */
  67501. step?: number);
  67502. /**
  67503. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67504. * @param scene defines the current scene where to apply this optimization
  67505. * @param optimizer defines the current optimizer
  67506. * @returns true if everything that can be done was applied
  67507. */
  67508. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67509. }
  67510. /**
  67511. * Defines an optimization used to remove shadows
  67512. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67513. */
  67514. export class ShadowsOptimization extends SceneOptimization {
  67515. /**
  67516. * Gets a string describing the action executed by the current optimization
  67517. * @return description string
  67518. */
  67519. getDescription(): string;
  67520. /**
  67521. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67522. * @param scene defines the current scene where to apply this optimization
  67523. * @param optimizer defines the current optimizer
  67524. * @returns true if everything that can be done was applied
  67525. */
  67526. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67527. }
  67528. /**
  67529. * Defines an optimization used to turn post-processes off
  67530. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67531. */
  67532. export class PostProcessesOptimization extends SceneOptimization {
  67533. /**
  67534. * Gets a string describing the action executed by the current optimization
  67535. * @return description string
  67536. */
  67537. getDescription(): string;
  67538. /**
  67539. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67540. * @param scene defines the current scene where to apply this optimization
  67541. * @param optimizer defines the current optimizer
  67542. * @returns true if everything that can be done was applied
  67543. */
  67544. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67545. }
  67546. /**
  67547. * Defines an optimization used to turn lens flares off
  67548. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67549. */
  67550. export class LensFlaresOptimization extends SceneOptimization {
  67551. /**
  67552. * Gets a string describing the action executed by the current optimization
  67553. * @return description string
  67554. */
  67555. getDescription(): string;
  67556. /**
  67557. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67558. * @param scene defines the current scene where to apply this optimization
  67559. * @param optimizer defines the current optimizer
  67560. * @returns true if everything that can be done was applied
  67561. */
  67562. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67563. }
  67564. /**
  67565. * Defines an optimization based on user defined callback.
  67566. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67567. */
  67568. export class CustomOptimization extends SceneOptimization {
  67569. /**
  67570. * Callback called to apply the custom optimization.
  67571. */
  67572. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67573. /**
  67574. * Callback called to get custom description
  67575. */
  67576. onGetDescription: () => string;
  67577. /**
  67578. * Gets a string describing the action executed by the current optimization
  67579. * @returns description string
  67580. */
  67581. getDescription(): string;
  67582. /**
  67583. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67584. * @param scene defines the current scene where to apply this optimization
  67585. * @param optimizer defines the current optimizer
  67586. * @returns true if everything that can be done was applied
  67587. */
  67588. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67589. }
  67590. /**
  67591. * Defines an optimization used to turn particles off
  67592. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67593. */
  67594. export class ParticlesOptimization extends SceneOptimization {
  67595. /**
  67596. * Gets a string describing the action executed by the current optimization
  67597. * @return description string
  67598. */
  67599. getDescription(): string;
  67600. /**
  67601. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67602. * @param scene defines the current scene where to apply this optimization
  67603. * @param optimizer defines the current optimizer
  67604. * @returns true if everything that can be done was applied
  67605. */
  67606. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67607. }
  67608. /**
  67609. * Defines an optimization used to turn render targets off
  67610. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67611. */
  67612. export class RenderTargetsOptimization extends SceneOptimization {
  67613. /**
  67614. * Gets a string describing the action executed by the current optimization
  67615. * @return description string
  67616. */
  67617. getDescription(): string;
  67618. /**
  67619. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67620. * @param scene defines the current scene where to apply this optimization
  67621. * @param optimizer defines the current optimizer
  67622. * @returns true if everything that can be done was applied
  67623. */
  67624. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67625. }
  67626. /**
  67627. * Defines an optimization used to merge meshes with compatible materials
  67628. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67629. */
  67630. export class MergeMeshesOptimization extends SceneOptimization {
  67631. private static _UpdateSelectionTree;
  67632. /**
  67633. * Gets or sets a boolean which defines if optimization octree has to be updated
  67634. */
  67635. /**
  67636. * Gets or sets a boolean which defines if optimization octree has to be updated
  67637. */
  67638. static UpdateSelectionTree: boolean;
  67639. /**
  67640. * Gets a string describing the action executed by the current optimization
  67641. * @return description string
  67642. */
  67643. getDescription(): string;
  67644. private _canBeMerged;
  67645. /**
  67646. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67647. * @param scene defines the current scene where to apply this optimization
  67648. * @param optimizer defines the current optimizer
  67649. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67650. * @returns true if everything that can be done was applied
  67651. */
  67652. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67653. }
  67654. /**
  67655. * Defines a list of options used by SceneOptimizer
  67656. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67657. */
  67658. export class SceneOptimizerOptions {
  67659. /**
  67660. * Defines the target frame rate to reach (60 by default)
  67661. */
  67662. targetFrameRate: number;
  67663. /**
  67664. * Defines the interval between two checkes (2000ms by default)
  67665. */
  67666. trackerDuration: number;
  67667. /**
  67668. * Gets the list of optimizations to apply
  67669. */
  67670. optimizations: SceneOptimization[];
  67671. /**
  67672. * Creates a new list of options used by SceneOptimizer
  67673. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67674. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67675. */
  67676. constructor(
  67677. /**
  67678. * Defines the target frame rate to reach (60 by default)
  67679. */
  67680. targetFrameRate?: number,
  67681. /**
  67682. * Defines the interval between two checkes (2000ms by default)
  67683. */
  67684. trackerDuration?: number);
  67685. /**
  67686. * Add a new optimization
  67687. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67688. * @returns the current SceneOptimizerOptions
  67689. */
  67690. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67691. /**
  67692. * Add a new custom optimization
  67693. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67694. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67695. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67696. * @returns the current SceneOptimizerOptions
  67697. */
  67698. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67699. /**
  67700. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67701. * @param targetFrameRate defines the target frame rate (60 by default)
  67702. * @returns a SceneOptimizerOptions object
  67703. */
  67704. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67705. /**
  67706. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67707. * @param targetFrameRate defines the target frame rate (60 by default)
  67708. * @returns a SceneOptimizerOptions object
  67709. */
  67710. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67711. /**
  67712. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67713. * @param targetFrameRate defines the target frame rate (60 by default)
  67714. * @returns a SceneOptimizerOptions object
  67715. */
  67716. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67717. }
  67718. /**
  67719. * Class used to run optimizations in order to reach a target frame rate
  67720. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67721. */
  67722. export class SceneOptimizer implements IDisposable {
  67723. private _isRunning;
  67724. private _options;
  67725. private _scene;
  67726. private _currentPriorityLevel;
  67727. private _targetFrameRate;
  67728. private _trackerDuration;
  67729. private _currentFrameRate;
  67730. private _sceneDisposeObserver;
  67731. private _improvementMode;
  67732. /**
  67733. * Defines an observable called when the optimizer reaches the target frame rate
  67734. */
  67735. onSuccessObservable: Observable<SceneOptimizer>;
  67736. /**
  67737. * Defines an observable called when the optimizer enables an optimization
  67738. */
  67739. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67740. /**
  67741. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67742. */
  67743. onFailureObservable: Observable<SceneOptimizer>;
  67744. /**
  67745. * Gets a boolean indicating if the optimizer is in improvement mode
  67746. */
  67747. readonly isInImprovementMode: boolean;
  67748. /**
  67749. * Gets the current priority level (0 at start)
  67750. */
  67751. readonly currentPriorityLevel: number;
  67752. /**
  67753. * Gets the current frame rate checked by the SceneOptimizer
  67754. */
  67755. readonly currentFrameRate: number;
  67756. /**
  67757. * Gets or sets the current target frame rate (60 by default)
  67758. */
  67759. /**
  67760. * Gets or sets the current target frame rate (60 by default)
  67761. */
  67762. targetFrameRate: number;
  67763. /**
  67764. * Gets or sets the current interval between two checks (every 2000ms by default)
  67765. */
  67766. /**
  67767. * Gets or sets the current interval between two checks (every 2000ms by default)
  67768. */
  67769. trackerDuration: number;
  67770. /**
  67771. * Gets the list of active optimizations
  67772. */
  67773. readonly optimizations: SceneOptimization[];
  67774. /**
  67775. * Creates a new SceneOptimizer
  67776. * @param scene defines the scene to work on
  67777. * @param options defines the options to use with the SceneOptimizer
  67778. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67779. * @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)
  67780. */
  67781. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67782. /**
  67783. * Stops the current optimizer
  67784. */
  67785. stop(): void;
  67786. /**
  67787. * Reset the optimizer to initial step (current priority level = 0)
  67788. */
  67789. reset(): void;
  67790. /**
  67791. * Start the optimizer. By default it will try to reach a specific framerate
  67792. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67793. */
  67794. start(): void;
  67795. private _checkCurrentState;
  67796. /**
  67797. * Release all resources
  67798. */
  67799. dispose(): void;
  67800. /**
  67801. * Helper function to create a SceneOptimizer with one single line of code
  67802. * @param scene defines the scene to work on
  67803. * @param options defines the options to use with the SceneOptimizer
  67804. * @param onSuccess defines a callback to call on success
  67805. * @param onFailure defines a callback to call on failure
  67806. * @returns the new SceneOptimizer object
  67807. */
  67808. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67809. }
  67810. }
  67811. declare module "babylonjs/Misc/sceneSerializer" {
  67812. import { Scene } from "babylonjs/scene";
  67813. /**
  67814. * Class used to serialize a scene into a string
  67815. */
  67816. export class SceneSerializer {
  67817. /**
  67818. * Clear cache used by a previous serialization
  67819. */
  67820. static ClearCache(): void;
  67821. /**
  67822. * Serialize a scene into a JSON compatible object
  67823. * @param scene defines the scene to serialize
  67824. * @returns a JSON compatible object
  67825. */
  67826. static Serialize(scene: Scene): any;
  67827. /**
  67828. * Serialize a mesh into a JSON compatible object
  67829. * @param toSerialize defines the mesh to serialize
  67830. * @param withParents defines if parents must be serialized as well
  67831. * @param withChildren defines if children must be serialized as well
  67832. * @returns a JSON compatible object
  67833. */
  67834. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67835. }
  67836. }
  67837. declare module "babylonjs/Misc/textureTools" {
  67838. import { Texture } from "babylonjs/Materials/Textures/texture";
  67839. /**
  67840. * Class used to host texture specific utilities
  67841. */
  67842. export class TextureTools {
  67843. /**
  67844. * Uses the GPU to create a copy texture rescaled at a given size
  67845. * @param texture Texture to copy from
  67846. * @param width defines the desired width
  67847. * @param height defines the desired height
  67848. * @param useBilinearMode defines if bilinear mode has to be used
  67849. * @return the generated texture
  67850. */
  67851. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67852. }
  67853. }
  67854. declare module "babylonjs/Misc/videoRecorder" {
  67855. import { Nullable } from "babylonjs/types";
  67856. import { Engine } from "babylonjs/Engines/engine";
  67857. /**
  67858. * This represents the different options available for the video capture.
  67859. */
  67860. export interface VideoRecorderOptions {
  67861. /** Defines the mime type of the video. */
  67862. mimeType: string;
  67863. /** Defines the FPS the video should be recorded at. */
  67864. fps: number;
  67865. /** Defines the chunk size for the recording data. */
  67866. recordChunckSize: number;
  67867. /** The audio tracks to attach to the recording. */
  67868. audioTracks?: MediaStreamTrack[];
  67869. }
  67870. /**
  67871. * This can help with recording videos from BabylonJS.
  67872. * This is based on the available WebRTC functionalities of the browser.
  67873. *
  67874. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67875. */
  67876. export class VideoRecorder {
  67877. private static readonly _defaultOptions;
  67878. /**
  67879. * Returns whether or not the VideoRecorder is available in your browser.
  67880. * @param engine Defines the Babylon Engine.
  67881. * @returns true if supported otherwise false.
  67882. */
  67883. static IsSupported(engine: Engine): boolean;
  67884. private readonly _options;
  67885. private _canvas;
  67886. private _mediaRecorder;
  67887. private _recordedChunks;
  67888. private _fileName;
  67889. private _resolve;
  67890. private _reject;
  67891. /**
  67892. * True when a recording is already in progress.
  67893. */
  67894. readonly isRecording: boolean;
  67895. /**
  67896. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67897. * @param engine Defines the BabylonJS Engine you wish to record.
  67898. * @param options Defines options that can be used to customize the capture.
  67899. */
  67900. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67901. /**
  67902. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67903. */
  67904. stopRecording(): void;
  67905. /**
  67906. * Starts recording the canvas for a max duration specified in parameters.
  67907. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67908. * If null no automatic download will start and you can rely on the promise to get the data back.
  67909. * @param maxDuration Defines the maximum recording time in seconds.
  67910. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67911. * @return A promise callback at the end of the recording with the video data in Blob.
  67912. */
  67913. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67914. /**
  67915. * Releases internal resources used during the recording.
  67916. */
  67917. dispose(): void;
  67918. private _handleDataAvailable;
  67919. private _handleError;
  67920. private _handleStop;
  67921. }
  67922. }
  67923. declare module "babylonjs/Misc/screenshotTools" {
  67924. import { Camera } from "babylonjs/Cameras/camera";
  67925. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  67926. import { Engine } from "babylonjs/Engines/engine";
  67927. /**
  67928. * Class containing a set of static utilities functions for screenshots
  67929. */
  67930. export class ScreenshotTools {
  67931. /**
  67932. * Captures a screenshot of the current rendering
  67933. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67934. * @param engine defines the rendering engine
  67935. * @param camera defines the source camera
  67936. * @param size This parameter can be set to a single number or to an object with the
  67937. * following (optional) properties: precision, width, height. If a single number is passed,
  67938. * it will be used for both width and height. If an object is passed, the screenshot size
  67939. * will be derived from the parameters. The precision property is a multiplier allowing
  67940. * rendering at a higher or lower resolution
  67941. * @param successCallback defines the callback receives a single parameter which contains the
  67942. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67943. * src parameter of an <img> to display it
  67944. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67945. * Check your browser for supported MIME types
  67946. */
  67947. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  67948. /**
  67949. * Captures a screenshot of the current rendering
  67950. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67951. * @param engine defines the rendering engine
  67952. * @param camera defines the source camera
  67953. * @param size This parameter can be set to a single number or to an object with the
  67954. * following (optional) properties: precision, width, height. If a single number is passed,
  67955. * it will be used for both width and height. If an object is passed, the screenshot size
  67956. * will be derived from the parameters. The precision property is a multiplier allowing
  67957. * rendering at a higher or lower resolution
  67958. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67959. * Check your browser for supported MIME types
  67960. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67961. * to the src parameter of an <img> to display it
  67962. */
  67963. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  67964. /**
  67965. * Generates an image screenshot from the specified camera.
  67966. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67967. * @param engine The engine to use for rendering
  67968. * @param camera The camera to use for rendering
  67969. * @param size This parameter can be set to a single number or to an object with the
  67970. * following (optional) properties: precision, width, height. If a single number is passed,
  67971. * it will be used for both width and height. If an object is passed, the screenshot size
  67972. * will be derived from the parameters. The precision property is a multiplier allowing
  67973. * rendering at a higher or lower resolution
  67974. * @param successCallback The callback receives a single parameter which contains the
  67975. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67976. * src parameter of an <img> to display it
  67977. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67978. * Check your browser for supported MIME types
  67979. * @param samples Texture samples (default: 1)
  67980. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67981. * @param fileName A name for for the downloaded file.
  67982. */
  67983. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  67984. /**
  67985. * Generates an image screenshot from the specified camera.
  67986. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67987. * @param engine The engine to use for rendering
  67988. * @param camera The camera to use for rendering
  67989. * @param size This parameter can be set to a single number or to an object with the
  67990. * following (optional) properties: precision, width, height. If a single number is passed,
  67991. * it will be used for both width and height. If an object is passed, the screenshot size
  67992. * will be derived from the parameters. The precision property is a multiplier allowing
  67993. * rendering at a higher or lower resolution
  67994. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67995. * Check your browser for supported MIME types
  67996. * @param samples Texture samples (default: 1)
  67997. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67998. * @param fileName A name for for the downloaded file.
  67999. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68000. * to the src parameter of an <img> to display it
  68001. */
  68002. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  68003. /**
  68004. * Gets height and width for screenshot size
  68005. * @private
  68006. */
  68007. private static _getScreenshotSize;
  68008. }
  68009. }
  68010. declare module "babylonjs/Misc/dataReader" {
  68011. /**
  68012. * Interface for a data buffer
  68013. */
  68014. export interface IDataBuffer {
  68015. /**
  68016. * Reads bytes from the data buffer.
  68017. * @param byteOffset The byte offset to read
  68018. * @param byteLength The byte length to read
  68019. * @returns A promise that resolves when the bytes are read
  68020. */
  68021. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  68022. /**
  68023. * The byte length of the buffer.
  68024. */
  68025. readonly byteLength: number;
  68026. }
  68027. /**
  68028. * Utility class for reading from a data buffer
  68029. */
  68030. export class DataReader {
  68031. /**
  68032. * The data buffer associated with this data reader.
  68033. */
  68034. readonly buffer: IDataBuffer;
  68035. /**
  68036. * The current byte offset from the beginning of the data buffer.
  68037. */
  68038. byteOffset: number;
  68039. private _dataView;
  68040. private _dataByteOffset;
  68041. /**
  68042. * Constructor
  68043. * @param buffer The buffer to read
  68044. */
  68045. constructor(buffer: IDataBuffer);
  68046. /**
  68047. * Loads the given byte length.
  68048. * @param byteLength The byte length to load
  68049. * @returns A promise that resolves when the load is complete
  68050. */
  68051. loadAsync(byteLength: number): Promise<void>;
  68052. /**
  68053. * Read a unsigned 32-bit integer from the currently loaded data range.
  68054. * @returns The 32-bit integer read
  68055. */
  68056. readUint32(): number;
  68057. /**
  68058. * Read a byte array from the currently loaded data range.
  68059. * @param byteLength The byte length to read
  68060. * @returns The byte array read
  68061. */
  68062. readUint8Array(byteLength: number): Uint8Array;
  68063. /**
  68064. * Read a string from the currently loaded data range.
  68065. * @param byteLength The byte length to read
  68066. * @returns The string read
  68067. */
  68068. readString(byteLength: number): string;
  68069. /**
  68070. * Skips the given byte length the currently loaded data range.
  68071. * @param byteLength The byte length to skip
  68072. */
  68073. skipBytes(byteLength: number): void;
  68074. }
  68075. }
  68076. declare module "babylonjs/Misc/index" {
  68077. export * from "babylonjs/Misc/andOrNotEvaluator";
  68078. export * from "babylonjs/Misc/assetsManager";
  68079. export * from "babylonjs/Misc/dds";
  68080. export * from "babylonjs/Misc/decorators";
  68081. export * from "babylonjs/Misc/deferred";
  68082. export * from "babylonjs/Misc/environmentTextureTools";
  68083. export * from "babylonjs/Misc/meshExploder";
  68084. export * from "babylonjs/Misc/filesInput";
  68085. export * from "babylonjs/Misc/HighDynamicRange/index";
  68086. export * from "babylonjs/Misc/khronosTextureContainer";
  68087. export * from "babylonjs/Misc/observable";
  68088. export * from "babylonjs/Misc/performanceMonitor";
  68089. export * from "babylonjs/Misc/promise";
  68090. export * from "babylonjs/Misc/sceneOptimizer";
  68091. export * from "babylonjs/Misc/sceneSerializer";
  68092. export * from "babylonjs/Misc/smartArray";
  68093. export * from "babylonjs/Misc/stringDictionary";
  68094. export * from "babylonjs/Misc/tags";
  68095. export * from "babylonjs/Misc/textureTools";
  68096. export * from "babylonjs/Misc/tga";
  68097. export * from "babylonjs/Misc/tools";
  68098. export * from "babylonjs/Misc/videoRecorder";
  68099. export * from "babylonjs/Misc/virtualJoystick";
  68100. export * from "babylonjs/Misc/workerPool";
  68101. export * from "babylonjs/Misc/logger";
  68102. export * from "babylonjs/Misc/typeStore";
  68103. export * from "babylonjs/Misc/filesInputStore";
  68104. export * from "babylonjs/Misc/deepCopier";
  68105. export * from "babylonjs/Misc/pivotTools";
  68106. export * from "babylonjs/Misc/precisionDate";
  68107. export * from "babylonjs/Misc/screenshotTools";
  68108. export * from "babylonjs/Misc/typeStore";
  68109. export * from "babylonjs/Misc/webRequest";
  68110. export * from "babylonjs/Misc/iInspectable";
  68111. export * from "babylonjs/Misc/brdfTextureTools";
  68112. export * from "babylonjs/Misc/rgbdTextureTools";
  68113. export * from "babylonjs/Misc/gradients";
  68114. export * from "babylonjs/Misc/perfCounter";
  68115. export * from "babylonjs/Misc/fileRequest";
  68116. export * from "babylonjs/Misc/customAnimationFrameRequester";
  68117. export * from "babylonjs/Misc/retryStrategy";
  68118. export * from "babylonjs/Misc/interfaces/screenshotSize";
  68119. export * from "babylonjs/Misc/canvasGenerator";
  68120. export * from "babylonjs/Misc/fileTools";
  68121. export * from "babylonjs/Misc/stringTools";
  68122. export * from "babylonjs/Misc/dataReader";
  68123. }
  68124. declare module "babylonjs/index" {
  68125. export * from "babylonjs/abstractScene";
  68126. export * from "babylonjs/Actions/index";
  68127. export * from "babylonjs/Animations/index";
  68128. export * from "babylonjs/assetContainer";
  68129. export * from "babylonjs/Audio/index";
  68130. export * from "babylonjs/Behaviors/index";
  68131. export * from "babylonjs/Bones/index";
  68132. export * from "babylonjs/Cameras/index";
  68133. export * from "babylonjs/Collisions/index";
  68134. export * from "babylonjs/Culling/index";
  68135. export * from "babylonjs/Debug/index";
  68136. export * from "babylonjs/Engines/index";
  68137. export * from "babylonjs/Events/index";
  68138. export * from "babylonjs/Gamepads/index";
  68139. export * from "babylonjs/Gizmos/index";
  68140. export * from "babylonjs/Helpers/index";
  68141. export * from "babylonjs/Instrumentation/index";
  68142. export * from "babylonjs/Layers/index";
  68143. export * from "babylonjs/LensFlares/index";
  68144. export * from "babylonjs/Lights/index";
  68145. export * from "babylonjs/Loading/index";
  68146. export * from "babylonjs/Materials/index";
  68147. export * from "babylonjs/Maths/index";
  68148. export * from "babylonjs/Meshes/index";
  68149. export * from "babylonjs/Morph/index";
  68150. export * from "babylonjs/Navigation/index";
  68151. export * from "babylonjs/node";
  68152. export * from "babylonjs/Offline/index";
  68153. export * from "babylonjs/Particles/index";
  68154. export * from "babylonjs/Physics/index";
  68155. export * from "babylonjs/PostProcesses/index";
  68156. export * from "babylonjs/Probes/index";
  68157. export * from "babylonjs/Rendering/index";
  68158. export * from "babylonjs/scene";
  68159. export * from "babylonjs/sceneComponent";
  68160. export * from "babylonjs/Sprites/index";
  68161. export * from "babylonjs/States/index";
  68162. export * from "babylonjs/Misc/index";
  68163. export * from "babylonjs/types";
  68164. }
  68165. declare module "babylonjs/Animations/pathCursor" {
  68166. import { Vector3 } from "babylonjs/Maths/math.vector";
  68167. import { Path2 } from "babylonjs/Maths/math.path";
  68168. /**
  68169. * A cursor which tracks a point on a path
  68170. */
  68171. export class PathCursor {
  68172. private path;
  68173. /**
  68174. * Stores path cursor callbacks for when an onchange event is triggered
  68175. */
  68176. private _onchange;
  68177. /**
  68178. * The value of the path cursor
  68179. */
  68180. value: number;
  68181. /**
  68182. * The animation array of the path cursor
  68183. */
  68184. animations: Animation[];
  68185. /**
  68186. * Initializes the path cursor
  68187. * @param path The path to track
  68188. */
  68189. constructor(path: Path2);
  68190. /**
  68191. * Gets the cursor point on the path
  68192. * @returns A point on the path cursor at the cursor location
  68193. */
  68194. getPoint(): Vector3;
  68195. /**
  68196. * Moves the cursor ahead by the step amount
  68197. * @param step The amount to move the cursor forward
  68198. * @returns This path cursor
  68199. */
  68200. moveAhead(step?: number): PathCursor;
  68201. /**
  68202. * Moves the cursor behind by the step amount
  68203. * @param step The amount to move the cursor back
  68204. * @returns This path cursor
  68205. */
  68206. moveBack(step?: number): PathCursor;
  68207. /**
  68208. * Moves the cursor by the step amount
  68209. * If the step amount is greater than one, an exception is thrown
  68210. * @param step The amount to move the cursor
  68211. * @returns This path cursor
  68212. */
  68213. move(step: number): PathCursor;
  68214. /**
  68215. * Ensures that the value is limited between zero and one
  68216. * @returns This path cursor
  68217. */
  68218. private ensureLimits;
  68219. /**
  68220. * Runs onchange callbacks on change (used by the animation engine)
  68221. * @returns This path cursor
  68222. */
  68223. private raiseOnChange;
  68224. /**
  68225. * Executes a function on change
  68226. * @param f A path cursor onchange callback
  68227. * @returns This path cursor
  68228. */
  68229. onchange(f: (cursor: PathCursor) => void): PathCursor;
  68230. }
  68231. }
  68232. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  68233. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  68234. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  68235. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  68236. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  68237. }
  68238. declare module "babylonjs/Engines/Processors/Expressions/index" {
  68239. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  68240. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  68241. }
  68242. declare module "babylonjs/Engines/Processors/index" {
  68243. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  68244. export * from "babylonjs/Engines/Processors/Expressions/index";
  68245. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  68246. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  68247. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  68248. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  68249. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  68250. export * from "babylonjs/Engines/Processors/shaderProcessor";
  68251. }
  68252. declare module "babylonjs/Legacy/legacy" {
  68253. import * as Babylon from "babylonjs/index";
  68254. export * from "babylonjs/index";
  68255. }
  68256. declare module "babylonjs/Shaders/blur.fragment" {
  68257. /** @hidden */
  68258. export var blurPixelShader: {
  68259. name: string;
  68260. shader: string;
  68261. };
  68262. }
  68263. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  68264. /** @hidden */
  68265. export var pointCloudVertexDeclaration: {
  68266. name: string;
  68267. shader: string;
  68268. };
  68269. }
  68270. declare module "babylonjs" {
  68271. export * from "babylonjs/Legacy/legacy";
  68272. }
  68273. declare module BABYLON {
  68274. /** Alias type for value that can be null */
  68275. export type Nullable<T> = T | null;
  68276. /**
  68277. * Alias type for number that are floats
  68278. * @ignorenaming
  68279. */
  68280. export type float = number;
  68281. /**
  68282. * Alias type for number that are doubles.
  68283. * @ignorenaming
  68284. */
  68285. export type double = number;
  68286. /**
  68287. * Alias type for number that are integer
  68288. * @ignorenaming
  68289. */
  68290. export type int = number;
  68291. /** Alias type for number array or Float32Array */
  68292. export type FloatArray = number[] | Float32Array;
  68293. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  68294. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  68295. /**
  68296. * Alias for types that can be used by a Buffer or VertexBuffer.
  68297. */
  68298. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  68299. /**
  68300. * Alias type for primitive types
  68301. * @ignorenaming
  68302. */
  68303. type Primitive = undefined | null | boolean | string | number | Function;
  68304. /**
  68305. * Type modifier to make all the properties of an object Readonly
  68306. */
  68307. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  68308. /**
  68309. * Type modifier to make all the properties of an object Readonly recursively
  68310. */
  68311. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  68312. /**
  68313. * Type modifier to make object properties readonly.
  68314. */
  68315. export type DeepImmutableObject<T> = {
  68316. readonly [K in keyof T]: DeepImmutable<T[K]>;
  68317. };
  68318. /** @hidden */
  68319. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  68320. }
  68321. }
  68322. declare module BABYLON {
  68323. /**
  68324. * A class serves as a medium between the observable and its observers
  68325. */
  68326. export class EventState {
  68327. /**
  68328. * Create a new EventState
  68329. * @param mask defines the mask associated with this state
  68330. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68331. * @param target defines the original target of the state
  68332. * @param currentTarget defines the current target of the state
  68333. */
  68334. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  68335. /**
  68336. * Initialize the current event state
  68337. * @param mask defines the mask associated with this state
  68338. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68339. * @param target defines the original target of the state
  68340. * @param currentTarget defines the current target of the state
  68341. * @returns the current event state
  68342. */
  68343. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  68344. /**
  68345. * An Observer can set this property to true to prevent subsequent observers of being notified
  68346. */
  68347. skipNextObservers: boolean;
  68348. /**
  68349. * Get the mask value that were used to trigger the event corresponding to this EventState object
  68350. */
  68351. mask: number;
  68352. /**
  68353. * The object that originally notified the event
  68354. */
  68355. target?: any;
  68356. /**
  68357. * The current object in the bubbling phase
  68358. */
  68359. currentTarget?: any;
  68360. /**
  68361. * This will be populated with the return value of the last function that was executed.
  68362. * If it is the first function in the callback chain it will be the event data.
  68363. */
  68364. lastReturnValue?: any;
  68365. }
  68366. /**
  68367. * Represent an Observer registered to a given Observable object.
  68368. */
  68369. export class Observer<T> {
  68370. /**
  68371. * Defines the callback to call when the observer is notified
  68372. */
  68373. callback: (eventData: T, eventState: EventState) => void;
  68374. /**
  68375. * Defines the mask of the observer (used to filter notifications)
  68376. */
  68377. mask: number;
  68378. /**
  68379. * Defines the current scope used to restore the JS context
  68380. */
  68381. scope: any;
  68382. /** @hidden */
  68383. _willBeUnregistered: boolean;
  68384. /**
  68385. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  68386. */
  68387. unregisterOnNextCall: boolean;
  68388. /**
  68389. * Creates a new observer
  68390. * @param callback defines the callback to call when the observer is notified
  68391. * @param mask defines the mask of the observer (used to filter notifications)
  68392. * @param scope defines the current scope used to restore the JS context
  68393. */
  68394. constructor(
  68395. /**
  68396. * Defines the callback to call when the observer is notified
  68397. */
  68398. callback: (eventData: T, eventState: EventState) => void,
  68399. /**
  68400. * Defines the mask of the observer (used to filter notifications)
  68401. */
  68402. mask: number,
  68403. /**
  68404. * Defines the current scope used to restore the JS context
  68405. */
  68406. scope?: any);
  68407. }
  68408. /**
  68409. * Represent a list of observers registered to multiple Observables object.
  68410. */
  68411. export class MultiObserver<T> {
  68412. private _observers;
  68413. private _observables;
  68414. /**
  68415. * Release associated resources
  68416. */
  68417. dispose(): void;
  68418. /**
  68419. * Raise a callback when one of the observable will notify
  68420. * @param observables defines a list of observables to watch
  68421. * @param callback defines the callback to call on notification
  68422. * @param mask defines the mask used to filter notifications
  68423. * @param scope defines the current scope used to restore the JS context
  68424. * @returns the new MultiObserver
  68425. */
  68426. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  68427. }
  68428. /**
  68429. * The Observable class is a simple implementation of the Observable pattern.
  68430. *
  68431. * 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.
  68432. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  68433. * 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).
  68434. * 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.
  68435. */
  68436. export class Observable<T> {
  68437. private _observers;
  68438. private _eventState;
  68439. private _onObserverAdded;
  68440. /**
  68441. * Gets the list of observers
  68442. */
  68443. readonly observers: Array<Observer<T>>;
  68444. /**
  68445. * Creates a new observable
  68446. * @param onObserverAdded defines a callback to call when a new observer is added
  68447. */
  68448. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  68449. /**
  68450. * Create a new Observer with the specified callback
  68451. * @param callback the callback that will be executed for that Observer
  68452. * @param mask the mask used to filter observers
  68453. * @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.
  68454. * @param scope optional scope for the callback to be called from
  68455. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  68456. * @returns the new observer created for the callback
  68457. */
  68458. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  68459. /**
  68460. * Create a new Observer with the specified callback and unregisters after the next notification
  68461. * @param callback the callback that will be executed for that Observer
  68462. * @returns the new observer created for the callback
  68463. */
  68464. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  68465. /**
  68466. * Remove an Observer from the Observable object
  68467. * @param observer the instance of the Observer to remove
  68468. * @returns false if it doesn't belong to this Observable
  68469. */
  68470. remove(observer: Nullable<Observer<T>>): boolean;
  68471. /**
  68472. * Remove a callback from the Observable object
  68473. * @param callback the callback to remove
  68474. * @param scope optional scope. If used only the callbacks with this scope will be removed
  68475. * @returns false if it doesn't belong to this Observable
  68476. */
  68477. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  68478. private _deferUnregister;
  68479. private _remove;
  68480. /**
  68481. * Moves the observable to the top of the observer list making it get called first when notified
  68482. * @param observer the observer to move
  68483. */
  68484. makeObserverTopPriority(observer: Observer<T>): void;
  68485. /**
  68486. * Moves the observable to the bottom of the observer list making it get called last when notified
  68487. * @param observer the observer to move
  68488. */
  68489. makeObserverBottomPriority(observer: Observer<T>): void;
  68490. /**
  68491. * Notify all Observers by calling their respective callback with the given data
  68492. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  68493. * @param eventData defines the data to send to all observers
  68494. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  68495. * @param target defines the original target of the state
  68496. * @param currentTarget defines the current target of the state
  68497. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  68498. */
  68499. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  68500. /**
  68501. * Calling this will execute each callback, expecting it to be a promise or return a value.
  68502. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  68503. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  68504. * and it is crucial that all callbacks will be executed.
  68505. * The order of the callbacks is kept, callbacks are not executed parallel.
  68506. *
  68507. * @param eventData The data to be sent to each callback
  68508. * @param mask is used to filter observers defaults to -1
  68509. * @param target defines the callback target (see EventState)
  68510. * @param currentTarget defines he current object in the bubbling phase
  68511. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  68512. */
  68513. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  68514. /**
  68515. * Notify a specific observer
  68516. * @param observer defines the observer to notify
  68517. * @param eventData defines the data to be sent to each callback
  68518. * @param mask is used to filter observers defaults to -1
  68519. */
  68520. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  68521. /**
  68522. * Gets a boolean indicating if the observable has at least one observer
  68523. * @returns true is the Observable has at least one Observer registered
  68524. */
  68525. hasObservers(): boolean;
  68526. /**
  68527. * Clear the list of observers
  68528. */
  68529. clear(): void;
  68530. /**
  68531. * Clone the current observable
  68532. * @returns a new observable
  68533. */
  68534. clone(): Observable<T>;
  68535. /**
  68536. * Does this observable handles observer registered with a given mask
  68537. * @param mask defines the mask to be tested
  68538. * @return whether or not one observer registered with the given mask is handeled
  68539. **/
  68540. hasSpecificMask(mask?: number): boolean;
  68541. }
  68542. }
  68543. declare module BABYLON {
  68544. /**
  68545. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68546. * Babylon.js
  68547. */
  68548. export class DomManagement {
  68549. /**
  68550. * Checks if the window object exists
  68551. * @returns true if the window object exists
  68552. */
  68553. static IsWindowObjectExist(): boolean;
  68554. /**
  68555. * Checks if the navigator object exists
  68556. * @returns true if the navigator object exists
  68557. */
  68558. static IsNavigatorAvailable(): boolean;
  68559. /**
  68560. * Extracts text content from a DOM element hierarchy
  68561. * @param element defines the root element
  68562. * @returns a string
  68563. */
  68564. static GetDOMTextContent(element: HTMLElement): string;
  68565. }
  68566. }
  68567. declare module BABYLON {
  68568. /**
  68569. * Logger used througouht the application to allow configuration of
  68570. * the log level required for the messages.
  68571. */
  68572. export class Logger {
  68573. /**
  68574. * No log
  68575. */
  68576. static readonly NoneLogLevel: number;
  68577. /**
  68578. * Only message logs
  68579. */
  68580. static readonly MessageLogLevel: number;
  68581. /**
  68582. * Only warning logs
  68583. */
  68584. static readonly WarningLogLevel: number;
  68585. /**
  68586. * Only error logs
  68587. */
  68588. static readonly ErrorLogLevel: number;
  68589. /**
  68590. * All logs
  68591. */
  68592. static readonly AllLogLevel: number;
  68593. private static _LogCache;
  68594. /**
  68595. * Gets a value indicating the number of loading errors
  68596. * @ignorenaming
  68597. */
  68598. static errorsCount: number;
  68599. /**
  68600. * Callback called when a new log is added
  68601. */
  68602. static OnNewCacheEntry: (entry: string) => void;
  68603. private static _AddLogEntry;
  68604. private static _FormatMessage;
  68605. private static _LogDisabled;
  68606. private static _LogEnabled;
  68607. private static _WarnDisabled;
  68608. private static _WarnEnabled;
  68609. private static _ErrorDisabled;
  68610. private static _ErrorEnabled;
  68611. /**
  68612. * Log a message to the console
  68613. */
  68614. static Log: (message: string) => void;
  68615. /**
  68616. * Write a warning message to the console
  68617. */
  68618. static Warn: (message: string) => void;
  68619. /**
  68620. * Write an error message to the console
  68621. */
  68622. static Error: (message: string) => void;
  68623. /**
  68624. * Gets current log cache (list of logs)
  68625. */
  68626. static readonly LogCache: string;
  68627. /**
  68628. * Clears the log cache
  68629. */
  68630. static ClearLogCache(): void;
  68631. /**
  68632. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68633. */
  68634. static LogLevels: number;
  68635. }
  68636. }
  68637. declare module BABYLON {
  68638. /** @hidden */
  68639. export class _TypeStore {
  68640. /** @hidden */
  68641. static RegisteredTypes: {
  68642. [key: string]: Object;
  68643. };
  68644. /** @hidden */
  68645. static GetClass(fqdn: string): any;
  68646. }
  68647. }
  68648. declare module BABYLON {
  68649. /**
  68650. * Helper to manipulate strings
  68651. */
  68652. export class StringTools {
  68653. /**
  68654. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68655. * @param str Source string
  68656. * @param suffix Suffix to search for in the source string
  68657. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68658. */
  68659. static EndsWith(str: string, suffix: string): boolean;
  68660. /**
  68661. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68662. * @param str Source string
  68663. * @param suffix Suffix to search for in the source string
  68664. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68665. */
  68666. static StartsWith(str: string, suffix: string): boolean;
  68667. /**
  68668. * Decodes a buffer into a string
  68669. * @param buffer The buffer to decode
  68670. * @returns The decoded string
  68671. */
  68672. static Decode(buffer: Uint8Array | Uint16Array): string;
  68673. /**
  68674. * Encode a buffer to a base64 string
  68675. * @param buffer defines the buffer to encode
  68676. * @returns the encoded string
  68677. */
  68678. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68679. }
  68680. }
  68681. declare module BABYLON {
  68682. /**
  68683. * Class containing a set of static utilities functions for deep copy.
  68684. */
  68685. export class DeepCopier {
  68686. /**
  68687. * Tries to copy an object by duplicating every property
  68688. * @param source defines the source object
  68689. * @param destination defines the target object
  68690. * @param doNotCopyList defines a list of properties to avoid
  68691. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68692. */
  68693. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68694. }
  68695. }
  68696. declare module BABYLON {
  68697. /**
  68698. * Class containing a set of static utilities functions for precision date
  68699. */
  68700. export class PrecisionDate {
  68701. /**
  68702. * Gets either window.performance.now() if supported or Date.now() else
  68703. */
  68704. static readonly Now: number;
  68705. }
  68706. }
  68707. declare module BABYLON {
  68708. /** @hidden */
  68709. export class _DevTools {
  68710. static WarnImport(name: string): string;
  68711. }
  68712. }
  68713. declare module BABYLON {
  68714. /**
  68715. * Interface used to define the mechanism to get data from the network
  68716. */
  68717. export interface IWebRequest {
  68718. /**
  68719. * Returns client's response url
  68720. */
  68721. responseURL: string;
  68722. /**
  68723. * Returns client's status
  68724. */
  68725. status: number;
  68726. /**
  68727. * Returns client's status as a text
  68728. */
  68729. statusText: string;
  68730. }
  68731. }
  68732. declare module BABYLON {
  68733. /**
  68734. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68735. */
  68736. export class WebRequest implements IWebRequest {
  68737. private _xhr;
  68738. /**
  68739. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68740. * i.e. when loading files, where the server/service expects an Authorization header
  68741. */
  68742. static CustomRequestHeaders: {
  68743. [key: string]: string;
  68744. };
  68745. /**
  68746. * Add callback functions in this array to update all the requests before they get sent to the network
  68747. */
  68748. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68749. private _injectCustomRequestHeaders;
  68750. /**
  68751. * Gets or sets a function to be called when loading progress changes
  68752. */
  68753. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68754. /**
  68755. * Returns client's state
  68756. */
  68757. readonly readyState: number;
  68758. /**
  68759. * Returns client's status
  68760. */
  68761. readonly status: number;
  68762. /**
  68763. * Returns client's status as a text
  68764. */
  68765. readonly statusText: string;
  68766. /**
  68767. * Returns client's response
  68768. */
  68769. readonly response: any;
  68770. /**
  68771. * Returns client's response url
  68772. */
  68773. readonly responseURL: string;
  68774. /**
  68775. * Returns client's response as text
  68776. */
  68777. readonly responseText: string;
  68778. /**
  68779. * Gets or sets the expected response type
  68780. */
  68781. responseType: XMLHttpRequestResponseType;
  68782. /** @hidden */
  68783. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68784. /** @hidden */
  68785. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68786. /**
  68787. * Cancels any network activity
  68788. */
  68789. abort(): void;
  68790. /**
  68791. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68792. * @param body defines an optional request body
  68793. */
  68794. send(body?: Document | BodyInit | null): void;
  68795. /**
  68796. * Sets the request method, request URL
  68797. * @param method defines the method to use (GET, POST, etc..)
  68798. * @param url defines the url to connect with
  68799. */
  68800. open(method: string, url: string): void;
  68801. /**
  68802. * Sets the value of a request header.
  68803. * @param name The name of the header whose value is to be set
  68804. * @param value The value to set as the body of the header
  68805. */
  68806. setRequestHeader(name: string, value: string): void;
  68807. /**
  68808. * Get the string containing the text of a particular header's value.
  68809. * @param name The name of the header
  68810. * @returns The string containing the text of the given header name
  68811. */
  68812. getResponseHeader(name: string): Nullable<string>;
  68813. }
  68814. }
  68815. declare module BABYLON {
  68816. /**
  68817. * File request interface
  68818. */
  68819. export interface IFileRequest {
  68820. /**
  68821. * Raised when the request is complete (success or error).
  68822. */
  68823. onCompleteObservable: Observable<IFileRequest>;
  68824. /**
  68825. * Aborts the request for a file.
  68826. */
  68827. abort: () => void;
  68828. }
  68829. }
  68830. declare module BABYLON {
  68831. /**
  68832. * Define options used to create a render target texture
  68833. */
  68834. export class RenderTargetCreationOptions {
  68835. /**
  68836. * Specifies is mipmaps must be generated
  68837. */
  68838. generateMipMaps?: boolean;
  68839. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68840. generateDepthBuffer?: boolean;
  68841. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68842. generateStencilBuffer?: boolean;
  68843. /** Defines texture type (int by default) */
  68844. type?: number;
  68845. /** Defines sampling mode (trilinear by default) */
  68846. samplingMode?: number;
  68847. /** Defines format (RGBA by default) */
  68848. format?: number;
  68849. }
  68850. }
  68851. declare module BABYLON {
  68852. /**
  68853. * @hidden
  68854. **/
  68855. export class _TimeToken {
  68856. _startTimeQuery: Nullable<WebGLQuery>;
  68857. _endTimeQuery: Nullable<WebGLQuery>;
  68858. _timeElapsedQuery: Nullable<WebGLQuery>;
  68859. _timeElapsedQueryEnded: boolean;
  68860. }
  68861. }
  68862. declare module BABYLON {
  68863. /** Defines the cross module used constants to avoid circular dependncies */
  68864. export class Constants {
  68865. /** Defines that alpha blending is disabled */
  68866. static readonly ALPHA_DISABLE: number;
  68867. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68868. static readonly ALPHA_ADD: number;
  68869. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68870. static readonly ALPHA_COMBINE: number;
  68871. /** Defines that alpha blending to DEST - SRC * DEST */
  68872. static readonly ALPHA_SUBTRACT: number;
  68873. /** Defines that alpha blending to SRC * DEST */
  68874. static readonly ALPHA_MULTIPLY: number;
  68875. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68876. static readonly ALPHA_MAXIMIZED: number;
  68877. /** Defines that alpha blending to SRC + DEST */
  68878. static readonly ALPHA_ONEONE: number;
  68879. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68880. static readonly ALPHA_PREMULTIPLIED: number;
  68881. /**
  68882. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68883. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68884. */
  68885. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68886. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68887. static readonly ALPHA_INTERPOLATE: number;
  68888. /**
  68889. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68890. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68891. */
  68892. static readonly ALPHA_SCREENMODE: number;
  68893. /**
  68894. * Defines that alpha blending to SRC + DST
  68895. * Alpha will be set to SRC ALPHA + DST ALPHA
  68896. */
  68897. static readonly ALPHA_ONEONE_ONEONE: number;
  68898. /**
  68899. * Defines that alpha blending to SRC * DST ALPHA + DST
  68900. * Alpha will be set to 0
  68901. */
  68902. static readonly ALPHA_ALPHATOCOLOR: number;
  68903. /**
  68904. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68905. */
  68906. static readonly ALPHA_REVERSEONEMINUS: number;
  68907. /**
  68908. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68909. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68910. */
  68911. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68912. /**
  68913. * Defines that alpha blending to SRC + DST
  68914. * Alpha will be set to SRC ALPHA
  68915. */
  68916. static readonly ALPHA_ONEONE_ONEZERO: number;
  68917. /** Defines that alpha blending equation a SUM */
  68918. static readonly ALPHA_EQUATION_ADD: number;
  68919. /** Defines that alpha blending equation a SUBSTRACTION */
  68920. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  68921. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  68922. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  68923. /** Defines that alpha blending equation a MAX operation */
  68924. static readonly ALPHA_EQUATION_MAX: number;
  68925. /** Defines that alpha blending equation a MIN operation */
  68926. static readonly ALPHA_EQUATION_MIN: number;
  68927. /**
  68928. * Defines that alpha blending equation a DARKEN operation:
  68929. * It takes the min of the src and sums the alpha channels.
  68930. */
  68931. static readonly ALPHA_EQUATION_DARKEN: number;
  68932. /** Defines that the ressource is not delayed*/
  68933. static readonly DELAYLOADSTATE_NONE: number;
  68934. /** Defines that the ressource was successfully delay loaded */
  68935. static readonly DELAYLOADSTATE_LOADED: number;
  68936. /** Defines that the ressource is currently delay loading */
  68937. static readonly DELAYLOADSTATE_LOADING: number;
  68938. /** Defines that the ressource is delayed and has not started loading */
  68939. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68940. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68941. static readonly NEVER: number;
  68942. /** 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 */
  68943. static readonly ALWAYS: number;
  68944. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68945. static readonly LESS: number;
  68946. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68947. static readonly EQUAL: number;
  68948. /** 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 */
  68949. static readonly LEQUAL: number;
  68950. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68951. static readonly GREATER: number;
  68952. /** 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 */
  68953. static readonly GEQUAL: number;
  68954. /** 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 */
  68955. static readonly NOTEQUAL: number;
  68956. /** Passed to stencilOperation to specify that stencil value must be kept */
  68957. static readonly KEEP: number;
  68958. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68959. static readonly REPLACE: number;
  68960. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68961. static readonly INCR: number;
  68962. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68963. static readonly DECR: number;
  68964. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68965. static readonly INVERT: number;
  68966. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68967. static readonly INCR_WRAP: number;
  68968. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68969. static readonly DECR_WRAP: number;
  68970. /** Texture is not repeating outside of 0..1 UVs */
  68971. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68972. /** Texture is repeating outside of 0..1 UVs */
  68973. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68974. /** Texture is repeating and mirrored */
  68975. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68976. /** ALPHA */
  68977. static readonly TEXTUREFORMAT_ALPHA: number;
  68978. /** LUMINANCE */
  68979. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68980. /** LUMINANCE_ALPHA */
  68981. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68982. /** RGB */
  68983. static readonly TEXTUREFORMAT_RGB: number;
  68984. /** RGBA */
  68985. static readonly TEXTUREFORMAT_RGBA: number;
  68986. /** RED */
  68987. static readonly TEXTUREFORMAT_RED: number;
  68988. /** RED (2nd reference) */
  68989. static readonly TEXTUREFORMAT_R: number;
  68990. /** RG */
  68991. static readonly TEXTUREFORMAT_RG: number;
  68992. /** RED_INTEGER */
  68993. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68994. /** RED_INTEGER (2nd reference) */
  68995. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68996. /** RG_INTEGER */
  68997. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68998. /** RGB_INTEGER */
  68999. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69000. /** RGBA_INTEGER */
  69001. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69002. /** UNSIGNED_BYTE */
  69003. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69004. /** UNSIGNED_BYTE (2nd reference) */
  69005. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69006. /** FLOAT */
  69007. static readonly TEXTURETYPE_FLOAT: number;
  69008. /** HALF_FLOAT */
  69009. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69010. /** BYTE */
  69011. static readonly TEXTURETYPE_BYTE: number;
  69012. /** SHORT */
  69013. static readonly TEXTURETYPE_SHORT: number;
  69014. /** UNSIGNED_SHORT */
  69015. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69016. /** INT */
  69017. static readonly TEXTURETYPE_INT: number;
  69018. /** UNSIGNED_INT */
  69019. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69020. /** UNSIGNED_SHORT_4_4_4_4 */
  69021. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69022. /** UNSIGNED_SHORT_5_5_5_1 */
  69023. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69024. /** UNSIGNED_SHORT_5_6_5 */
  69025. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69026. /** UNSIGNED_INT_2_10_10_10_REV */
  69027. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69028. /** UNSIGNED_INT_24_8 */
  69029. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69030. /** UNSIGNED_INT_10F_11F_11F_REV */
  69031. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69032. /** UNSIGNED_INT_5_9_9_9_REV */
  69033. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69034. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69035. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69036. /** nearest is mag = nearest and min = nearest and mip = nearest */
  69037. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69038. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69039. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69040. /** Trilinear is mag = linear and min = linear and mip = linear */
  69041. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69042. /** nearest is mag = nearest and min = nearest and mip = linear */
  69043. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69044. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69045. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69046. /** Trilinear is mag = linear and min = linear and mip = linear */
  69047. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69048. /** mag = nearest and min = nearest and mip = nearest */
  69049. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69050. /** mag = nearest and min = linear and mip = nearest */
  69051. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69052. /** mag = nearest and min = linear and mip = linear */
  69053. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69054. /** mag = nearest and min = linear and mip = none */
  69055. static readonly TEXTURE_NEAREST_LINEAR: number;
  69056. /** mag = nearest and min = nearest and mip = none */
  69057. static readonly TEXTURE_NEAREST_NEAREST: number;
  69058. /** mag = linear and min = nearest and mip = nearest */
  69059. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69060. /** mag = linear and min = nearest and mip = linear */
  69061. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69062. /** mag = linear and min = linear and mip = none */
  69063. static readonly TEXTURE_LINEAR_LINEAR: number;
  69064. /** mag = linear and min = nearest and mip = none */
  69065. static readonly TEXTURE_LINEAR_NEAREST: number;
  69066. /** Explicit coordinates mode */
  69067. static readonly TEXTURE_EXPLICIT_MODE: number;
  69068. /** Spherical coordinates mode */
  69069. static readonly TEXTURE_SPHERICAL_MODE: number;
  69070. /** Planar coordinates mode */
  69071. static readonly TEXTURE_PLANAR_MODE: number;
  69072. /** Cubic coordinates mode */
  69073. static readonly TEXTURE_CUBIC_MODE: number;
  69074. /** Projection coordinates mode */
  69075. static readonly TEXTURE_PROJECTION_MODE: number;
  69076. /** Skybox coordinates mode */
  69077. static readonly TEXTURE_SKYBOX_MODE: number;
  69078. /** Inverse Cubic coordinates mode */
  69079. static readonly TEXTURE_INVCUBIC_MODE: number;
  69080. /** Equirectangular coordinates mode */
  69081. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69082. /** Equirectangular Fixed coordinates mode */
  69083. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69084. /** Equirectangular Fixed Mirrored coordinates mode */
  69085. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69086. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69087. static readonly SCALEMODE_FLOOR: number;
  69088. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69089. static readonly SCALEMODE_NEAREST: number;
  69090. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69091. static readonly SCALEMODE_CEILING: number;
  69092. /**
  69093. * The dirty texture flag value
  69094. */
  69095. static readonly MATERIAL_TextureDirtyFlag: number;
  69096. /**
  69097. * The dirty light flag value
  69098. */
  69099. static readonly MATERIAL_LightDirtyFlag: number;
  69100. /**
  69101. * The dirty fresnel flag value
  69102. */
  69103. static readonly MATERIAL_FresnelDirtyFlag: number;
  69104. /**
  69105. * The dirty attribute flag value
  69106. */
  69107. static readonly MATERIAL_AttributesDirtyFlag: number;
  69108. /**
  69109. * The dirty misc flag value
  69110. */
  69111. static readonly MATERIAL_MiscDirtyFlag: number;
  69112. /**
  69113. * The all dirty flag value
  69114. */
  69115. static readonly MATERIAL_AllDirtyFlag: number;
  69116. /**
  69117. * Returns the triangle fill mode
  69118. */
  69119. static readonly MATERIAL_TriangleFillMode: number;
  69120. /**
  69121. * Returns the wireframe mode
  69122. */
  69123. static readonly MATERIAL_WireFrameFillMode: number;
  69124. /**
  69125. * Returns the point fill mode
  69126. */
  69127. static readonly MATERIAL_PointFillMode: number;
  69128. /**
  69129. * Returns the point list draw mode
  69130. */
  69131. static readonly MATERIAL_PointListDrawMode: number;
  69132. /**
  69133. * Returns the line list draw mode
  69134. */
  69135. static readonly MATERIAL_LineListDrawMode: number;
  69136. /**
  69137. * Returns the line loop draw mode
  69138. */
  69139. static readonly MATERIAL_LineLoopDrawMode: number;
  69140. /**
  69141. * Returns the line strip draw mode
  69142. */
  69143. static readonly MATERIAL_LineStripDrawMode: number;
  69144. /**
  69145. * Returns the triangle strip draw mode
  69146. */
  69147. static readonly MATERIAL_TriangleStripDrawMode: number;
  69148. /**
  69149. * Returns the triangle fan draw mode
  69150. */
  69151. static readonly MATERIAL_TriangleFanDrawMode: number;
  69152. /**
  69153. * Stores the clock-wise side orientation
  69154. */
  69155. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69156. /**
  69157. * Stores the counter clock-wise side orientation
  69158. */
  69159. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69160. /**
  69161. * Nothing
  69162. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69163. */
  69164. static readonly ACTION_NothingTrigger: number;
  69165. /**
  69166. * On pick
  69167. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69168. */
  69169. static readonly ACTION_OnPickTrigger: number;
  69170. /**
  69171. * On left pick
  69172. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69173. */
  69174. static readonly ACTION_OnLeftPickTrigger: number;
  69175. /**
  69176. * On right pick
  69177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69178. */
  69179. static readonly ACTION_OnRightPickTrigger: number;
  69180. /**
  69181. * On center pick
  69182. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69183. */
  69184. static readonly ACTION_OnCenterPickTrigger: number;
  69185. /**
  69186. * On pick down
  69187. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69188. */
  69189. static readonly ACTION_OnPickDownTrigger: number;
  69190. /**
  69191. * On double pick
  69192. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69193. */
  69194. static readonly ACTION_OnDoublePickTrigger: number;
  69195. /**
  69196. * On pick up
  69197. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69198. */
  69199. static readonly ACTION_OnPickUpTrigger: number;
  69200. /**
  69201. * On pick out.
  69202. * This trigger will only be raised if you also declared a OnPickDown
  69203. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69204. */
  69205. static readonly ACTION_OnPickOutTrigger: number;
  69206. /**
  69207. * On long press
  69208. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69209. */
  69210. static readonly ACTION_OnLongPressTrigger: number;
  69211. /**
  69212. * On pointer over
  69213. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69214. */
  69215. static readonly ACTION_OnPointerOverTrigger: number;
  69216. /**
  69217. * On pointer out
  69218. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69219. */
  69220. static readonly ACTION_OnPointerOutTrigger: number;
  69221. /**
  69222. * On every frame
  69223. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69224. */
  69225. static readonly ACTION_OnEveryFrameTrigger: number;
  69226. /**
  69227. * On intersection enter
  69228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69229. */
  69230. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69231. /**
  69232. * On intersection exit
  69233. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69234. */
  69235. static readonly ACTION_OnIntersectionExitTrigger: number;
  69236. /**
  69237. * On key down
  69238. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69239. */
  69240. static readonly ACTION_OnKeyDownTrigger: number;
  69241. /**
  69242. * On key up
  69243. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69244. */
  69245. static readonly ACTION_OnKeyUpTrigger: number;
  69246. /**
  69247. * Billboard mode will only apply to Y axis
  69248. */
  69249. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69250. /**
  69251. * Billboard mode will apply to all axes
  69252. */
  69253. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69254. /**
  69255. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69256. */
  69257. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69258. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69259. * Test order :
  69260. * Is the bounding sphere outside the frustum ?
  69261. * If not, are the bounding box vertices outside the frustum ?
  69262. * It not, then the cullable object is in the frustum.
  69263. */
  69264. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69265. /** Culling strategy : Bounding Sphere Only.
  69266. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69267. * It's also less accurate than the standard because some not visible objects can still be selected.
  69268. * Test : is the bounding sphere outside the frustum ?
  69269. * If not, then the cullable object is in the frustum.
  69270. */
  69271. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69272. /** Culling strategy : Optimistic Inclusion.
  69273. * This in an inclusion test first, then the standard exclusion test.
  69274. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69275. * 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.
  69276. * Anyway, it's as accurate as the standard strategy.
  69277. * Test :
  69278. * Is the cullable object bounding sphere center in the frustum ?
  69279. * If not, apply the default culling strategy.
  69280. */
  69281. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69282. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69283. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69284. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69285. * 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.
  69286. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69287. * Test :
  69288. * Is the cullable object bounding sphere center in the frustum ?
  69289. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69290. */
  69291. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69292. /**
  69293. * No logging while loading
  69294. */
  69295. static readonly SCENELOADER_NO_LOGGING: number;
  69296. /**
  69297. * Minimal logging while loading
  69298. */
  69299. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69300. /**
  69301. * Summary logging while loading
  69302. */
  69303. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69304. /**
  69305. * Detailled logging while loading
  69306. */
  69307. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69308. }
  69309. }
  69310. declare module BABYLON {
  69311. /**
  69312. * This represents the required contract to create a new type of texture loader.
  69313. */
  69314. export interface IInternalTextureLoader {
  69315. /**
  69316. * Defines wether the loader supports cascade loading the different faces.
  69317. */
  69318. supportCascades: boolean;
  69319. /**
  69320. * This returns if the loader support the current file information.
  69321. * @param extension defines the file extension of the file being loaded
  69322. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69323. * @param fallback defines the fallback internal texture if any
  69324. * @param isBase64 defines whether the texture is encoded as a base64
  69325. * @param isBuffer defines whether the texture data are stored as a buffer
  69326. * @returns true if the loader can load the specified file
  69327. */
  69328. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  69329. /**
  69330. * Transform the url before loading if required.
  69331. * @param rootUrl the url of the texture
  69332. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69333. * @returns the transformed texture
  69334. */
  69335. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  69336. /**
  69337. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  69338. * @param rootUrl the url of the texture
  69339. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69340. * @returns the fallback texture
  69341. */
  69342. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  69343. /**
  69344. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  69345. * @param data contains the texture data
  69346. * @param texture defines the BabylonJS internal texture
  69347. * @param createPolynomials will be true if polynomials have been requested
  69348. * @param onLoad defines the callback to trigger once the texture is ready
  69349. * @param onError defines the callback to trigger in case of error
  69350. */
  69351. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  69352. /**
  69353. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  69354. * @param data contains the texture data
  69355. * @param texture defines the BabylonJS internal texture
  69356. * @param callback defines the method to call once ready to upload
  69357. */
  69358. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  69359. }
  69360. }
  69361. declare module BABYLON {
  69362. /**
  69363. * Class used to store and describe the pipeline context associated with an effect
  69364. */
  69365. export interface IPipelineContext {
  69366. /**
  69367. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69368. */
  69369. isAsync: boolean;
  69370. /**
  69371. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69372. */
  69373. isReady: boolean;
  69374. /** @hidden */
  69375. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69376. }
  69377. }
  69378. declare module BABYLON {
  69379. /**
  69380. * Class used to store gfx data (like WebGLBuffer)
  69381. */
  69382. export class DataBuffer {
  69383. /**
  69384. * Gets or sets the number of objects referencing this buffer
  69385. */
  69386. references: number;
  69387. /** Gets or sets the size of the underlying buffer */
  69388. capacity: number;
  69389. /**
  69390. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  69391. */
  69392. is32Bits: boolean;
  69393. /**
  69394. * Gets the underlying buffer
  69395. */
  69396. readonly underlyingResource: any;
  69397. }
  69398. }
  69399. declare module BABYLON {
  69400. /** @hidden */
  69401. export interface IShaderProcessor {
  69402. attributeProcessor?: (attribute: string) => string;
  69403. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69404. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69405. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69406. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69407. lineProcessor?: (line: string, isFragment: boolean) => string;
  69408. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69409. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69410. }
  69411. }
  69412. declare module BABYLON {
  69413. /** @hidden */
  69414. export interface ProcessingOptions {
  69415. defines: string[];
  69416. indexParameters: any;
  69417. isFragment: boolean;
  69418. shouldUseHighPrecisionShader: boolean;
  69419. supportsUniformBuffers: boolean;
  69420. shadersRepository: string;
  69421. includesShadersStore: {
  69422. [key: string]: string;
  69423. };
  69424. processor?: IShaderProcessor;
  69425. version: string;
  69426. platformName: string;
  69427. lookForClosingBracketForUniformBuffer?: boolean;
  69428. }
  69429. }
  69430. declare module BABYLON {
  69431. /** @hidden */
  69432. export class ShaderCodeNode {
  69433. line: string;
  69434. children: ShaderCodeNode[];
  69435. additionalDefineKey?: string;
  69436. additionalDefineValue?: string;
  69437. isValid(preprocessors: {
  69438. [key: string]: string;
  69439. }): boolean;
  69440. process(preprocessors: {
  69441. [key: string]: string;
  69442. }, options: ProcessingOptions): string;
  69443. }
  69444. }
  69445. declare module BABYLON {
  69446. /** @hidden */
  69447. export class ShaderCodeCursor {
  69448. private _lines;
  69449. lineIndex: number;
  69450. readonly currentLine: string;
  69451. readonly canRead: boolean;
  69452. lines: string[];
  69453. }
  69454. }
  69455. declare module BABYLON {
  69456. /** @hidden */
  69457. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69458. process(preprocessors: {
  69459. [key: string]: string;
  69460. }, options: ProcessingOptions): string;
  69461. }
  69462. }
  69463. declare module BABYLON {
  69464. /** @hidden */
  69465. export class ShaderDefineExpression {
  69466. isTrue(preprocessors: {
  69467. [key: string]: string;
  69468. }): boolean;
  69469. }
  69470. }
  69471. declare module BABYLON {
  69472. /** @hidden */
  69473. export class ShaderCodeTestNode extends ShaderCodeNode {
  69474. testExpression: ShaderDefineExpression;
  69475. isValid(preprocessors: {
  69476. [key: string]: string;
  69477. }): boolean;
  69478. }
  69479. }
  69480. declare module BABYLON {
  69481. /** @hidden */
  69482. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69483. define: string;
  69484. not: boolean;
  69485. constructor(define: string, not?: boolean);
  69486. isTrue(preprocessors: {
  69487. [key: string]: string;
  69488. }): boolean;
  69489. }
  69490. }
  69491. declare module BABYLON {
  69492. /** @hidden */
  69493. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69494. leftOperand: ShaderDefineExpression;
  69495. rightOperand: ShaderDefineExpression;
  69496. isTrue(preprocessors: {
  69497. [key: string]: string;
  69498. }): boolean;
  69499. }
  69500. }
  69501. declare module BABYLON {
  69502. /** @hidden */
  69503. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69504. leftOperand: ShaderDefineExpression;
  69505. rightOperand: ShaderDefineExpression;
  69506. isTrue(preprocessors: {
  69507. [key: string]: string;
  69508. }): boolean;
  69509. }
  69510. }
  69511. declare module BABYLON {
  69512. /** @hidden */
  69513. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69514. define: string;
  69515. operand: string;
  69516. testValue: string;
  69517. constructor(define: string, operand: string, testValue: string);
  69518. isTrue(preprocessors: {
  69519. [key: string]: string;
  69520. }): boolean;
  69521. }
  69522. }
  69523. declare module BABYLON {
  69524. /**
  69525. * Class used to enable access to offline support
  69526. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69527. */
  69528. export interface IOfflineProvider {
  69529. /**
  69530. * Gets a boolean indicating if scene must be saved in the database
  69531. */
  69532. enableSceneOffline: boolean;
  69533. /**
  69534. * Gets a boolean indicating if textures must be saved in the database
  69535. */
  69536. enableTexturesOffline: boolean;
  69537. /**
  69538. * Open the offline support and make it available
  69539. * @param successCallback defines the callback to call on success
  69540. * @param errorCallback defines the callback to call on error
  69541. */
  69542. open(successCallback: () => void, errorCallback: () => void): void;
  69543. /**
  69544. * Loads an image from the offline support
  69545. * @param url defines the url to load from
  69546. * @param image defines the target DOM image
  69547. */
  69548. loadImage(url: string, image: HTMLImageElement): void;
  69549. /**
  69550. * Loads a file from offline support
  69551. * @param url defines the URL to load from
  69552. * @param sceneLoaded defines a callback to call on success
  69553. * @param progressCallBack defines a callback to call when progress changed
  69554. * @param errorCallback defines a callback to call on error
  69555. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69556. */
  69557. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69558. }
  69559. }
  69560. declare module BABYLON {
  69561. /**
  69562. * Class used to help managing file picking and drag'n'drop
  69563. * File Storage
  69564. */
  69565. export class FilesInputStore {
  69566. /**
  69567. * List of files ready to be loaded
  69568. */
  69569. static FilesToLoad: {
  69570. [key: string]: File;
  69571. };
  69572. }
  69573. }
  69574. declare module BABYLON {
  69575. /**
  69576. * Class used to define a retry strategy when error happens while loading assets
  69577. */
  69578. export class RetryStrategy {
  69579. /**
  69580. * Function used to defines an exponential back off strategy
  69581. * @param maxRetries defines the maximum number of retries (3 by default)
  69582. * @param baseInterval defines the interval between retries
  69583. * @returns the strategy function to use
  69584. */
  69585. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69586. }
  69587. }
  69588. declare module BABYLON {
  69589. /**
  69590. * @ignore
  69591. * Application error to support additional information when loading a file
  69592. */
  69593. export abstract class BaseError extends Error {
  69594. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69595. }
  69596. }
  69597. declare module BABYLON {
  69598. /** @ignore */
  69599. export class LoadFileError extends BaseError {
  69600. request?: WebRequest;
  69601. file?: File;
  69602. /**
  69603. * Creates a new LoadFileError
  69604. * @param message defines the message of the error
  69605. * @param request defines the optional web request
  69606. * @param file defines the optional file
  69607. */
  69608. constructor(message: string, object?: WebRequest | File);
  69609. }
  69610. /** @ignore */
  69611. export class RequestFileError extends BaseError {
  69612. request: WebRequest;
  69613. /**
  69614. * Creates a new LoadFileError
  69615. * @param message defines the message of the error
  69616. * @param request defines the optional web request
  69617. */
  69618. constructor(message: string, request: WebRequest);
  69619. }
  69620. /** @ignore */
  69621. export class ReadFileError extends BaseError {
  69622. file: File;
  69623. /**
  69624. * Creates a new ReadFileError
  69625. * @param message defines the message of the error
  69626. * @param file defines the optional file
  69627. */
  69628. constructor(message: string, file: File);
  69629. }
  69630. /**
  69631. * @hidden
  69632. */
  69633. export class FileTools {
  69634. /**
  69635. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69636. */
  69637. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69638. /**
  69639. * Gets or sets the base URL to use to load assets
  69640. */
  69641. static BaseUrl: string;
  69642. /**
  69643. * Default behaviour for cors in the application.
  69644. * It can be a string if the expected behavior is identical in the entire app.
  69645. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69646. */
  69647. static CorsBehavior: string | ((url: string | string[]) => string);
  69648. /**
  69649. * Gets or sets a function used to pre-process url before using them to load assets
  69650. */
  69651. static PreprocessUrl: (url: string) => string;
  69652. /**
  69653. * Removes unwanted characters from an url
  69654. * @param url defines the url to clean
  69655. * @returns the cleaned url
  69656. */
  69657. private static _CleanUrl;
  69658. /**
  69659. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69660. * @param url define the url we are trying
  69661. * @param element define the dom element where to configure the cors policy
  69662. */
  69663. static SetCorsBehavior(url: string | string[], element: {
  69664. crossOrigin: string | null;
  69665. }): void;
  69666. /**
  69667. * Loads an image as an HTMLImageElement.
  69668. * @param input url string, ArrayBuffer, or Blob to load
  69669. * @param onLoad callback called when the image successfully loads
  69670. * @param onError callback called when the image fails to load
  69671. * @param offlineProvider offline provider for caching
  69672. * @param mimeType optional mime type
  69673. * @returns the HTMLImageElement of the loaded image
  69674. */
  69675. 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>;
  69676. /**
  69677. * Reads a file from a File object
  69678. * @param file defines the file to load
  69679. * @param onSuccess defines the callback to call when data is loaded
  69680. * @param onProgress defines the callback to call during loading process
  69681. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69682. * @param onError defines the callback to call when an error occurs
  69683. * @returns a file request object
  69684. */
  69685. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69686. /**
  69687. * Loads a file from a url
  69688. * @param url url to load
  69689. * @param onSuccess callback called when the file successfully loads
  69690. * @param onProgress callback called while file is loading (if the server supports this mode)
  69691. * @param offlineProvider defines the offline provider for caching
  69692. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69693. * @param onError callback called when the file fails to load
  69694. * @returns a file request object
  69695. */
  69696. 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;
  69697. /**
  69698. * Loads a file
  69699. * @param url url to load
  69700. * @param onSuccess callback called when the file successfully loads
  69701. * @param onProgress callback called while file is loading (if the server supports this mode)
  69702. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69703. * @param onError callback called when the file fails to load
  69704. * @param onOpened callback called when the web request is opened
  69705. * @returns a file request object
  69706. */
  69707. 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;
  69708. /**
  69709. * Checks if the loaded document was accessed via `file:`-Protocol.
  69710. * @returns boolean
  69711. */
  69712. static IsFileURL(): boolean;
  69713. }
  69714. }
  69715. declare module BABYLON {
  69716. /** @hidden */
  69717. export class ShaderProcessor {
  69718. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69719. private static _ProcessPrecision;
  69720. private static _ExtractOperation;
  69721. private static _BuildSubExpression;
  69722. private static _BuildExpression;
  69723. private static _MoveCursorWithinIf;
  69724. private static _MoveCursor;
  69725. private static _EvaluatePreProcessors;
  69726. private static _PreparePreProcessors;
  69727. private static _ProcessShaderConversion;
  69728. private static _ProcessIncludes;
  69729. }
  69730. }
  69731. declare module BABYLON {
  69732. /**
  69733. * @hidden
  69734. */
  69735. export interface IColor4Like {
  69736. r: float;
  69737. g: float;
  69738. b: float;
  69739. a: float;
  69740. }
  69741. /**
  69742. * @hidden
  69743. */
  69744. export interface IColor3Like {
  69745. r: float;
  69746. g: float;
  69747. b: float;
  69748. }
  69749. /**
  69750. * @hidden
  69751. */
  69752. export interface IVector4Like {
  69753. x: float;
  69754. y: float;
  69755. z: float;
  69756. w: float;
  69757. }
  69758. /**
  69759. * @hidden
  69760. */
  69761. export interface IVector3Like {
  69762. x: float;
  69763. y: float;
  69764. z: float;
  69765. }
  69766. /**
  69767. * @hidden
  69768. */
  69769. export interface IVector2Like {
  69770. x: float;
  69771. y: float;
  69772. }
  69773. /**
  69774. * @hidden
  69775. */
  69776. export interface IMatrixLike {
  69777. toArray(): DeepImmutable<Float32Array>;
  69778. updateFlag: int;
  69779. }
  69780. /**
  69781. * @hidden
  69782. */
  69783. export interface IViewportLike {
  69784. x: float;
  69785. y: float;
  69786. width: float;
  69787. height: float;
  69788. }
  69789. /**
  69790. * @hidden
  69791. */
  69792. export interface IPlaneLike {
  69793. normal: IVector3Like;
  69794. d: float;
  69795. normalize(): void;
  69796. }
  69797. }
  69798. declare module BABYLON {
  69799. /**
  69800. * Interface used to define common properties for effect fallbacks
  69801. */
  69802. export interface IEffectFallbacks {
  69803. /**
  69804. * Removes the defines that should be removed when falling back.
  69805. * @param currentDefines defines the current define statements for the shader.
  69806. * @param effect defines the current effect we try to compile
  69807. * @returns The resulting defines with defines of the current rank removed.
  69808. */
  69809. reduce(currentDefines: string, effect: Effect): string;
  69810. /**
  69811. * Removes the fallback from the bound mesh.
  69812. */
  69813. unBindMesh(): void;
  69814. /**
  69815. * Checks to see if more fallbacks are still availible.
  69816. */
  69817. hasMoreFallbacks: boolean;
  69818. }
  69819. }
  69820. declare module BABYLON {
  69821. /**
  69822. * Class used to evalaute queries containing `and` and `or` operators
  69823. */
  69824. export class AndOrNotEvaluator {
  69825. /**
  69826. * Evaluate a query
  69827. * @param query defines the query to evaluate
  69828. * @param evaluateCallback defines the callback used to filter result
  69829. * @returns true if the query matches
  69830. */
  69831. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69832. private static _HandleParenthesisContent;
  69833. private static _SimplifyNegation;
  69834. }
  69835. }
  69836. declare module BABYLON {
  69837. /**
  69838. * Class used to store custom tags
  69839. */
  69840. export class Tags {
  69841. /**
  69842. * Adds support for tags on the given object
  69843. * @param obj defines the object to use
  69844. */
  69845. static EnableFor(obj: any): void;
  69846. /**
  69847. * Removes tags support
  69848. * @param obj defines the object to use
  69849. */
  69850. static DisableFor(obj: any): void;
  69851. /**
  69852. * Gets a boolean indicating if the given object has tags
  69853. * @param obj defines the object to use
  69854. * @returns a boolean
  69855. */
  69856. static HasTags(obj: any): boolean;
  69857. /**
  69858. * Gets the tags available on a given object
  69859. * @param obj defines the object to use
  69860. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69861. * @returns the tags
  69862. */
  69863. static GetTags(obj: any, asString?: boolean): any;
  69864. /**
  69865. * Adds tags to an object
  69866. * @param obj defines the object to use
  69867. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69868. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69869. */
  69870. static AddTagsTo(obj: any, tagsString: string): void;
  69871. /**
  69872. * @hidden
  69873. */
  69874. static _AddTagTo(obj: any, tag: string): void;
  69875. /**
  69876. * Removes specific tags from a specific object
  69877. * @param obj defines the object to use
  69878. * @param tagsString defines the tags to remove
  69879. */
  69880. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69881. /**
  69882. * @hidden
  69883. */
  69884. static _RemoveTagFrom(obj: any, tag: string): void;
  69885. /**
  69886. * Defines if tags hosted on an object match a given query
  69887. * @param obj defines the object to use
  69888. * @param tagsQuery defines the tag query
  69889. * @returns a boolean
  69890. */
  69891. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69892. }
  69893. }
  69894. declare module BABYLON {
  69895. /**
  69896. * Scalar computation library
  69897. */
  69898. export class Scalar {
  69899. /**
  69900. * Two pi constants convenient for computation.
  69901. */
  69902. static TwoPi: number;
  69903. /**
  69904. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69905. * @param a number
  69906. * @param b number
  69907. * @param epsilon (default = 1.401298E-45)
  69908. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69909. */
  69910. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69911. /**
  69912. * Returns a string : the upper case translation of the number i to hexadecimal.
  69913. * @param i number
  69914. * @returns the upper case translation of the number i to hexadecimal.
  69915. */
  69916. static ToHex(i: number): string;
  69917. /**
  69918. * Returns -1 if value is negative and +1 is value is positive.
  69919. * @param value the value
  69920. * @returns the value itself if it's equal to zero.
  69921. */
  69922. static Sign(value: number): number;
  69923. /**
  69924. * Returns the value itself if it's between min and max.
  69925. * Returns min if the value is lower than min.
  69926. * Returns max if the value is greater than max.
  69927. * @param value the value to clmap
  69928. * @param min the min value to clamp to (default: 0)
  69929. * @param max the max value to clamp to (default: 1)
  69930. * @returns the clamped value
  69931. */
  69932. static Clamp(value: number, min?: number, max?: number): number;
  69933. /**
  69934. * the log2 of value.
  69935. * @param value the value to compute log2 of
  69936. * @returns the log2 of value.
  69937. */
  69938. static Log2(value: number): number;
  69939. /**
  69940. * Loops the value, so that it is never larger than length and never smaller than 0.
  69941. *
  69942. * This is similar to the modulo operator but it works with floating point numbers.
  69943. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  69944. * With t = 5 and length = 2.5, the result would be 0.0.
  69945. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  69946. * @param value the value
  69947. * @param length the length
  69948. * @returns the looped value
  69949. */
  69950. static Repeat(value: number, length: number): number;
  69951. /**
  69952. * Normalize the value between 0.0 and 1.0 using min and max values
  69953. * @param value value to normalize
  69954. * @param min max to normalize between
  69955. * @param max min to normalize between
  69956. * @returns the normalized value
  69957. */
  69958. static Normalize(value: number, min: number, max: number): number;
  69959. /**
  69960. * Denormalize the value from 0.0 and 1.0 using min and max values
  69961. * @param normalized value to denormalize
  69962. * @param min max to denormalize between
  69963. * @param max min to denormalize between
  69964. * @returns the denormalized value
  69965. */
  69966. static Denormalize(normalized: number, min: number, max: number): number;
  69967. /**
  69968. * Calculates the shortest difference between two given angles given in degrees.
  69969. * @param current current angle in degrees
  69970. * @param target target angle in degrees
  69971. * @returns the delta
  69972. */
  69973. static DeltaAngle(current: number, target: number): number;
  69974. /**
  69975. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  69976. * @param tx value
  69977. * @param length length
  69978. * @returns The returned value will move back and forth between 0 and length
  69979. */
  69980. static PingPong(tx: number, length: number): number;
  69981. /**
  69982. * Interpolates between min and max with smoothing at the limits.
  69983. *
  69984. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  69985. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  69986. * @param from from
  69987. * @param to to
  69988. * @param tx value
  69989. * @returns the smooth stepped value
  69990. */
  69991. static SmoothStep(from: number, to: number, tx: number): number;
  69992. /**
  69993. * Moves a value current towards target.
  69994. *
  69995. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  69996. * Negative values of maxDelta pushes the value away from target.
  69997. * @param current current value
  69998. * @param target target value
  69999. * @param maxDelta max distance to move
  70000. * @returns resulting value
  70001. */
  70002. static MoveTowards(current: number, target: number, maxDelta: number): number;
  70003. /**
  70004. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70005. *
  70006. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  70007. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  70008. * @param current current value
  70009. * @param target target value
  70010. * @param maxDelta max distance to move
  70011. * @returns resulting angle
  70012. */
  70013. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  70014. /**
  70015. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  70016. * @param start start value
  70017. * @param end target value
  70018. * @param amount amount to lerp between
  70019. * @returns the lerped value
  70020. */
  70021. static Lerp(start: number, end: number, amount: number): number;
  70022. /**
  70023. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70024. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  70025. * @param start start value
  70026. * @param end target value
  70027. * @param amount amount to lerp between
  70028. * @returns the lerped value
  70029. */
  70030. static LerpAngle(start: number, end: number, amount: number): number;
  70031. /**
  70032. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  70033. * @param a start value
  70034. * @param b target value
  70035. * @param value value between a and b
  70036. * @returns the inverseLerp value
  70037. */
  70038. static InverseLerp(a: number, b: number, value: number): number;
  70039. /**
  70040. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  70041. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  70042. * @param value1 spline value
  70043. * @param tangent1 spline value
  70044. * @param value2 spline value
  70045. * @param tangent2 spline value
  70046. * @param amount input value
  70047. * @returns hermite result
  70048. */
  70049. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  70050. /**
  70051. * Returns a random float number between and min and max values
  70052. * @param min min value of random
  70053. * @param max max value of random
  70054. * @returns random value
  70055. */
  70056. static RandomRange(min: number, max: number): number;
  70057. /**
  70058. * This function returns percentage of a number in a given range.
  70059. *
  70060. * RangeToPercent(40,20,60) will return 0.5 (50%)
  70061. * RangeToPercent(34,0,100) will return 0.34 (34%)
  70062. * @param number to convert to percentage
  70063. * @param min min range
  70064. * @param max max range
  70065. * @returns the percentage
  70066. */
  70067. static RangeToPercent(number: number, min: number, max: number): number;
  70068. /**
  70069. * This function returns number that corresponds to the percentage in a given range.
  70070. *
  70071. * PercentToRange(0.34,0,100) will return 34.
  70072. * @param percent to convert to number
  70073. * @param min min range
  70074. * @param max max range
  70075. * @returns the number
  70076. */
  70077. static PercentToRange(percent: number, min: number, max: number): number;
  70078. /**
  70079. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  70080. * @param angle The angle to normalize in radian.
  70081. * @return The converted angle.
  70082. */
  70083. static NormalizeRadians(angle: number): number;
  70084. }
  70085. }
  70086. declare module BABYLON {
  70087. /**
  70088. * Constant used to convert a value to gamma space
  70089. * @ignorenaming
  70090. */
  70091. export const ToGammaSpace: number;
  70092. /**
  70093. * Constant used to convert a value to linear space
  70094. * @ignorenaming
  70095. */
  70096. export const ToLinearSpace = 2.2;
  70097. /**
  70098. * Constant used to define the minimal number value in Babylon.js
  70099. * @ignorenaming
  70100. */
  70101. let Epsilon: number;
  70102. }
  70103. declare module BABYLON {
  70104. /**
  70105. * Class used to represent a viewport on screen
  70106. */
  70107. export class Viewport {
  70108. /** viewport left coordinate */
  70109. x: number;
  70110. /** viewport top coordinate */
  70111. y: number;
  70112. /**viewport width */
  70113. width: number;
  70114. /** viewport height */
  70115. height: number;
  70116. /**
  70117. * Creates a Viewport object located at (x, y) and sized (width, height)
  70118. * @param x defines viewport left coordinate
  70119. * @param y defines viewport top coordinate
  70120. * @param width defines the viewport width
  70121. * @param height defines the viewport height
  70122. */
  70123. constructor(
  70124. /** viewport left coordinate */
  70125. x: number,
  70126. /** viewport top coordinate */
  70127. y: number,
  70128. /**viewport width */
  70129. width: number,
  70130. /** viewport height */
  70131. height: number);
  70132. /**
  70133. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  70134. * @param renderWidth defines the rendering width
  70135. * @param renderHeight defines the rendering height
  70136. * @returns a new Viewport
  70137. */
  70138. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  70139. /**
  70140. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  70141. * @param renderWidth defines the rendering width
  70142. * @param renderHeight defines the rendering height
  70143. * @param ref defines the target viewport
  70144. * @returns the current viewport
  70145. */
  70146. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  70147. /**
  70148. * Returns a new Viewport copied from the current one
  70149. * @returns a new Viewport
  70150. */
  70151. clone(): Viewport;
  70152. }
  70153. }
  70154. declare module BABYLON {
  70155. /**
  70156. * Class containing a set of static utilities functions for arrays.
  70157. */
  70158. export class ArrayTools {
  70159. /**
  70160. * Returns an array of the given size filled with element built from the given constructor and the paramters
  70161. * @param size the number of element to construct and put in the array
  70162. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  70163. * @returns a new array filled with new objects
  70164. */
  70165. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  70166. }
  70167. }
  70168. declare module BABYLON {
  70169. /**
  70170. * Class representing a vector containing 2 coordinates
  70171. */
  70172. export class Vector2 {
  70173. /** defines the first coordinate */
  70174. x: number;
  70175. /** defines the second coordinate */
  70176. y: number;
  70177. /**
  70178. * Creates a new Vector2 from the given x and y coordinates
  70179. * @param x defines the first coordinate
  70180. * @param y defines the second coordinate
  70181. */
  70182. constructor(
  70183. /** defines the first coordinate */
  70184. x?: number,
  70185. /** defines the second coordinate */
  70186. y?: number);
  70187. /**
  70188. * Gets a string with the Vector2 coordinates
  70189. * @returns a string with the Vector2 coordinates
  70190. */
  70191. toString(): string;
  70192. /**
  70193. * Gets class name
  70194. * @returns the string "Vector2"
  70195. */
  70196. getClassName(): string;
  70197. /**
  70198. * Gets current vector hash code
  70199. * @returns the Vector2 hash code as a number
  70200. */
  70201. getHashCode(): number;
  70202. /**
  70203. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  70204. * @param array defines the source array
  70205. * @param index defines the offset in source array
  70206. * @returns the current Vector2
  70207. */
  70208. toArray(array: FloatArray, index?: number): Vector2;
  70209. /**
  70210. * Copy the current vector to an array
  70211. * @returns a new array with 2 elements: the Vector2 coordinates.
  70212. */
  70213. asArray(): number[];
  70214. /**
  70215. * Sets the Vector2 coordinates with the given Vector2 coordinates
  70216. * @param source defines the source Vector2
  70217. * @returns the current updated Vector2
  70218. */
  70219. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  70220. /**
  70221. * Sets the Vector2 coordinates with the given floats
  70222. * @param x defines the first coordinate
  70223. * @param y defines the second coordinate
  70224. * @returns the current updated Vector2
  70225. */
  70226. copyFromFloats(x: number, y: number): Vector2;
  70227. /**
  70228. * Sets the Vector2 coordinates with the given floats
  70229. * @param x defines the first coordinate
  70230. * @param y defines the second coordinate
  70231. * @returns the current updated Vector2
  70232. */
  70233. set(x: number, y: number): Vector2;
  70234. /**
  70235. * Add another vector with the current one
  70236. * @param otherVector defines the other vector
  70237. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  70238. */
  70239. add(otherVector: DeepImmutable<Vector2>): Vector2;
  70240. /**
  70241. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  70242. * @param otherVector defines the other vector
  70243. * @param result defines the target vector
  70244. * @returns the unmodified current Vector2
  70245. */
  70246. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70247. /**
  70248. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  70249. * @param otherVector defines the other vector
  70250. * @returns the current updated Vector2
  70251. */
  70252. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70253. /**
  70254. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  70255. * @param otherVector defines the other vector
  70256. * @returns a new Vector2
  70257. */
  70258. addVector3(otherVector: Vector3): Vector2;
  70259. /**
  70260. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  70261. * @param otherVector defines the other vector
  70262. * @returns a new Vector2
  70263. */
  70264. subtract(otherVector: Vector2): Vector2;
  70265. /**
  70266. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  70267. * @param otherVector defines the other vector
  70268. * @param result defines the target vector
  70269. * @returns the unmodified current Vector2
  70270. */
  70271. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70272. /**
  70273. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  70274. * @param otherVector defines the other vector
  70275. * @returns the current updated Vector2
  70276. */
  70277. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70278. /**
  70279. * Multiplies in place the current Vector2 coordinates by the given ones
  70280. * @param otherVector defines the other vector
  70281. * @returns the current updated Vector2
  70282. */
  70283. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70284. /**
  70285. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  70286. * @param otherVector defines the other vector
  70287. * @returns a new Vector2
  70288. */
  70289. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  70290. /**
  70291. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  70292. * @param otherVector defines the other vector
  70293. * @param result defines the target vector
  70294. * @returns the unmodified current Vector2
  70295. */
  70296. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70297. /**
  70298. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  70299. * @param x defines the first coordinate
  70300. * @param y defines the second coordinate
  70301. * @returns a new Vector2
  70302. */
  70303. multiplyByFloats(x: number, y: number): Vector2;
  70304. /**
  70305. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  70306. * @param otherVector defines the other vector
  70307. * @returns a new Vector2
  70308. */
  70309. divide(otherVector: Vector2): Vector2;
  70310. /**
  70311. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  70312. * @param otherVector defines the other vector
  70313. * @param result defines the target vector
  70314. * @returns the unmodified current Vector2
  70315. */
  70316. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70317. /**
  70318. * Divides the current Vector2 coordinates by the given ones
  70319. * @param otherVector defines the other vector
  70320. * @returns the current updated Vector2
  70321. */
  70322. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70323. /**
  70324. * Gets a new Vector2 with current Vector2 negated coordinates
  70325. * @returns a new Vector2
  70326. */
  70327. negate(): Vector2;
  70328. /**
  70329. * Multiply the Vector2 coordinates by scale
  70330. * @param scale defines the scaling factor
  70331. * @returns the current updated Vector2
  70332. */
  70333. scaleInPlace(scale: number): Vector2;
  70334. /**
  70335. * Returns a new Vector2 scaled by "scale" from the current Vector2
  70336. * @param scale defines the scaling factor
  70337. * @returns a new Vector2
  70338. */
  70339. scale(scale: number): Vector2;
  70340. /**
  70341. * Scale the current Vector2 values by a factor to a given Vector2
  70342. * @param scale defines the scale factor
  70343. * @param result defines the Vector2 object where to store the result
  70344. * @returns the unmodified current Vector2
  70345. */
  70346. scaleToRef(scale: number, result: Vector2): Vector2;
  70347. /**
  70348. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  70349. * @param scale defines the scale factor
  70350. * @param result defines the Vector2 object where to store the result
  70351. * @returns the unmodified current Vector2
  70352. */
  70353. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  70354. /**
  70355. * Gets a boolean if two vectors are equals
  70356. * @param otherVector defines the other vector
  70357. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  70358. */
  70359. equals(otherVector: DeepImmutable<Vector2>): boolean;
  70360. /**
  70361. * Gets a boolean if two vectors are equals (using an epsilon value)
  70362. * @param otherVector defines the other vector
  70363. * @param epsilon defines the minimal distance to consider equality
  70364. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  70365. */
  70366. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  70367. /**
  70368. * Gets a new Vector2 from current Vector2 floored values
  70369. * @returns a new Vector2
  70370. */
  70371. floor(): Vector2;
  70372. /**
  70373. * Gets a new Vector2 from current Vector2 floored values
  70374. * @returns a new Vector2
  70375. */
  70376. fract(): Vector2;
  70377. /**
  70378. * Gets the length of the vector
  70379. * @returns the vector length (float)
  70380. */
  70381. length(): number;
  70382. /**
  70383. * Gets the vector squared length
  70384. * @returns the vector squared length (float)
  70385. */
  70386. lengthSquared(): number;
  70387. /**
  70388. * Normalize the vector
  70389. * @returns the current updated Vector2
  70390. */
  70391. normalize(): Vector2;
  70392. /**
  70393. * Gets a new Vector2 copied from the Vector2
  70394. * @returns a new Vector2
  70395. */
  70396. clone(): Vector2;
  70397. /**
  70398. * Gets a new Vector2(0, 0)
  70399. * @returns a new Vector2
  70400. */
  70401. static Zero(): Vector2;
  70402. /**
  70403. * Gets a new Vector2(1, 1)
  70404. * @returns a new Vector2
  70405. */
  70406. static One(): Vector2;
  70407. /**
  70408. * Gets a new Vector2 set from the given index element of the given array
  70409. * @param array defines the data source
  70410. * @param offset defines the offset in the data source
  70411. * @returns a new Vector2
  70412. */
  70413. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  70414. /**
  70415. * Sets "result" from the given index element of the given array
  70416. * @param array defines the data source
  70417. * @param offset defines the offset in the data source
  70418. * @param result defines the target vector
  70419. */
  70420. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  70421. /**
  70422. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  70423. * @param value1 defines 1st point of control
  70424. * @param value2 defines 2nd point of control
  70425. * @param value3 defines 3rd point of control
  70426. * @param value4 defines 4th point of control
  70427. * @param amount defines the interpolation factor
  70428. * @returns a new Vector2
  70429. */
  70430. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  70431. /**
  70432. * 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".
  70433. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  70434. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  70435. * @param value defines the value to clamp
  70436. * @param min defines the lower limit
  70437. * @param max defines the upper limit
  70438. * @returns a new Vector2
  70439. */
  70440. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  70441. /**
  70442. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  70443. * @param value1 defines the 1st control point
  70444. * @param tangent1 defines the outgoing tangent
  70445. * @param value2 defines the 2nd control point
  70446. * @param tangent2 defines the incoming tangent
  70447. * @param amount defines the interpolation factor
  70448. * @returns a new Vector2
  70449. */
  70450. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  70451. /**
  70452. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  70453. * @param start defines the start vector
  70454. * @param end defines the end vector
  70455. * @param amount defines the interpolation factor
  70456. * @returns a new Vector2
  70457. */
  70458. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  70459. /**
  70460. * Gets the dot product of the vector "left" and the vector "right"
  70461. * @param left defines first vector
  70462. * @param right defines second vector
  70463. * @returns the dot product (float)
  70464. */
  70465. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  70466. /**
  70467. * Returns a new Vector2 equal to the normalized given vector
  70468. * @param vector defines the vector to normalize
  70469. * @returns a new Vector2
  70470. */
  70471. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  70472. /**
  70473. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  70474. * @param left defines 1st vector
  70475. * @param right defines 2nd vector
  70476. * @returns a new Vector2
  70477. */
  70478. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70479. /**
  70480. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  70481. * @param left defines 1st vector
  70482. * @param right defines 2nd vector
  70483. * @returns a new Vector2
  70484. */
  70485. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70486. /**
  70487. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  70488. * @param vector defines the vector to transform
  70489. * @param transformation defines the matrix to apply
  70490. * @returns a new Vector2
  70491. */
  70492. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  70493. /**
  70494. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  70495. * @param vector defines the vector to transform
  70496. * @param transformation defines the matrix to apply
  70497. * @param result defines the target vector
  70498. */
  70499. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  70500. /**
  70501. * Determines if a given vector is included in a triangle
  70502. * @param p defines the vector to test
  70503. * @param p0 defines 1st triangle point
  70504. * @param p1 defines 2nd triangle point
  70505. * @param p2 defines 3rd triangle point
  70506. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  70507. */
  70508. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  70509. /**
  70510. * Gets the distance between the vectors "value1" and "value2"
  70511. * @param value1 defines first vector
  70512. * @param value2 defines second vector
  70513. * @returns the distance between vectors
  70514. */
  70515. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70516. /**
  70517. * Returns the squared distance between the vectors "value1" and "value2"
  70518. * @param value1 defines first vector
  70519. * @param value2 defines second vector
  70520. * @returns the squared distance between vectors
  70521. */
  70522. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70523. /**
  70524. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  70525. * @param value1 defines first vector
  70526. * @param value2 defines second vector
  70527. * @returns a new Vector2
  70528. */
  70529. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  70530. /**
  70531. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  70532. * @param p defines the middle point
  70533. * @param segA defines one point of the segment
  70534. * @param segB defines the other point of the segment
  70535. * @returns the shortest distance
  70536. */
  70537. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  70538. }
  70539. /**
  70540. * Classed used to store (x,y,z) vector representation
  70541. * A Vector3 is the main object used in 3D geometry
  70542. * It can represent etiher the coordinates of a point the space, either a direction
  70543. * Reminder: js uses a left handed forward facing system
  70544. */
  70545. export class Vector3 {
  70546. /**
  70547. * Defines the first coordinates (on X axis)
  70548. */
  70549. x: number;
  70550. /**
  70551. * Defines the second coordinates (on Y axis)
  70552. */
  70553. y: number;
  70554. /**
  70555. * Defines the third coordinates (on Z axis)
  70556. */
  70557. z: number;
  70558. private static _UpReadOnly;
  70559. private static _ZeroReadOnly;
  70560. /**
  70561. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70562. * @param x defines the first coordinates (on X axis)
  70563. * @param y defines the second coordinates (on Y axis)
  70564. * @param z defines the third coordinates (on Z axis)
  70565. */
  70566. constructor(
  70567. /**
  70568. * Defines the first coordinates (on X axis)
  70569. */
  70570. x?: number,
  70571. /**
  70572. * Defines the second coordinates (on Y axis)
  70573. */
  70574. y?: number,
  70575. /**
  70576. * Defines the third coordinates (on Z axis)
  70577. */
  70578. z?: number);
  70579. /**
  70580. * Creates a string representation of the Vector3
  70581. * @returns a string with the Vector3 coordinates.
  70582. */
  70583. toString(): string;
  70584. /**
  70585. * Gets the class name
  70586. * @returns the string "Vector3"
  70587. */
  70588. getClassName(): string;
  70589. /**
  70590. * Creates the Vector3 hash code
  70591. * @returns a number which tends to be unique between Vector3 instances
  70592. */
  70593. getHashCode(): number;
  70594. /**
  70595. * Creates an array containing three elements : the coordinates of the Vector3
  70596. * @returns a new array of numbers
  70597. */
  70598. asArray(): number[];
  70599. /**
  70600. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70601. * @param array defines the destination array
  70602. * @param index defines the offset in the destination array
  70603. * @returns the current Vector3
  70604. */
  70605. toArray(array: FloatArray, index?: number): Vector3;
  70606. /**
  70607. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70608. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70609. */
  70610. toQuaternion(): Quaternion;
  70611. /**
  70612. * Adds the given vector to the current Vector3
  70613. * @param otherVector defines the second operand
  70614. * @returns the current updated Vector3
  70615. */
  70616. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70617. /**
  70618. * Adds the given coordinates to the current Vector3
  70619. * @param x defines the x coordinate of the operand
  70620. * @param y defines the y coordinate of the operand
  70621. * @param z defines the z coordinate of the operand
  70622. * @returns the current updated Vector3
  70623. */
  70624. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70625. /**
  70626. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70627. * @param otherVector defines the second operand
  70628. * @returns the resulting Vector3
  70629. */
  70630. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70631. /**
  70632. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70633. * @param otherVector defines the second operand
  70634. * @param result defines the Vector3 object where to store the result
  70635. * @returns the current Vector3
  70636. */
  70637. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70638. /**
  70639. * Subtract the given vector from the current Vector3
  70640. * @param otherVector defines the second operand
  70641. * @returns the current updated Vector3
  70642. */
  70643. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70644. /**
  70645. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70646. * @param otherVector defines the second operand
  70647. * @returns the resulting Vector3
  70648. */
  70649. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70650. /**
  70651. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70652. * @param otherVector defines the second operand
  70653. * @param result defines the Vector3 object where to store the result
  70654. * @returns the current Vector3
  70655. */
  70656. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70657. /**
  70658. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70659. * @param x defines the x coordinate of the operand
  70660. * @param y defines the y coordinate of the operand
  70661. * @param z defines the z coordinate of the operand
  70662. * @returns the resulting Vector3
  70663. */
  70664. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70665. /**
  70666. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70667. * @param x defines the x coordinate of the operand
  70668. * @param y defines the y coordinate of the operand
  70669. * @param z defines the z coordinate of the operand
  70670. * @param result defines the Vector3 object where to store the result
  70671. * @returns the current Vector3
  70672. */
  70673. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70674. /**
  70675. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70676. * @returns a new Vector3
  70677. */
  70678. negate(): Vector3;
  70679. /**
  70680. * Multiplies the Vector3 coordinates by the float "scale"
  70681. * @param scale defines the multiplier factor
  70682. * @returns the current updated Vector3
  70683. */
  70684. scaleInPlace(scale: number): Vector3;
  70685. /**
  70686. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70687. * @param scale defines the multiplier factor
  70688. * @returns a new Vector3
  70689. */
  70690. scale(scale: number): Vector3;
  70691. /**
  70692. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70693. * @param scale defines the multiplier factor
  70694. * @param result defines the Vector3 object where to store the result
  70695. * @returns the current Vector3
  70696. */
  70697. scaleToRef(scale: number, result: Vector3): Vector3;
  70698. /**
  70699. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70700. * @param scale defines the scale factor
  70701. * @param result defines the Vector3 object where to store the result
  70702. * @returns the unmodified current Vector3
  70703. */
  70704. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70705. /**
  70706. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70707. * @param otherVector defines the second operand
  70708. * @returns true if both vectors are equals
  70709. */
  70710. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70711. /**
  70712. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70713. * @param otherVector defines the second operand
  70714. * @param epsilon defines the minimal distance to define values as equals
  70715. * @returns true if both vectors are distant less than epsilon
  70716. */
  70717. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70718. /**
  70719. * Returns true if the current Vector3 coordinates equals the given floats
  70720. * @param x defines the x coordinate of the operand
  70721. * @param y defines the y coordinate of the operand
  70722. * @param z defines the z coordinate of the operand
  70723. * @returns true if both vectors are equals
  70724. */
  70725. equalsToFloats(x: number, y: number, z: number): boolean;
  70726. /**
  70727. * Multiplies the current Vector3 coordinates by the given ones
  70728. * @param otherVector defines the second operand
  70729. * @returns the current updated Vector3
  70730. */
  70731. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70732. /**
  70733. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70734. * @param otherVector defines the second operand
  70735. * @returns the new Vector3
  70736. */
  70737. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70738. /**
  70739. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70740. * @param otherVector defines the second operand
  70741. * @param result defines the Vector3 object where to store the result
  70742. * @returns the current Vector3
  70743. */
  70744. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70745. /**
  70746. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70747. * @param x defines the x coordinate of the operand
  70748. * @param y defines the y coordinate of the operand
  70749. * @param z defines the z coordinate of the operand
  70750. * @returns the new Vector3
  70751. */
  70752. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70753. /**
  70754. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70755. * @param otherVector defines the second operand
  70756. * @returns the new Vector3
  70757. */
  70758. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70759. /**
  70760. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70761. * @param otherVector defines the second operand
  70762. * @param result defines the Vector3 object where to store the result
  70763. * @returns the current Vector3
  70764. */
  70765. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70766. /**
  70767. * Divides the current Vector3 coordinates by the given ones.
  70768. * @param otherVector defines the second operand
  70769. * @returns the current updated Vector3
  70770. */
  70771. divideInPlace(otherVector: Vector3): Vector3;
  70772. /**
  70773. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70774. * @param other defines the second operand
  70775. * @returns the current updated Vector3
  70776. */
  70777. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70778. /**
  70779. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70780. * @param other defines the second operand
  70781. * @returns the current updated Vector3
  70782. */
  70783. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70784. /**
  70785. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70786. * @param x defines the x coordinate of the operand
  70787. * @param y defines the y coordinate of the operand
  70788. * @param z defines the z coordinate of the operand
  70789. * @returns the current updated Vector3
  70790. */
  70791. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70792. /**
  70793. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70794. * @param x defines the x coordinate of the operand
  70795. * @param y defines the y coordinate of the operand
  70796. * @param z defines the z coordinate of the operand
  70797. * @returns the current updated Vector3
  70798. */
  70799. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70800. /**
  70801. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70802. * Check if is non uniform within a certain amount of decimal places to account for this
  70803. * @param epsilon the amount the values can differ
  70804. * @returns if the the vector is non uniform to a certain number of decimal places
  70805. */
  70806. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70807. /**
  70808. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70809. */
  70810. readonly isNonUniform: boolean;
  70811. /**
  70812. * Gets a new Vector3 from current Vector3 floored values
  70813. * @returns a new Vector3
  70814. */
  70815. floor(): Vector3;
  70816. /**
  70817. * Gets a new Vector3 from current Vector3 floored values
  70818. * @returns a new Vector3
  70819. */
  70820. fract(): Vector3;
  70821. /**
  70822. * Gets the length of the Vector3
  70823. * @returns the length of the Vector3
  70824. */
  70825. length(): number;
  70826. /**
  70827. * Gets the squared length of the Vector3
  70828. * @returns squared length of the Vector3
  70829. */
  70830. lengthSquared(): number;
  70831. /**
  70832. * Normalize the current Vector3.
  70833. * Please note that this is an in place operation.
  70834. * @returns the current updated Vector3
  70835. */
  70836. normalize(): Vector3;
  70837. /**
  70838. * Reorders the x y z properties of the vector in place
  70839. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70840. * @returns the current updated vector
  70841. */
  70842. reorderInPlace(order: string): this;
  70843. /**
  70844. * Rotates the vector around 0,0,0 by a quaternion
  70845. * @param quaternion the rotation quaternion
  70846. * @param result vector to store the result
  70847. * @returns the resulting vector
  70848. */
  70849. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70850. /**
  70851. * Rotates a vector around a given point
  70852. * @param quaternion the rotation quaternion
  70853. * @param point the point to rotate around
  70854. * @param result vector to store the result
  70855. * @returns the resulting vector
  70856. */
  70857. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70858. /**
  70859. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70860. * The cross product is then orthogonal to both current and "other"
  70861. * @param other defines the right operand
  70862. * @returns the cross product
  70863. */
  70864. cross(other: Vector3): Vector3;
  70865. /**
  70866. * Normalize the current Vector3 with the given input length.
  70867. * Please note that this is an in place operation.
  70868. * @param len the length of the vector
  70869. * @returns the current updated Vector3
  70870. */
  70871. normalizeFromLength(len: number): Vector3;
  70872. /**
  70873. * Normalize the current Vector3 to a new vector
  70874. * @returns the new Vector3
  70875. */
  70876. normalizeToNew(): Vector3;
  70877. /**
  70878. * Normalize the current Vector3 to the reference
  70879. * @param reference define the Vector3 to update
  70880. * @returns the updated Vector3
  70881. */
  70882. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70883. /**
  70884. * Creates a new Vector3 copied from the current Vector3
  70885. * @returns the new Vector3
  70886. */
  70887. clone(): Vector3;
  70888. /**
  70889. * Copies the given vector coordinates to the current Vector3 ones
  70890. * @param source defines the source Vector3
  70891. * @returns the current updated Vector3
  70892. */
  70893. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70894. /**
  70895. * Copies the given floats to the current Vector3 coordinates
  70896. * @param x defines the x coordinate of the operand
  70897. * @param y defines the y coordinate of the operand
  70898. * @param z defines the z coordinate of the operand
  70899. * @returns the current updated Vector3
  70900. */
  70901. copyFromFloats(x: number, y: number, z: number): Vector3;
  70902. /**
  70903. * Copies the given floats to the current Vector3 coordinates
  70904. * @param x defines the x coordinate of the operand
  70905. * @param y defines the y coordinate of the operand
  70906. * @param z defines the z coordinate of the operand
  70907. * @returns the current updated Vector3
  70908. */
  70909. set(x: number, y: number, z: number): Vector3;
  70910. /**
  70911. * Copies the given float to the current Vector3 coordinates
  70912. * @param v defines the x, y and z coordinates of the operand
  70913. * @returns the current updated Vector3
  70914. */
  70915. setAll(v: number): Vector3;
  70916. /**
  70917. * Get the clip factor between two vectors
  70918. * @param vector0 defines the first operand
  70919. * @param vector1 defines the second operand
  70920. * @param axis defines the axis to use
  70921. * @param size defines the size along the axis
  70922. * @returns the clip factor
  70923. */
  70924. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  70925. /**
  70926. * Get angle between two vectors
  70927. * @param vector0 angle between vector0 and vector1
  70928. * @param vector1 angle between vector0 and vector1
  70929. * @param normal direction of the normal
  70930. * @return the angle between vector0 and vector1
  70931. */
  70932. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  70933. /**
  70934. * Returns a new Vector3 set from the index "offset" of the given array
  70935. * @param array defines the source array
  70936. * @param offset defines the offset in the source array
  70937. * @returns the new Vector3
  70938. */
  70939. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  70940. /**
  70941. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  70942. * This function is deprecated. Use FromArray instead
  70943. * @param array defines the source array
  70944. * @param offset defines the offset in the source array
  70945. * @returns the new Vector3
  70946. */
  70947. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  70948. /**
  70949. * Sets the given vector "result" with the element values from the index "offset" of the given array
  70950. * @param array defines the source array
  70951. * @param offset defines the offset in the source array
  70952. * @param result defines the Vector3 where to store the result
  70953. */
  70954. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  70955. /**
  70956. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  70957. * This function is deprecated. Use FromArrayToRef instead.
  70958. * @param array defines the source array
  70959. * @param offset defines the offset in the source array
  70960. * @param result defines the Vector3 where to store the result
  70961. */
  70962. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  70963. /**
  70964. * Sets the given vector "result" with the given floats.
  70965. * @param x defines the x coordinate of the source
  70966. * @param y defines the y coordinate of the source
  70967. * @param z defines the z coordinate of the source
  70968. * @param result defines the Vector3 where to store the result
  70969. */
  70970. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  70971. /**
  70972. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  70973. * @returns a new empty Vector3
  70974. */
  70975. static Zero(): Vector3;
  70976. /**
  70977. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  70978. * @returns a new unit Vector3
  70979. */
  70980. static One(): Vector3;
  70981. /**
  70982. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  70983. * @returns a new up Vector3
  70984. */
  70985. static Up(): Vector3;
  70986. /**
  70987. * Gets a up Vector3 that must not be updated
  70988. */
  70989. static readonly UpReadOnly: DeepImmutable<Vector3>;
  70990. /**
  70991. * Gets a zero Vector3 that must not be updated
  70992. */
  70993. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  70994. /**
  70995. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  70996. * @returns a new down Vector3
  70997. */
  70998. static Down(): Vector3;
  70999. /**
  71000. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  71001. * @returns a new forward Vector3
  71002. */
  71003. static Forward(): Vector3;
  71004. /**
  71005. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  71006. * @returns a new forward Vector3
  71007. */
  71008. static Backward(): Vector3;
  71009. /**
  71010. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  71011. * @returns a new right Vector3
  71012. */
  71013. static Right(): Vector3;
  71014. /**
  71015. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  71016. * @returns a new left Vector3
  71017. */
  71018. static Left(): Vector3;
  71019. /**
  71020. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  71021. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71022. * @param vector defines the Vector3 to transform
  71023. * @param transformation defines the transformation matrix
  71024. * @returns the transformed Vector3
  71025. */
  71026. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71027. /**
  71028. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  71029. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71030. * @param vector defines the Vector3 to transform
  71031. * @param transformation defines the transformation matrix
  71032. * @param result defines the Vector3 where to store the result
  71033. */
  71034. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71035. /**
  71036. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  71037. * This method computes tranformed coordinates only, not transformed direction vectors
  71038. * @param x define the x coordinate of the source vector
  71039. * @param y define the y coordinate of the source vector
  71040. * @param z define the z coordinate of the source vector
  71041. * @param transformation defines the transformation matrix
  71042. * @param result defines the Vector3 where to store the result
  71043. */
  71044. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71045. /**
  71046. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  71047. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71048. * @param vector defines the Vector3 to transform
  71049. * @param transformation defines the transformation matrix
  71050. * @returns the new Vector3
  71051. */
  71052. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71053. /**
  71054. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  71055. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71056. * @param vector defines the Vector3 to transform
  71057. * @param transformation defines the transformation matrix
  71058. * @param result defines the Vector3 where to store the result
  71059. */
  71060. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71061. /**
  71062. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  71063. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71064. * @param x define the x coordinate of the source vector
  71065. * @param y define the y coordinate of the source vector
  71066. * @param z define the z coordinate of the source vector
  71067. * @param transformation defines the transformation matrix
  71068. * @param result defines the Vector3 where to store the result
  71069. */
  71070. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71071. /**
  71072. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  71073. * @param value1 defines the first control point
  71074. * @param value2 defines the second control point
  71075. * @param value3 defines the third control point
  71076. * @param value4 defines the fourth control point
  71077. * @param amount defines the amount on the spline to use
  71078. * @returns the new Vector3
  71079. */
  71080. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  71081. /**
  71082. * 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"
  71083. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71084. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71085. * @param value defines the current value
  71086. * @param min defines the lower range value
  71087. * @param max defines the upper range value
  71088. * @returns the new Vector3
  71089. */
  71090. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  71091. /**
  71092. * 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"
  71093. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71094. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71095. * @param value defines the current value
  71096. * @param min defines the lower range value
  71097. * @param max defines the upper range value
  71098. * @param result defines the Vector3 where to store the result
  71099. */
  71100. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  71101. /**
  71102. * Checks if a given vector is inside a specific range
  71103. * @param v defines the vector to test
  71104. * @param min defines the minimum range
  71105. * @param max defines the maximum range
  71106. */
  71107. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  71108. /**
  71109. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  71110. * @param value1 defines the first control point
  71111. * @param tangent1 defines the first tangent vector
  71112. * @param value2 defines the second control point
  71113. * @param tangent2 defines the second tangent vector
  71114. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  71115. * @returns the new Vector3
  71116. */
  71117. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  71118. /**
  71119. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  71120. * @param start defines the start value
  71121. * @param end defines the end value
  71122. * @param amount max defines amount between both (between 0 and 1)
  71123. * @returns the new Vector3
  71124. */
  71125. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  71126. /**
  71127. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  71128. * @param start defines the start value
  71129. * @param end defines the end value
  71130. * @param amount max defines amount between both (between 0 and 1)
  71131. * @param result defines the Vector3 where to store the result
  71132. */
  71133. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  71134. /**
  71135. * Returns the dot product (float) between the vectors "left" and "right"
  71136. * @param left defines the left operand
  71137. * @param right defines the right operand
  71138. * @returns the dot product
  71139. */
  71140. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  71141. /**
  71142. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  71143. * The cross product is then orthogonal to both "left" and "right"
  71144. * @param left defines the left operand
  71145. * @param right defines the right operand
  71146. * @returns the cross product
  71147. */
  71148. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71149. /**
  71150. * Sets the given vector "result" with the cross product of "left" and "right"
  71151. * The cross product is then orthogonal to both "left" and "right"
  71152. * @param left defines the left operand
  71153. * @param right defines the right operand
  71154. * @param result defines the Vector3 where to store the result
  71155. */
  71156. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  71157. /**
  71158. * Returns a new Vector3 as the normalization of the given vector
  71159. * @param vector defines the Vector3 to normalize
  71160. * @returns the new Vector3
  71161. */
  71162. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  71163. /**
  71164. * Sets the given vector "result" with the normalization of the given first vector
  71165. * @param vector defines the Vector3 to normalize
  71166. * @param result defines the Vector3 where to store the result
  71167. */
  71168. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  71169. /**
  71170. * Project a Vector3 onto screen space
  71171. * @param vector defines the Vector3 to project
  71172. * @param world defines the world matrix to use
  71173. * @param transform defines the transform (view x projection) matrix to use
  71174. * @param viewport defines the screen viewport to use
  71175. * @returns the new Vector3
  71176. */
  71177. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  71178. /** @hidden */
  71179. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  71180. /**
  71181. * Unproject from screen space to object space
  71182. * @param source defines the screen space Vector3 to use
  71183. * @param viewportWidth defines the current width of the viewport
  71184. * @param viewportHeight defines the current height of the viewport
  71185. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71186. * @param transform defines the transform (view x projection) matrix to use
  71187. * @returns the new Vector3
  71188. */
  71189. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  71190. /**
  71191. * Unproject from screen space to object space
  71192. * @param source defines the screen space Vector3 to use
  71193. * @param viewportWidth defines the current width of the viewport
  71194. * @param viewportHeight defines the current height of the viewport
  71195. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71196. * @param view defines the view matrix to use
  71197. * @param projection defines the projection matrix to use
  71198. * @returns the new Vector3
  71199. */
  71200. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  71201. /**
  71202. * Unproject from screen space to object space
  71203. * @param source defines the screen space Vector3 to use
  71204. * @param viewportWidth defines the current width of the viewport
  71205. * @param viewportHeight defines the current height of the viewport
  71206. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71207. * @param view defines the view matrix to use
  71208. * @param projection defines the projection matrix to use
  71209. * @param result defines the Vector3 where to store the result
  71210. */
  71211. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71212. /**
  71213. * Unproject from screen space to object space
  71214. * @param sourceX defines the screen space x coordinate to use
  71215. * @param sourceY defines the screen space y coordinate to use
  71216. * @param sourceZ defines the screen space z coordinate to use
  71217. * @param viewportWidth defines the current width of the viewport
  71218. * @param viewportHeight defines the current height of the viewport
  71219. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71220. * @param view defines the view matrix to use
  71221. * @param projection defines the projection matrix to use
  71222. * @param result defines the Vector3 where to store the result
  71223. */
  71224. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71225. /**
  71226. * Gets the minimal coordinate values between two Vector3
  71227. * @param left defines the first operand
  71228. * @param right defines the second operand
  71229. * @returns the new Vector3
  71230. */
  71231. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71232. /**
  71233. * Gets the maximal coordinate values between two Vector3
  71234. * @param left defines the first operand
  71235. * @param right defines the second operand
  71236. * @returns the new Vector3
  71237. */
  71238. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71239. /**
  71240. * Returns the distance between the vectors "value1" and "value2"
  71241. * @param value1 defines the first operand
  71242. * @param value2 defines the second operand
  71243. * @returns the distance
  71244. */
  71245. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71246. /**
  71247. * Returns the squared distance between the vectors "value1" and "value2"
  71248. * @param value1 defines the first operand
  71249. * @param value2 defines the second operand
  71250. * @returns the squared distance
  71251. */
  71252. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71253. /**
  71254. * Returns a new Vector3 located at the center between "value1" and "value2"
  71255. * @param value1 defines the first operand
  71256. * @param value2 defines the second operand
  71257. * @returns the new Vector3
  71258. */
  71259. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  71260. /**
  71261. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  71262. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  71263. * to something in order to rotate it from its local system to the given target system
  71264. * Note: axis1, axis2 and axis3 are normalized during this operation
  71265. * @param axis1 defines the first axis
  71266. * @param axis2 defines the second axis
  71267. * @param axis3 defines the third axis
  71268. * @returns a new Vector3
  71269. */
  71270. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  71271. /**
  71272. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  71273. * @param axis1 defines the first axis
  71274. * @param axis2 defines the second axis
  71275. * @param axis3 defines the third axis
  71276. * @param ref defines the Vector3 where to store the result
  71277. */
  71278. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  71279. }
  71280. /**
  71281. * Vector4 class created for EulerAngle class conversion to Quaternion
  71282. */
  71283. export class Vector4 {
  71284. /** x value of the vector */
  71285. x: number;
  71286. /** y value of the vector */
  71287. y: number;
  71288. /** z value of the vector */
  71289. z: number;
  71290. /** w value of the vector */
  71291. w: number;
  71292. /**
  71293. * Creates a Vector4 object from the given floats.
  71294. * @param x x value of the vector
  71295. * @param y y value of the vector
  71296. * @param z z value of the vector
  71297. * @param w w value of the vector
  71298. */
  71299. constructor(
  71300. /** x value of the vector */
  71301. x: number,
  71302. /** y value of the vector */
  71303. y: number,
  71304. /** z value of the vector */
  71305. z: number,
  71306. /** w value of the vector */
  71307. w: number);
  71308. /**
  71309. * Returns the string with the Vector4 coordinates.
  71310. * @returns a string containing all the vector values
  71311. */
  71312. toString(): string;
  71313. /**
  71314. * Returns the string "Vector4".
  71315. * @returns "Vector4"
  71316. */
  71317. getClassName(): string;
  71318. /**
  71319. * Returns the Vector4 hash code.
  71320. * @returns a unique hash code
  71321. */
  71322. getHashCode(): number;
  71323. /**
  71324. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  71325. * @returns the resulting array
  71326. */
  71327. asArray(): number[];
  71328. /**
  71329. * Populates the given array from the given index with the Vector4 coordinates.
  71330. * @param array array to populate
  71331. * @param index index of the array to start at (default: 0)
  71332. * @returns the Vector4.
  71333. */
  71334. toArray(array: FloatArray, index?: number): Vector4;
  71335. /**
  71336. * Adds the given vector to the current Vector4.
  71337. * @param otherVector the vector to add
  71338. * @returns the updated Vector4.
  71339. */
  71340. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71341. /**
  71342. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  71343. * @param otherVector the vector to add
  71344. * @returns the resulting vector
  71345. */
  71346. add(otherVector: DeepImmutable<Vector4>): Vector4;
  71347. /**
  71348. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  71349. * @param otherVector the vector to add
  71350. * @param result the vector to store the result
  71351. * @returns the current Vector4.
  71352. */
  71353. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71354. /**
  71355. * Subtract in place the given vector from the current Vector4.
  71356. * @param otherVector the vector to subtract
  71357. * @returns the updated Vector4.
  71358. */
  71359. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71360. /**
  71361. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  71362. * @param otherVector the vector to add
  71363. * @returns the new vector with the result
  71364. */
  71365. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  71366. /**
  71367. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  71368. * @param otherVector the vector to subtract
  71369. * @param result the vector to store the result
  71370. * @returns the current Vector4.
  71371. */
  71372. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71373. /**
  71374. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71375. */
  71376. /**
  71377. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71378. * @param x value to subtract
  71379. * @param y value to subtract
  71380. * @param z value to subtract
  71381. * @param w value to subtract
  71382. * @returns new vector containing the result
  71383. */
  71384. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71385. /**
  71386. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71387. * @param x value to subtract
  71388. * @param y value to subtract
  71389. * @param z value to subtract
  71390. * @param w value to subtract
  71391. * @param result the vector to store the result in
  71392. * @returns the current Vector4.
  71393. */
  71394. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  71395. /**
  71396. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  71397. * @returns a new vector with the negated values
  71398. */
  71399. negate(): Vector4;
  71400. /**
  71401. * Multiplies the current Vector4 coordinates by scale (float).
  71402. * @param scale the number to scale with
  71403. * @returns the updated Vector4.
  71404. */
  71405. scaleInPlace(scale: number): Vector4;
  71406. /**
  71407. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  71408. * @param scale the number to scale with
  71409. * @returns a new vector with the result
  71410. */
  71411. scale(scale: number): Vector4;
  71412. /**
  71413. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  71414. * @param scale the number to scale with
  71415. * @param result a vector to store the result in
  71416. * @returns the current Vector4.
  71417. */
  71418. scaleToRef(scale: number, result: Vector4): Vector4;
  71419. /**
  71420. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  71421. * @param scale defines the scale factor
  71422. * @param result defines the Vector4 object where to store the result
  71423. * @returns the unmodified current Vector4
  71424. */
  71425. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  71426. /**
  71427. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  71428. * @param otherVector the vector to compare against
  71429. * @returns true if they are equal
  71430. */
  71431. equals(otherVector: DeepImmutable<Vector4>): boolean;
  71432. /**
  71433. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  71434. * @param otherVector vector to compare against
  71435. * @param epsilon (Default: very small number)
  71436. * @returns true if they are equal
  71437. */
  71438. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  71439. /**
  71440. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  71441. * @param x x value to compare against
  71442. * @param y y value to compare against
  71443. * @param z z value to compare against
  71444. * @param w w value to compare against
  71445. * @returns true if equal
  71446. */
  71447. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  71448. /**
  71449. * Multiplies in place the current Vector4 by the given one.
  71450. * @param otherVector vector to multiple with
  71451. * @returns the updated Vector4.
  71452. */
  71453. multiplyInPlace(otherVector: Vector4): Vector4;
  71454. /**
  71455. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  71456. * @param otherVector vector to multiple with
  71457. * @returns resulting new vector
  71458. */
  71459. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  71460. /**
  71461. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  71462. * @param otherVector vector to multiple with
  71463. * @param result vector to store the result
  71464. * @returns the current Vector4.
  71465. */
  71466. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71467. /**
  71468. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  71469. * @param x x value multiply with
  71470. * @param y y value multiply with
  71471. * @param z z value multiply with
  71472. * @param w w value multiply with
  71473. * @returns resulting new vector
  71474. */
  71475. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  71476. /**
  71477. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  71478. * @param otherVector vector to devide with
  71479. * @returns resulting new vector
  71480. */
  71481. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  71482. /**
  71483. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  71484. * @param otherVector vector to devide with
  71485. * @param result vector to store the result
  71486. * @returns the current Vector4.
  71487. */
  71488. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71489. /**
  71490. * Divides the current Vector3 coordinates by the given ones.
  71491. * @param otherVector vector to devide with
  71492. * @returns the updated Vector3.
  71493. */
  71494. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71495. /**
  71496. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  71497. * @param other defines the second operand
  71498. * @returns the current updated Vector4
  71499. */
  71500. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71501. /**
  71502. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  71503. * @param other defines the second operand
  71504. * @returns the current updated Vector4
  71505. */
  71506. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71507. /**
  71508. * Gets a new Vector4 from current Vector4 floored values
  71509. * @returns a new Vector4
  71510. */
  71511. floor(): Vector4;
  71512. /**
  71513. * Gets a new Vector4 from current Vector3 floored values
  71514. * @returns a new Vector4
  71515. */
  71516. fract(): Vector4;
  71517. /**
  71518. * Returns the Vector4 length (float).
  71519. * @returns the length
  71520. */
  71521. length(): number;
  71522. /**
  71523. * Returns the Vector4 squared length (float).
  71524. * @returns the length squared
  71525. */
  71526. lengthSquared(): number;
  71527. /**
  71528. * Normalizes in place the Vector4.
  71529. * @returns the updated Vector4.
  71530. */
  71531. normalize(): Vector4;
  71532. /**
  71533. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  71534. * @returns this converted to a new vector3
  71535. */
  71536. toVector3(): Vector3;
  71537. /**
  71538. * Returns a new Vector4 copied from the current one.
  71539. * @returns the new cloned vector
  71540. */
  71541. clone(): Vector4;
  71542. /**
  71543. * Updates the current Vector4 with the given one coordinates.
  71544. * @param source the source vector to copy from
  71545. * @returns the updated Vector4.
  71546. */
  71547. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71548. /**
  71549. * Updates the current Vector4 coordinates with the given floats.
  71550. * @param x float to copy from
  71551. * @param y float to copy from
  71552. * @param z float to copy from
  71553. * @param w float to copy from
  71554. * @returns the updated Vector4.
  71555. */
  71556. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71557. /**
  71558. * Updates the current Vector4 coordinates with the given floats.
  71559. * @param x float to set from
  71560. * @param y float to set from
  71561. * @param z float to set from
  71562. * @param w float to set from
  71563. * @returns the updated Vector4.
  71564. */
  71565. set(x: number, y: number, z: number, w: number): Vector4;
  71566. /**
  71567. * Copies the given float to the current Vector3 coordinates
  71568. * @param v defines the x, y, z and w coordinates of the operand
  71569. * @returns the current updated Vector3
  71570. */
  71571. setAll(v: number): Vector4;
  71572. /**
  71573. * Returns a new Vector4 set from the starting index of the given array.
  71574. * @param array the array to pull values from
  71575. * @param offset the offset into the array to start at
  71576. * @returns the new vector
  71577. */
  71578. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71579. /**
  71580. * Updates the given vector "result" from the starting index of the given array.
  71581. * @param array the array to pull values from
  71582. * @param offset the offset into the array to start at
  71583. * @param result the vector to store the result in
  71584. */
  71585. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71586. /**
  71587. * Updates the given vector "result" from the starting index of the given Float32Array.
  71588. * @param array the array to pull values from
  71589. * @param offset the offset into the array to start at
  71590. * @param result the vector to store the result in
  71591. */
  71592. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71593. /**
  71594. * Updates the given vector "result" coordinates from the given floats.
  71595. * @param x float to set from
  71596. * @param y float to set from
  71597. * @param z float to set from
  71598. * @param w float to set from
  71599. * @param result the vector to the floats in
  71600. */
  71601. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71602. /**
  71603. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71604. * @returns the new vector
  71605. */
  71606. static Zero(): Vector4;
  71607. /**
  71608. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71609. * @returns the new vector
  71610. */
  71611. static One(): Vector4;
  71612. /**
  71613. * Returns a new normalized Vector4 from the given one.
  71614. * @param vector the vector to normalize
  71615. * @returns the vector
  71616. */
  71617. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71618. /**
  71619. * Updates the given vector "result" from the normalization of the given one.
  71620. * @param vector the vector to normalize
  71621. * @param result the vector to store the result in
  71622. */
  71623. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71624. /**
  71625. * Returns a vector with the minimum values from the left and right vectors
  71626. * @param left left vector to minimize
  71627. * @param right right vector to minimize
  71628. * @returns a new vector with the minimum of the left and right vector values
  71629. */
  71630. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71631. /**
  71632. * Returns a vector with the maximum values from the left and right vectors
  71633. * @param left left vector to maximize
  71634. * @param right right vector to maximize
  71635. * @returns a new vector with the maximum of the left and right vector values
  71636. */
  71637. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71638. /**
  71639. * Returns the distance (float) between the vectors "value1" and "value2".
  71640. * @param value1 value to calulate the distance between
  71641. * @param value2 value to calulate the distance between
  71642. * @return the distance between the two vectors
  71643. */
  71644. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71645. /**
  71646. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71647. * @param value1 value to calulate the distance between
  71648. * @param value2 value to calulate the distance between
  71649. * @return the distance between the two vectors squared
  71650. */
  71651. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71652. /**
  71653. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71654. * @param value1 value to calulate the center between
  71655. * @param value2 value to calulate the center between
  71656. * @return the center between the two vectors
  71657. */
  71658. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71659. /**
  71660. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71661. * This methods computes transformed normalized direction vectors only.
  71662. * @param vector the vector to transform
  71663. * @param transformation the transformation matrix to apply
  71664. * @returns the new vector
  71665. */
  71666. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71667. /**
  71668. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71669. * This methods computes transformed normalized direction vectors only.
  71670. * @param vector the vector to transform
  71671. * @param transformation the transformation matrix to apply
  71672. * @param result the vector to store the result in
  71673. */
  71674. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71675. /**
  71676. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71677. * This methods computes transformed normalized direction vectors only.
  71678. * @param x value to transform
  71679. * @param y value to transform
  71680. * @param z value to transform
  71681. * @param w value to transform
  71682. * @param transformation the transformation matrix to apply
  71683. * @param result the vector to store the results in
  71684. */
  71685. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71686. /**
  71687. * Creates a new Vector4 from a Vector3
  71688. * @param source defines the source data
  71689. * @param w defines the 4th component (default is 0)
  71690. * @returns a new Vector4
  71691. */
  71692. static FromVector3(source: Vector3, w?: number): Vector4;
  71693. }
  71694. /**
  71695. * Class used to store quaternion data
  71696. * @see https://en.wikipedia.org/wiki/Quaternion
  71697. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71698. */
  71699. export class Quaternion {
  71700. /** defines the first component (0 by default) */
  71701. x: number;
  71702. /** defines the second component (0 by default) */
  71703. y: number;
  71704. /** defines the third component (0 by default) */
  71705. z: number;
  71706. /** defines the fourth component (1.0 by default) */
  71707. w: number;
  71708. /**
  71709. * Creates a new Quaternion from the given floats
  71710. * @param x defines the first component (0 by default)
  71711. * @param y defines the second component (0 by default)
  71712. * @param z defines the third component (0 by default)
  71713. * @param w defines the fourth component (1.0 by default)
  71714. */
  71715. constructor(
  71716. /** defines the first component (0 by default) */
  71717. x?: number,
  71718. /** defines the second component (0 by default) */
  71719. y?: number,
  71720. /** defines the third component (0 by default) */
  71721. z?: number,
  71722. /** defines the fourth component (1.0 by default) */
  71723. w?: number);
  71724. /**
  71725. * Gets a string representation for the current quaternion
  71726. * @returns a string with the Quaternion coordinates
  71727. */
  71728. toString(): string;
  71729. /**
  71730. * Gets the class name of the quaternion
  71731. * @returns the string "Quaternion"
  71732. */
  71733. getClassName(): string;
  71734. /**
  71735. * Gets a hash code for this quaternion
  71736. * @returns the quaternion hash code
  71737. */
  71738. getHashCode(): number;
  71739. /**
  71740. * Copy the quaternion to an array
  71741. * @returns a new array populated with 4 elements from the quaternion coordinates
  71742. */
  71743. asArray(): number[];
  71744. /**
  71745. * Check if two quaternions are equals
  71746. * @param otherQuaternion defines the second operand
  71747. * @return true if the current quaternion and the given one coordinates are strictly equals
  71748. */
  71749. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71750. /**
  71751. * Clone the current quaternion
  71752. * @returns a new quaternion copied from the current one
  71753. */
  71754. clone(): Quaternion;
  71755. /**
  71756. * Copy a quaternion to the current one
  71757. * @param other defines the other quaternion
  71758. * @returns the updated current quaternion
  71759. */
  71760. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71761. /**
  71762. * Updates the current quaternion with the given float coordinates
  71763. * @param x defines the x coordinate
  71764. * @param y defines the y coordinate
  71765. * @param z defines the z coordinate
  71766. * @param w defines the w coordinate
  71767. * @returns the updated current quaternion
  71768. */
  71769. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71770. /**
  71771. * Updates the current quaternion from the given float coordinates
  71772. * @param x defines the x coordinate
  71773. * @param y defines the y coordinate
  71774. * @param z defines the z coordinate
  71775. * @param w defines the w coordinate
  71776. * @returns the updated current quaternion
  71777. */
  71778. set(x: number, y: number, z: number, w: number): Quaternion;
  71779. /**
  71780. * Adds two quaternions
  71781. * @param other defines the second operand
  71782. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71783. */
  71784. add(other: DeepImmutable<Quaternion>): Quaternion;
  71785. /**
  71786. * Add a quaternion to the current one
  71787. * @param other defines the quaternion to add
  71788. * @returns the current quaternion
  71789. */
  71790. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71791. /**
  71792. * Subtract two quaternions
  71793. * @param other defines the second operand
  71794. * @returns a new quaternion as the subtraction result of the given one from the current one
  71795. */
  71796. subtract(other: Quaternion): Quaternion;
  71797. /**
  71798. * Multiplies the current quaternion by a scale factor
  71799. * @param value defines the scale factor
  71800. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71801. */
  71802. scale(value: number): Quaternion;
  71803. /**
  71804. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71805. * @param scale defines the scale factor
  71806. * @param result defines the Quaternion object where to store the result
  71807. * @returns the unmodified current quaternion
  71808. */
  71809. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71810. /**
  71811. * Multiplies in place the current quaternion by a scale factor
  71812. * @param value defines the scale factor
  71813. * @returns the current modified quaternion
  71814. */
  71815. scaleInPlace(value: number): Quaternion;
  71816. /**
  71817. * Scale the current quaternion values by a factor and add the result to a given quaternion
  71818. * @param scale defines the scale factor
  71819. * @param result defines the Quaternion object where to store the result
  71820. * @returns the unmodified current quaternion
  71821. */
  71822. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  71823. /**
  71824. * Multiplies two quaternions
  71825. * @param q1 defines the second operand
  71826. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  71827. */
  71828. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  71829. /**
  71830. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  71831. * @param q1 defines the second operand
  71832. * @param result defines the target quaternion
  71833. * @returns the current quaternion
  71834. */
  71835. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71836. /**
  71837. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71838. * @param q1 defines the second operand
  71839. * @returns the currentupdated quaternion
  71840. */
  71841. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71842. /**
  71843. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71844. * @param ref defines the target quaternion
  71845. * @returns the current quaternion
  71846. */
  71847. conjugateToRef(ref: Quaternion): Quaternion;
  71848. /**
  71849. * Conjugates in place (1-q) the current quaternion
  71850. * @returns the current updated quaternion
  71851. */
  71852. conjugateInPlace(): Quaternion;
  71853. /**
  71854. * Conjugates in place (1-q) the current quaternion
  71855. * @returns a new quaternion
  71856. */
  71857. conjugate(): Quaternion;
  71858. /**
  71859. * Gets length of current quaternion
  71860. * @returns the quaternion length (float)
  71861. */
  71862. length(): number;
  71863. /**
  71864. * Normalize in place the current quaternion
  71865. * @returns the current updated quaternion
  71866. */
  71867. normalize(): Quaternion;
  71868. /**
  71869. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71870. * @param order is a reserved parameter and is ignore for now
  71871. * @returns a new Vector3 containing the Euler angles
  71872. */
  71873. toEulerAngles(order?: string): Vector3;
  71874. /**
  71875. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71876. * @param result defines the vector which will be filled with the Euler angles
  71877. * @param order is a reserved parameter and is ignore for now
  71878. * @returns the current unchanged quaternion
  71879. */
  71880. toEulerAnglesToRef(result: Vector3): Quaternion;
  71881. /**
  71882. * Updates the given rotation matrix with the current quaternion values
  71883. * @param result defines the target matrix
  71884. * @returns the current unchanged quaternion
  71885. */
  71886. toRotationMatrix(result: Matrix): Quaternion;
  71887. /**
  71888. * Updates the current quaternion from the given rotation matrix values
  71889. * @param matrix defines the source matrix
  71890. * @returns the current updated quaternion
  71891. */
  71892. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71893. /**
  71894. * Creates a new quaternion from a rotation matrix
  71895. * @param matrix defines the source matrix
  71896. * @returns a new quaternion created from the given rotation matrix values
  71897. */
  71898. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71899. /**
  71900. * Updates the given quaternion with the given rotation matrix values
  71901. * @param matrix defines the source matrix
  71902. * @param result defines the target quaternion
  71903. */
  71904. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71905. /**
  71906. * Returns the dot product (float) between the quaternions "left" and "right"
  71907. * @param left defines the left operand
  71908. * @param right defines the right operand
  71909. * @returns the dot product
  71910. */
  71911. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71912. /**
  71913. * Checks if the two quaternions are close to each other
  71914. * @param quat0 defines the first quaternion to check
  71915. * @param quat1 defines the second quaternion to check
  71916. * @returns true if the two quaternions are close to each other
  71917. */
  71918. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  71919. /**
  71920. * Creates an empty quaternion
  71921. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  71922. */
  71923. static Zero(): Quaternion;
  71924. /**
  71925. * Inverse a given quaternion
  71926. * @param q defines the source quaternion
  71927. * @returns a new quaternion as the inverted current quaternion
  71928. */
  71929. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  71930. /**
  71931. * Inverse a given quaternion
  71932. * @param q defines the source quaternion
  71933. * @param result the quaternion the result will be stored in
  71934. * @returns the result quaternion
  71935. */
  71936. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  71937. /**
  71938. * Creates an identity quaternion
  71939. * @returns the identity quaternion
  71940. */
  71941. static Identity(): Quaternion;
  71942. /**
  71943. * Gets a boolean indicating if the given quaternion is identity
  71944. * @param quaternion defines the quaternion to check
  71945. * @returns true if the quaternion is identity
  71946. */
  71947. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  71948. /**
  71949. * Creates a quaternion from a rotation around an axis
  71950. * @param axis defines the axis to use
  71951. * @param angle defines the angle to use
  71952. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  71953. */
  71954. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  71955. /**
  71956. * Creates a rotation around an axis and stores it into the given quaternion
  71957. * @param axis defines the axis to use
  71958. * @param angle defines the angle to use
  71959. * @param result defines the target quaternion
  71960. * @returns the target quaternion
  71961. */
  71962. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  71963. /**
  71964. * Creates a new quaternion from data stored into an array
  71965. * @param array defines the data source
  71966. * @param offset defines the offset in the source array where the data starts
  71967. * @returns a new quaternion
  71968. */
  71969. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  71970. /**
  71971. * Create a quaternion from Euler rotation angles
  71972. * @param x Pitch
  71973. * @param y Yaw
  71974. * @param z Roll
  71975. * @returns the new Quaternion
  71976. */
  71977. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  71978. /**
  71979. * Updates a quaternion from Euler rotation angles
  71980. * @param x Pitch
  71981. * @param y Yaw
  71982. * @param z Roll
  71983. * @param result the quaternion to store the result
  71984. * @returns the updated quaternion
  71985. */
  71986. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  71987. /**
  71988. * Create a quaternion from Euler rotation vector
  71989. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71990. * @returns the new Quaternion
  71991. */
  71992. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  71993. /**
  71994. * Updates a quaternion from Euler rotation vector
  71995. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71996. * @param result the quaternion to store the result
  71997. * @returns the updated quaternion
  71998. */
  71999. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  72000. /**
  72001. * Creates a new quaternion from the given Euler float angles (y, x, z)
  72002. * @param yaw defines the rotation around Y axis
  72003. * @param pitch defines the rotation around X axis
  72004. * @param roll defines the rotation around Z axis
  72005. * @returns the new quaternion
  72006. */
  72007. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  72008. /**
  72009. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  72010. * @param yaw defines the rotation around Y axis
  72011. * @param pitch defines the rotation around X axis
  72012. * @param roll defines the rotation around Z axis
  72013. * @param result defines the target quaternion
  72014. */
  72015. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  72016. /**
  72017. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  72018. * @param alpha defines the rotation around first axis
  72019. * @param beta defines the rotation around second axis
  72020. * @param gamma defines the rotation around third axis
  72021. * @returns the new quaternion
  72022. */
  72023. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  72024. /**
  72025. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  72026. * @param alpha defines the rotation around first axis
  72027. * @param beta defines the rotation around second axis
  72028. * @param gamma defines the rotation around third axis
  72029. * @param result defines the target quaternion
  72030. */
  72031. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  72032. /**
  72033. * 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)
  72034. * @param axis1 defines the first axis
  72035. * @param axis2 defines the second axis
  72036. * @param axis3 defines the third axis
  72037. * @returns the new quaternion
  72038. */
  72039. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  72040. /**
  72041. * 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
  72042. * @param axis1 defines the first axis
  72043. * @param axis2 defines the second axis
  72044. * @param axis3 defines the third axis
  72045. * @param ref defines the target quaternion
  72046. */
  72047. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  72048. /**
  72049. * Interpolates between two quaternions
  72050. * @param left defines first quaternion
  72051. * @param right defines second quaternion
  72052. * @param amount defines the gradient to use
  72053. * @returns the new interpolated quaternion
  72054. */
  72055. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72056. /**
  72057. * Interpolates between two quaternions and stores it into a target quaternion
  72058. * @param left defines first quaternion
  72059. * @param right defines second quaternion
  72060. * @param amount defines the gradient to use
  72061. * @param result defines the target quaternion
  72062. */
  72063. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  72064. /**
  72065. * Interpolate between two quaternions using Hermite interpolation
  72066. * @param value1 defines first quaternion
  72067. * @param tangent1 defines the incoming tangent
  72068. * @param value2 defines second quaternion
  72069. * @param tangent2 defines the outgoing tangent
  72070. * @param amount defines the target quaternion
  72071. * @returns the new interpolated quaternion
  72072. */
  72073. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72074. }
  72075. /**
  72076. * Class used to store matrix data (4x4)
  72077. */
  72078. export class Matrix {
  72079. private static _updateFlagSeed;
  72080. private static _identityReadOnly;
  72081. private _isIdentity;
  72082. private _isIdentityDirty;
  72083. private _isIdentity3x2;
  72084. private _isIdentity3x2Dirty;
  72085. /**
  72086. * Gets the update flag of the matrix which is an unique number for the matrix.
  72087. * It will be incremented every time the matrix data change.
  72088. * You can use it to speed the comparison between two versions of the same matrix.
  72089. */
  72090. updateFlag: number;
  72091. private readonly _m;
  72092. /**
  72093. * Gets the internal data of the matrix
  72094. */
  72095. readonly m: DeepImmutable<Float32Array>;
  72096. /** @hidden */
  72097. _markAsUpdated(): void;
  72098. /** @hidden */
  72099. private _updateIdentityStatus;
  72100. /**
  72101. * Creates an empty matrix (filled with zeros)
  72102. */
  72103. constructor();
  72104. /**
  72105. * Check if the current matrix is identity
  72106. * @returns true is the matrix is the identity matrix
  72107. */
  72108. isIdentity(): boolean;
  72109. /**
  72110. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  72111. * @returns true is the matrix is the identity matrix
  72112. */
  72113. isIdentityAs3x2(): boolean;
  72114. /**
  72115. * Gets the determinant of the matrix
  72116. * @returns the matrix determinant
  72117. */
  72118. determinant(): number;
  72119. /**
  72120. * Returns the matrix as a Float32Array
  72121. * @returns the matrix underlying array
  72122. */
  72123. toArray(): DeepImmutable<Float32Array>;
  72124. /**
  72125. * Returns the matrix as a Float32Array
  72126. * @returns the matrix underlying array.
  72127. */
  72128. asArray(): DeepImmutable<Float32Array>;
  72129. /**
  72130. * Inverts the current matrix in place
  72131. * @returns the current inverted matrix
  72132. */
  72133. invert(): Matrix;
  72134. /**
  72135. * Sets all the matrix elements to zero
  72136. * @returns the current matrix
  72137. */
  72138. reset(): Matrix;
  72139. /**
  72140. * Adds the current matrix with a second one
  72141. * @param other defines the matrix to add
  72142. * @returns a new matrix as the addition of the current matrix and the given one
  72143. */
  72144. add(other: DeepImmutable<Matrix>): Matrix;
  72145. /**
  72146. * Sets the given matrix "result" to the addition of the current matrix and the given one
  72147. * @param other defines the matrix to add
  72148. * @param result defines the target matrix
  72149. * @returns the current matrix
  72150. */
  72151. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72152. /**
  72153. * Adds in place the given matrix to the current matrix
  72154. * @param other defines the second operand
  72155. * @returns the current updated matrix
  72156. */
  72157. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  72158. /**
  72159. * Sets the given matrix to the current inverted Matrix
  72160. * @param other defines the target matrix
  72161. * @returns the unmodified current matrix
  72162. */
  72163. invertToRef(other: Matrix): Matrix;
  72164. /**
  72165. * add a value at the specified position in the current Matrix
  72166. * @param index the index of the value within the matrix. between 0 and 15.
  72167. * @param value the value to be added
  72168. * @returns the current updated matrix
  72169. */
  72170. addAtIndex(index: number, value: number): Matrix;
  72171. /**
  72172. * mutiply the specified position in the current Matrix by a value
  72173. * @param index the index of the value within the matrix. between 0 and 15.
  72174. * @param value the value to be added
  72175. * @returns the current updated matrix
  72176. */
  72177. multiplyAtIndex(index: number, value: number): Matrix;
  72178. /**
  72179. * Inserts the translation vector (using 3 floats) in the current matrix
  72180. * @param x defines the 1st component of the translation
  72181. * @param y defines the 2nd component of the translation
  72182. * @param z defines the 3rd component of the translation
  72183. * @returns the current updated matrix
  72184. */
  72185. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72186. /**
  72187. * Adds the translation vector (using 3 floats) in the current matrix
  72188. * @param x defines the 1st component of the translation
  72189. * @param y defines the 2nd component of the translation
  72190. * @param z defines the 3rd component of the translation
  72191. * @returns the current updated matrix
  72192. */
  72193. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72194. /**
  72195. * Inserts the translation vector in the current matrix
  72196. * @param vector3 defines the translation to insert
  72197. * @returns the current updated matrix
  72198. */
  72199. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  72200. /**
  72201. * Gets the translation value of the current matrix
  72202. * @returns a new Vector3 as the extracted translation from the matrix
  72203. */
  72204. getTranslation(): Vector3;
  72205. /**
  72206. * Fill a Vector3 with the extracted translation from the matrix
  72207. * @param result defines the Vector3 where to store the translation
  72208. * @returns the current matrix
  72209. */
  72210. getTranslationToRef(result: Vector3): Matrix;
  72211. /**
  72212. * Remove rotation and scaling part from the matrix
  72213. * @returns the updated matrix
  72214. */
  72215. removeRotationAndScaling(): Matrix;
  72216. /**
  72217. * Multiply two matrices
  72218. * @param other defines the second operand
  72219. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  72220. */
  72221. multiply(other: DeepImmutable<Matrix>): Matrix;
  72222. /**
  72223. * Copy the current matrix from the given one
  72224. * @param other defines the source matrix
  72225. * @returns the current updated matrix
  72226. */
  72227. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  72228. /**
  72229. * Populates the given array from the starting index with the current matrix values
  72230. * @param array defines the target array
  72231. * @param offset defines the offset in the target array where to start storing values
  72232. * @returns the current matrix
  72233. */
  72234. copyToArray(array: Float32Array, offset?: number): Matrix;
  72235. /**
  72236. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  72237. * @param other defines the second operand
  72238. * @param result defines the matrix where to store the multiplication
  72239. * @returns the current matrix
  72240. */
  72241. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72242. /**
  72243. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  72244. * @param other defines the second operand
  72245. * @param result defines the array where to store the multiplication
  72246. * @param offset defines the offset in the target array where to start storing values
  72247. * @returns the current matrix
  72248. */
  72249. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  72250. /**
  72251. * Check equality between this matrix and a second one
  72252. * @param value defines the second matrix to compare
  72253. * @returns true is the current matrix and the given one values are strictly equal
  72254. */
  72255. equals(value: DeepImmutable<Matrix>): boolean;
  72256. /**
  72257. * Clone the current matrix
  72258. * @returns a new matrix from the current matrix
  72259. */
  72260. clone(): Matrix;
  72261. /**
  72262. * Returns the name of the current matrix class
  72263. * @returns the string "Matrix"
  72264. */
  72265. getClassName(): string;
  72266. /**
  72267. * Gets the hash code of the current matrix
  72268. * @returns the hash code
  72269. */
  72270. getHashCode(): number;
  72271. /**
  72272. * Decomposes the current Matrix into a translation, rotation and scaling components
  72273. * @param scale defines the scale vector3 given as a reference to update
  72274. * @param rotation defines the rotation quaternion given as a reference to update
  72275. * @param translation defines the translation vector3 given as a reference to update
  72276. * @returns true if operation was successful
  72277. */
  72278. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  72279. /**
  72280. * Gets specific row of the matrix
  72281. * @param index defines the number of the row to get
  72282. * @returns the index-th row of the current matrix as a new Vector4
  72283. */
  72284. getRow(index: number): Nullable<Vector4>;
  72285. /**
  72286. * Sets the index-th row of the current matrix to the vector4 values
  72287. * @param index defines the number of the row to set
  72288. * @param row defines the target vector4
  72289. * @returns the updated current matrix
  72290. */
  72291. setRow(index: number, row: Vector4): Matrix;
  72292. /**
  72293. * Compute the transpose of the matrix
  72294. * @returns the new transposed matrix
  72295. */
  72296. transpose(): Matrix;
  72297. /**
  72298. * Compute the transpose of the matrix and store it in a given matrix
  72299. * @param result defines the target matrix
  72300. * @returns the current matrix
  72301. */
  72302. transposeToRef(result: Matrix): Matrix;
  72303. /**
  72304. * Sets the index-th row of the current matrix with the given 4 x float values
  72305. * @param index defines the row index
  72306. * @param x defines the x component to set
  72307. * @param y defines the y component to set
  72308. * @param z defines the z component to set
  72309. * @param w defines the w component to set
  72310. * @returns the updated current matrix
  72311. */
  72312. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  72313. /**
  72314. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  72315. * @param scale defines the scale factor
  72316. * @returns a new matrix
  72317. */
  72318. scale(scale: number): Matrix;
  72319. /**
  72320. * Scale the current matrix values by a factor to a given result matrix
  72321. * @param scale defines the scale factor
  72322. * @param result defines the matrix to store the result
  72323. * @returns the current matrix
  72324. */
  72325. scaleToRef(scale: number, result: Matrix): Matrix;
  72326. /**
  72327. * Scale the current matrix values by a factor and add the result to a given matrix
  72328. * @param scale defines the scale factor
  72329. * @param result defines the Matrix to store the result
  72330. * @returns the current matrix
  72331. */
  72332. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  72333. /**
  72334. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  72335. * @param ref matrix to store the result
  72336. */
  72337. toNormalMatrix(ref: Matrix): void;
  72338. /**
  72339. * Gets only rotation part of the current matrix
  72340. * @returns a new matrix sets to the extracted rotation matrix from the current one
  72341. */
  72342. getRotationMatrix(): Matrix;
  72343. /**
  72344. * Extracts the rotation matrix from the current one and sets it as the given "result"
  72345. * @param result defines the target matrix to store data to
  72346. * @returns the current matrix
  72347. */
  72348. getRotationMatrixToRef(result: Matrix): Matrix;
  72349. /**
  72350. * Toggles model matrix from being right handed to left handed in place and vice versa
  72351. */
  72352. toggleModelMatrixHandInPlace(): void;
  72353. /**
  72354. * Toggles projection matrix from being right handed to left handed in place and vice versa
  72355. */
  72356. toggleProjectionMatrixHandInPlace(): void;
  72357. /**
  72358. * Creates a matrix from an array
  72359. * @param array defines the source array
  72360. * @param offset defines an offset in the source array
  72361. * @returns a new Matrix set from the starting index of the given array
  72362. */
  72363. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  72364. /**
  72365. * Copy the content of an array into a given matrix
  72366. * @param array defines the source array
  72367. * @param offset defines an offset in the source array
  72368. * @param result defines the target matrix
  72369. */
  72370. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  72371. /**
  72372. * Stores an array into a matrix after having multiplied each component by a given factor
  72373. * @param array defines the source array
  72374. * @param offset defines the offset in the source array
  72375. * @param scale defines the scaling factor
  72376. * @param result defines the target matrix
  72377. */
  72378. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  72379. /**
  72380. * Gets an identity matrix that must not be updated
  72381. */
  72382. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  72383. /**
  72384. * Stores a list of values (16) inside a given matrix
  72385. * @param initialM11 defines 1st value of 1st row
  72386. * @param initialM12 defines 2nd value of 1st row
  72387. * @param initialM13 defines 3rd value of 1st row
  72388. * @param initialM14 defines 4th value of 1st row
  72389. * @param initialM21 defines 1st value of 2nd row
  72390. * @param initialM22 defines 2nd value of 2nd row
  72391. * @param initialM23 defines 3rd value of 2nd row
  72392. * @param initialM24 defines 4th value of 2nd row
  72393. * @param initialM31 defines 1st value of 3rd row
  72394. * @param initialM32 defines 2nd value of 3rd row
  72395. * @param initialM33 defines 3rd value of 3rd row
  72396. * @param initialM34 defines 4th value of 3rd row
  72397. * @param initialM41 defines 1st value of 4th row
  72398. * @param initialM42 defines 2nd value of 4th row
  72399. * @param initialM43 defines 3rd value of 4th row
  72400. * @param initialM44 defines 4th value of 4th row
  72401. * @param result defines the target matrix
  72402. */
  72403. 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;
  72404. /**
  72405. * Creates new matrix from a list of values (16)
  72406. * @param initialM11 defines 1st value of 1st row
  72407. * @param initialM12 defines 2nd value of 1st row
  72408. * @param initialM13 defines 3rd value of 1st row
  72409. * @param initialM14 defines 4th value of 1st row
  72410. * @param initialM21 defines 1st value of 2nd row
  72411. * @param initialM22 defines 2nd value of 2nd row
  72412. * @param initialM23 defines 3rd value of 2nd row
  72413. * @param initialM24 defines 4th value of 2nd row
  72414. * @param initialM31 defines 1st value of 3rd row
  72415. * @param initialM32 defines 2nd value of 3rd row
  72416. * @param initialM33 defines 3rd value of 3rd row
  72417. * @param initialM34 defines 4th value of 3rd row
  72418. * @param initialM41 defines 1st value of 4th row
  72419. * @param initialM42 defines 2nd value of 4th row
  72420. * @param initialM43 defines 3rd value of 4th row
  72421. * @param initialM44 defines 4th value of 4th row
  72422. * @returns the new matrix
  72423. */
  72424. 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;
  72425. /**
  72426. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72427. * @param scale defines the scale vector3
  72428. * @param rotation defines the rotation quaternion
  72429. * @param translation defines the translation vector3
  72430. * @returns a new matrix
  72431. */
  72432. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  72433. /**
  72434. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72435. * @param scale defines the scale vector3
  72436. * @param rotation defines the rotation quaternion
  72437. * @param translation defines the translation vector3
  72438. * @param result defines the target matrix
  72439. */
  72440. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  72441. /**
  72442. * Creates a new identity matrix
  72443. * @returns a new identity matrix
  72444. */
  72445. static Identity(): Matrix;
  72446. /**
  72447. * Creates a new identity matrix and stores the result in a given matrix
  72448. * @param result defines the target matrix
  72449. */
  72450. static IdentityToRef(result: Matrix): void;
  72451. /**
  72452. * Creates a new zero matrix
  72453. * @returns a new zero matrix
  72454. */
  72455. static Zero(): Matrix;
  72456. /**
  72457. * Creates a new rotation matrix for "angle" radians around the X axis
  72458. * @param angle defines the angle (in radians) to use
  72459. * @return the new matrix
  72460. */
  72461. static RotationX(angle: number): Matrix;
  72462. /**
  72463. * Creates a new matrix as the invert of a given matrix
  72464. * @param source defines the source matrix
  72465. * @returns the new matrix
  72466. */
  72467. static Invert(source: DeepImmutable<Matrix>): Matrix;
  72468. /**
  72469. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  72470. * @param angle defines the angle (in radians) to use
  72471. * @param result defines the target matrix
  72472. */
  72473. static RotationXToRef(angle: number, result: Matrix): void;
  72474. /**
  72475. * Creates a new rotation matrix for "angle" radians around the Y axis
  72476. * @param angle defines the angle (in radians) to use
  72477. * @return the new matrix
  72478. */
  72479. static RotationY(angle: number): Matrix;
  72480. /**
  72481. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  72482. * @param angle defines the angle (in radians) to use
  72483. * @param result defines the target matrix
  72484. */
  72485. static RotationYToRef(angle: number, result: Matrix): void;
  72486. /**
  72487. * Creates a new rotation matrix for "angle" radians around the Z axis
  72488. * @param angle defines the angle (in radians) to use
  72489. * @return the new matrix
  72490. */
  72491. static RotationZ(angle: number): Matrix;
  72492. /**
  72493. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  72494. * @param angle defines the angle (in radians) to use
  72495. * @param result defines the target matrix
  72496. */
  72497. static RotationZToRef(angle: number, result: Matrix): void;
  72498. /**
  72499. * Creates a new rotation matrix for "angle" radians around the given axis
  72500. * @param axis defines the axis to use
  72501. * @param angle defines the angle (in radians) to use
  72502. * @return the new matrix
  72503. */
  72504. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  72505. /**
  72506. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  72507. * @param axis defines the axis to use
  72508. * @param angle defines the angle (in radians) to use
  72509. * @param result defines the target matrix
  72510. */
  72511. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  72512. /**
  72513. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  72514. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  72515. * @param from defines the vector to align
  72516. * @param to defines the vector to align to
  72517. * @param result defines the target matrix
  72518. */
  72519. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  72520. /**
  72521. * Creates a rotation matrix
  72522. * @param yaw defines the yaw angle in radians (Y axis)
  72523. * @param pitch defines the pitch angle in radians (X axis)
  72524. * @param roll defines the roll angle in radians (X axis)
  72525. * @returns the new rotation matrix
  72526. */
  72527. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  72528. /**
  72529. * Creates a rotation matrix and stores it in a given matrix
  72530. * @param yaw defines the yaw angle in radians (Y axis)
  72531. * @param pitch defines the pitch angle in radians (X axis)
  72532. * @param roll defines the roll angle in radians (X axis)
  72533. * @param result defines the target matrix
  72534. */
  72535. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  72536. /**
  72537. * Creates a scaling matrix
  72538. * @param x defines the scale factor on X axis
  72539. * @param y defines the scale factor on Y axis
  72540. * @param z defines the scale factor on Z axis
  72541. * @returns the new matrix
  72542. */
  72543. static Scaling(x: number, y: number, z: number): Matrix;
  72544. /**
  72545. * Creates a scaling matrix and stores it in a given matrix
  72546. * @param x defines the scale factor on X axis
  72547. * @param y defines the scale factor on Y axis
  72548. * @param z defines the scale factor on Z axis
  72549. * @param result defines the target matrix
  72550. */
  72551. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72552. /**
  72553. * Creates a translation matrix
  72554. * @param x defines the translation on X axis
  72555. * @param y defines the translation on Y axis
  72556. * @param z defines the translationon Z axis
  72557. * @returns the new matrix
  72558. */
  72559. static Translation(x: number, y: number, z: number): Matrix;
  72560. /**
  72561. * Creates a translation matrix and stores it in a given matrix
  72562. * @param x defines the translation on X axis
  72563. * @param y defines the translation on Y axis
  72564. * @param z defines the translationon Z axis
  72565. * @param result defines the target matrix
  72566. */
  72567. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72568. /**
  72569. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72570. * @param startValue defines the start value
  72571. * @param endValue defines the end value
  72572. * @param gradient defines the gradient factor
  72573. * @returns the new matrix
  72574. */
  72575. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72576. /**
  72577. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72578. * @param startValue defines the start value
  72579. * @param endValue defines the end value
  72580. * @param gradient defines the gradient factor
  72581. * @param result defines the Matrix object where to store data
  72582. */
  72583. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72584. /**
  72585. * Builds a new matrix whose values are computed by:
  72586. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72587. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72588. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72589. * @param startValue defines the first matrix
  72590. * @param endValue defines the second matrix
  72591. * @param gradient defines the gradient between the two matrices
  72592. * @returns the new matrix
  72593. */
  72594. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72595. /**
  72596. * Update a matrix to values which are computed by:
  72597. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72598. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72599. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72600. * @param startValue defines the first matrix
  72601. * @param endValue defines the second matrix
  72602. * @param gradient defines the gradient between the two matrices
  72603. * @param result defines the target matrix
  72604. */
  72605. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72606. /**
  72607. * 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"
  72608. * This function works in left handed mode
  72609. * @param eye defines the final position of the entity
  72610. * @param target defines where the entity should look at
  72611. * @param up defines the up vector for the entity
  72612. * @returns the new matrix
  72613. */
  72614. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72615. /**
  72616. * 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".
  72617. * This function works in left handed mode
  72618. * @param eye defines the final position of the entity
  72619. * @param target defines where the entity should look at
  72620. * @param up defines the up vector for the entity
  72621. * @param result defines the target matrix
  72622. */
  72623. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72624. /**
  72625. * 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"
  72626. * This function works in right handed mode
  72627. * @param eye defines the final position of the entity
  72628. * @param target defines where the entity should look at
  72629. * @param up defines the up vector for the entity
  72630. * @returns the new matrix
  72631. */
  72632. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72633. /**
  72634. * 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".
  72635. * This function works in right handed mode
  72636. * @param eye defines the final position of the entity
  72637. * @param target defines where the entity should look at
  72638. * @param up defines the up vector for the entity
  72639. * @param result defines the target matrix
  72640. */
  72641. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72642. /**
  72643. * Create a left-handed orthographic projection matrix
  72644. * @param width defines the viewport width
  72645. * @param height defines the viewport height
  72646. * @param znear defines the near clip plane
  72647. * @param zfar defines the far clip plane
  72648. * @returns a new matrix as a left-handed orthographic projection matrix
  72649. */
  72650. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72651. /**
  72652. * Store a left-handed orthographic projection to a given matrix
  72653. * @param width defines the viewport width
  72654. * @param height defines the viewport height
  72655. * @param znear defines the near clip plane
  72656. * @param zfar defines the far clip plane
  72657. * @param result defines the target matrix
  72658. */
  72659. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72660. /**
  72661. * Create a left-handed orthographic projection matrix
  72662. * @param left defines the viewport left coordinate
  72663. * @param right defines the viewport right coordinate
  72664. * @param bottom defines the viewport bottom coordinate
  72665. * @param top defines the viewport top coordinate
  72666. * @param znear defines the near clip plane
  72667. * @param zfar defines the far clip plane
  72668. * @returns a new matrix as a left-handed orthographic projection matrix
  72669. */
  72670. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72671. /**
  72672. * Stores a left-handed orthographic projection into a given matrix
  72673. * @param left defines the viewport left coordinate
  72674. * @param right defines the viewport right coordinate
  72675. * @param bottom defines the viewport bottom coordinate
  72676. * @param top defines the viewport top coordinate
  72677. * @param znear defines the near clip plane
  72678. * @param zfar defines the far clip plane
  72679. * @param result defines the target matrix
  72680. */
  72681. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72682. /**
  72683. * Creates a right-handed orthographic projection matrix
  72684. * @param left defines the viewport left coordinate
  72685. * @param right defines the viewport right coordinate
  72686. * @param bottom defines the viewport bottom coordinate
  72687. * @param top defines the viewport top coordinate
  72688. * @param znear defines the near clip plane
  72689. * @param zfar defines the far clip plane
  72690. * @returns a new matrix as a right-handed orthographic projection matrix
  72691. */
  72692. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72693. /**
  72694. * Stores a right-handed orthographic projection into a given matrix
  72695. * @param left defines the viewport left coordinate
  72696. * @param right defines the viewport right coordinate
  72697. * @param bottom defines the viewport bottom coordinate
  72698. * @param top defines the viewport top coordinate
  72699. * @param znear defines the near clip plane
  72700. * @param zfar defines the far clip plane
  72701. * @param result defines the target matrix
  72702. */
  72703. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72704. /**
  72705. * Creates a left-handed perspective projection matrix
  72706. * @param width defines the viewport width
  72707. * @param height defines the viewport height
  72708. * @param znear defines the near clip plane
  72709. * @param zfar defines the far clip plane
  72710. * @returns a new matrix as a left-handed perspective projection matrix
  72711. */
  72712. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72713. /**
  72714. * Creates a left-handed perspective projection matrix
  72715. * @param fov defines the horizontal field of view
  72716. * @param aspect defines the aspect ratio
  72717. * @param znear defines the near clip plane
  72718. * @param zfar defines the far clip plane
  72719. * @returns a new matrix as a left-handed perspective projection matrix
  72720. */
  72721. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72722. /**
  72723. * Stores a left-handed perspective projection into a given matrix
  72724. * @param fov defines the horizontal field of view
  72725. * @param aspect defines the aspect ratio
  72726. * @param znear defines the near clip plane
  72727. * @param zfar defines the far clip plane
  72728. * @param result defines the target matrix
  72729. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72730. */
  72731. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72732. /**
  72733. * Creates a right-handed perspective projection matrix
  72734. * @param fov defines the horizontal field of view
  72735. * @param aspect defines the aspect ratio
  72736. * @param znear defines the near clip plane
  72737. * @param zfar defines the far clip plane
  72738. * @returns a new matrix as a right-handed perspective projection matrix
  72739. */
  72740. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72741. /**
  72742. * Stores a right-handed perspective projection into a given matrix
  72743. * @param fov defines the horizontal field of view
  72744. * @param aspect defines the aspect ratio
  72745. * @param znear defines the near clip plane
  72746. * @param zfar defines the far clip plane
  72747. * @param result defines the target matrix
  72748. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72749. */
  72750. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72751. /**
  72752. * Stores a perspective projection for WebVR info a given matrix
  72753. * @param fov defines the field of view
  72754. * @param znear defines the near clip plane
  72755. * @param zfar defines the far clip plane
  72756. * @param result defines the target matrix
  72757. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72758. */
  72759. static PerspectiveFovWebVRToRef(fov: {
  72760. upDegrees: number;
  72761. downDegrees: number;
  72762. leftDegrees: number;
  72763. rightDegrees: number;
  72764. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72765. /**
  72766. * Computes a complete transformation matrix
  72767. * @param viewport defines the viewport to use
  72768. * @param world defines the world matrix
  72769. * @param view defines the view matrix
  72770. * @param projection defines the projection matrix
  72771. * @param zmin defines the near clip plane
  72772. * @param zmax defines the far clip plane
  72773. * @returns the transformation matrix
  72774. */
  72775. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72776. /**
  72777. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72778. * @param matrix defines the matrix to use
  72779. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72780. */
  72781. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72782. /**
  72783. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72784. * @param matrix defines the matrix to use
  72785. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72786. */
  72787. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72788. /**
  72789. * Compute the transpose of a given matrix
  72790. * @param matrix defines the matrix to transpose
  72791. * @returns the new matrix
  72792. */
  72793. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  72794. /**
  72795. * Compute the transpose of a matrix and store it in a target matrix
  72796. * @param matrix defines the matrix to transpose
  72797. * @param result defines the target matrix
  72798. */
  72799. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  72800. /**
  72801. * Computes a reflection matrix from a plane
  72802. * @param plane defines the reflection plane
  72803. * @returns a new matrix
  72804. */
  72805. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  72806. /**
  72807. * Computes a reflection matrix from a plane
  72808. * @param plane defines the reflection plane
  72809. * @param result defines the target matrix
  72810. */
  72811. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  72812. /**
  72813. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  72814. * @param xaxis defines the value of the 1st axis
  72815. * @param yaxis defines the value of the 2nd axis
  72816. * @param zaxis defines the value of the 3rd axis
  72817. * @param result defines the target matrix
  72818. */
  72819. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  72820. /**
  72821. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  72822. * @param quat defines the quaternion to use
  72823. * @param result defines the target matrix
  72824. */
  72825. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  72826. }
  72827. /**
  72828. * @hidden
  72829. */
  72830. export class TmpVectors {
  72831. static Vector2: Vector2[];
  72832. static Vector3: Vector3[];
  72833. static Vector4: Vector4[];
  72834. static Quaternion: Quaternion[];
  72835. static Matrix: Matrix[];
  72836. }
  72837. }
  72838. declare module BABYLON {
  72839. /**
  72840. * Defines potential orientation for back face culling
  72841. */
  72842. export enum Orientation {
  72843. /**
  72844. * Clockwise
  72845. */
  72846. CW = 0,
  72847. /** Counter clockwise */
  72848. CCW = 1
  72849. }
  72850. /** Class used to represent a Bezier curve */
  72851. export class BezierCurve {
  72852. /**
  72853. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72854. * @param t defines the time
  72855. * @param x1 defines the left coordinate on X axis
  72856. * @param y1 defines the left coordinate on Y axis
  72857. * @param x2 defines the right coordinate on X axis
  72858. * @param y2 defines the right coordinate on Y axis
  72859. * @returns the interpolated value
  72860. */
  72861. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72862. }
  72863. /**
  72864. * Defines angle representation
  72865. */
  72866. export class Angle {
  72867. private _radians;
  72868. /**
  72869. * Creates an Angle object of "radians" radians (float).
  72870. * @param radians the angle in radians
  72871. */
  72872. constructor(radians: number);
  72873. /**
  72874. * Get value in degrees
  72875. * @returns the Angle value in degrees (float)
  72876. */
  72877. degrees(): number;
  72878. /**
  72879. * Get value in radians
  72880. * @returns the Angle value in radians (float)
  72881. */
  72882. radians(): number;
  72883. /**
  72884. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72885. * @param a defines first vector
  72886. * @param b defines second vector
  72887. * @returns a new Angle
  72888. */
  72889. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72890. /**
  72891. * Gets a new Angle object from the given float in radians
  72892. * @param radians defines the angle value in radians
  72893. * @returns a new Angle
  72894. */
  72895. static FromRadians(radians: number): Angle;
  72896. /**
  72897. * Gets a new Angle object from the given float in degrees
  72898. * @param degrees defines the angle value in degrees
  72899. * @returns a new Angle
  72900. */
  72901. static FromDegrees(degrees: number): Angle;
  72902. }
  72903. /**
  72904. * This represents an arc in a 2d space.
  72905. */
  72906. export class Arc2 {
  72907. /** Defines the start point of the arc */
  72908. startPoint: Vector2;
  72909. /** Defines the mid point of the arc */
  72910. midPoint: Vector2;
  72911. /** Defines the end point of the arc */
  72912. endPoint: Vector2;
  72913. /**
  72914. * Defines the center point of the arc.
  72915. */
  72916. centerPoint: Vector2;
  72917. /**
  72918. * Defines the radius of the arc.
  72919. */
  72920. radius: number;
  72921. /**
  72922. * Defines the angle of the arc (from mid point to end point).
  72923. */
  72924. angle: Angle;
  72925. /**
  72926. * Defines the start angle of the arc (from start point to middle point).
  72927. */
  72928. startAngle: Angle;
  72929. /**
  72930. * Defines the orientation of the arc (clock wise/counter clock wise).
  72931. */
  72932. orientation: Orientation;
  72933. /**
  72934. * Creates an Arc object from the three given points : start, middle and end.
  72935. * @param startPoint Defines the start point of the arc
  72936. * @param midPoint Defines the midlle point of the arc
  72937. * @param endPoint Defines the end point of the arc
  72938. */
  72939. constructor(
  72940. /** Defines the start point of the arc */
  72941. startPoint: Vector2,
  72942. /** Defines the mid point of the arc */
  72943. midPoint: Vector2,
  72944. /** Defines the end point of the arc */
  72945. endPoint: Vector2);
  72946. }
  72947. /**
  72948. * Represents a 2D path made up of multiple 2D points
  72949. */
  72950. export class Path2 {
  72951. private _points;
  72952. private _length;
  72953. /**
  72954. * If the path start and end point are the same
  72955. */
  72956. closed: boolean;
  72957. /**
  72958. * Creates a Path2 object from the starting 2D coordinates x and y.
  72959. * @param x the starting points x value
  72960. * @param y the starting points y value
  72961. */
  72962. constructor(x: number, y: number);
  72963. /**
  72964. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  72965. * @param x the added points x value
  72966. * @param y the added points y value
  72967. * @returns the updated Path2.
  72968. */
  72969. addLineTo(x: number, y: number): Path2;
  72970. /**
  72971. * 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.
  72972. * @param midX middle point x value
  72973. * @param midY middle point y value
  72974. * @param endX end point x value
  72975. * @param endY end point y value
  72976. * @param numberOfSegments (default: 36)
  72977. * @returns the updated Path2.
  72978. */
  72979. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  72980. /**
  72981. * Closes the Path2.
  72982. * @returns the Path2.
  72983. */
  72984. close(): Path2;
  72985. /**
  72986. * Gets the sum of the distance between each sequential point in the path
  72987. * @returns the Path2 total length (float).
  72988. */
  72989. length(): number;
  72990. /**
  72991. * Gets the points which construct the path
  72992. * @returns the Path2 internal array of points.
  72993. */
  72994. getPoints(): Vector2[];
  72995. /**
  72996. * Retreives the point at the distance aways from the starting point
  72997. * @param normalizedLengthPosition the length along the path to retreive the point from
  72998. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  72999. */
  73000. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  73001. /**
  73002. * Creates a new path starting from an x and y position
  73003. * @param x starting x value
  73004. * @param y starting y value
  73005. * @returns a new Path2 starting at the coordinates (x, y).
  73006. */
  73007. static StartingAt(x: number, y: number): Path2;
  73008. }
  73009. /**
  73010. * Represents a 3D path made up of multiple 3D points
  73011. */
  73012. export class Path3D {
  73013. /**
  73014. * an array of Vector3, the curve axis of the Path3D
  73015. */
  73016. path: Vector3[];
  73017. private _curve;
  73018. private _distances;
  73019. private _tangents;
  73020. private _normals;
  73021. private _binormals;
  73022. private _raw;
  73023. private _alignTangentsWithPath;
  73024. private readonly _pointAtData;
  73025. /**
  73026. * new Path3D(path, normal, raw)
  73027. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  73028. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  73029. * @param path an array of Vector3, the curve axis of the Path3D
  73030. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  73031. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  73032. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  73033. */
  73034. constructor(
  73035. /**
  73036. * an array of Vector3, the curve axis of the Path3D
  73037. */
  73038. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  73039. /**
  73040. * Returns the Path3D array of successive Vector3 designing its curve.
  73041. * @returns the Path3D array of successive Vector3 designing its curve.
  73042. */
  73043. getCurve(): Vector3[];
  73044. /**
  73045. * Returns the Path3D array of successive Vector3 designing its curve.
  73046. * @returns the Path3D array of successive Vector3 designing its curve.
  73047. */
  73048. getPoints(): Vector3[];
  73049. /**
  73050. * @returns the computed length (float) of the path.
  73051. */
  73052. length(): number;
  73053. /**
  73054. * Returns an array populated with tangent vectors on each Path3D curve point.
  73055. * @returns an array populated with tangent vectors on each Path3D curve point.
  73056. */
  73057. getTangents(): Vector3[];
  73058. /**
  73059. * Returns an array populated with normal vectors on each Path3D curve point.
  73060. * @returns an array populated with normal vectors on each Path3D curve point.
  73061. */
  73062. getNormals(): Vector3[];
  73063. /**
  73064. * Returns an array populated with binormal vectors on each Path3D curve point.
  73065. * @returns an array populated with binormal vectors on each Path3D curve point.
  73066. */
  73067. getBinormals(): Vector3[];
  73068. /**
  73069. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  73070. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  73071. */
  73072. getDistances(): number[];
  73073. /**
  73074. * Returns an interpolated point along this path
  73075. * @param position the position of the point along this path, from 0.0 to 1.0
  73076. * @returns a new Vector3 as the point
  73077. */
  73078. getPointAt(position: number): Vector3;
  73079. /**
  73080. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73081. * @param position the position of the point along this path, from 0.0 to 1.0
  73082. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  73083. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  73084. */
  73085. getTangentAt(position: number, interpolated?: boolean): Vector3;
  73086. /**
  73087. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73088. * @param position the position of the point along this path, from 0.0 to 1.0
  73089. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  73090. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  73091. */
  73092. getNormalAt(position: number, interpolated?: boolean): Vector3;
  73093. /**
  73094. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  73095. * @param position the position of the point along this path, from 0.0 to 1.0
  73096. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  73097. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  73098. */
  73099. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  73100. /**
  73101. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  73102. * @param position the position of the point along this path, from 0.0 to 1.0
  73103. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  73104. */
  73105. getDistanceAt(position: number): number;
  73106. /**
  73107. * Returns the array index of the previous point of an interpolated point along this path
  73108. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73109. * @returns the array index
  73110. */
  73111. getPreviousPointIndexAt(position: number): number;
  73112. /**
  73113. * 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)
  73114. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73115. * @returns the sub position
  73116. */
  73117. getSubPositionAt(position: number): number;
  73118. /**
  73119. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  73120. * @param target the vector of which to get the closest position to
  73121. * @returns the position of the closest virtual point on this path to the target vector
  73122. */
  73123. getClosestPositionTo(target: Vector3): number;
  73124. /**
  73125. * Returns a sub path (slice) of this path
  73126. * @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
  73127. * @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
  73128. * @returns a sub path (slice) of this path
  73129. */
  73130. slice(start?: number, end?: number): Path3D;
  73131. /**
  73132. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  73133. * @param path path which all values are copied into the curves points
  73134. * @param firstNormal which should be projected onto the curve
  73135. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  73136. * @returns the same object updated.
  73137. */
  73138. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  73139. private _compute;
  73140. private _getFirstNonNullVector;
  73141. private _getLastNonNullVector;
  73142. private _normalVector;
  73143. /**
  73144. * Updates the point at data for an interpolated point along this curve
  73145. * @param position the position of the point along this curve, from 0.0 to 1.0
  73146. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  73147. * @returns the (updated) point at data
  73148. */
  73149. private _updatePointAtData;
  73150. /**
  73151. * Updates the point at data from the specified parameters
  73152. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  73153. * @param point the interpolated point
  73154. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  73155. */
  73156. private _setPointAtData;
  73157. /**
  73158. * Updates the point at interpolation matrix for the tangents, normals and binormals
  73159. */
  73160. private _updateInterpolationMatrix;
  73161. }
  73162. /**
  73163. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73164. * A Curve3 is designed from a series of successive Vector3.
  73165. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  73166. */
  73167. export class Curve3 {
  73168. private _points;
  73169. private _length;
  73170. /**
  73171. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  73172. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  73173. * @param v1 (Vector3) the control point
  73174. * @param v2 (Vector3) the end point of the Quadratic Bezier
  73175. * @param nbPoints (integer) the wanted number of points in the curve
  73176. * @returns the created Curve3
  73177. */
  73178. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73179. /**
  73180. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  73181. * @param v0 (Vector3) the origin point of the Cubic Bezier
  73182. * @param v1 (Vector3) the first control point
  73183. * @param v2 (Vector3) the second control point
  73184. * @param v3 (Vector3) the end point of the Cubic Bezier
  73185. * @param nbPoints (integer) the wanted number of points in the curve
  73186. * @returns the created Curve3
  73187. */
  73188. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73189. /**
  73190. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  73191. * @param p1 (Vector3) the origin point of the Hermite Spline
  73192. * @param t1 (Vector3) the tangent vector at the origin point
  73193. * @param p2 (Vector3) the end point of the Hermite Spline
  73194. * @param t2 (Vector3) the tangent vector at the end point
  73195. * @param nbPoints (integer) the wanted number of points in the curve
  73196. * @returns the created Curve3
  73197. */
  73198. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73199. /**
  73200. * Returns a Curve3 object along a CatmullRom Spline curve :
  73201. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  73202. * @param nbPoints (integer) the wanted number of points between each curve control points
  73203. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  73204. * @returns the created Curve3
  73205. */
  73206. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  73207. /**
  73208. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73209. * A Curve3 is designed from a series of successive Vector3.
  73210. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  73211. * @param points points which make up the curve
  73212. */
  73213. constructor(points: Vector3[]);
  73214. /**
  73215. * @returns the Curve3 stored array of successive Vector3
  73216. */
  73217. getPoints(): Vector3[];
  73218. /**
  73219. * @returns the computed length (float) of the curve.
  73220. */
  73221. length(): number;
  73222. /**
  73223. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  73224. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  73225. * curveA and curveB keep unchanged.
  73226. * @param curve the curve to continue from this curve
  73227. * @returns the newly constructed curve
  73228. */
  73229. continue(curve: DeepImmutable<Curve3>): Curve3;
  73230. private _computeLength;
  73231. }
  73232. }
  73233. declare module BABYLON {
  73234. /**
  73235. * This represents the main contract an easing function should follow.
  73236. * Easing functions are used throughout the animation system.
  73237. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73238. */
  73239. export interface IEasingFunction {
  73240. /**
  73241. * Given an input gradient between 0 and 1, this returns the corrseponding value
  73242. * of the easing function.
  73243. * The link below provides some of the most common examples of easing functions.
  73244. * @see https://easings.net/
  73245. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73246. * @returns the corresponding value on the curve defined by the easing function
  73247. */
  73248. ease(gradient: number): number;
  73249. }
  73250. /**
  73251. * Base class used for every default easing function.
  73252. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73253. */
  73254. export class EasingFunction implements IEasingFunction {
  73255. /**
  73256. * Interpolation follows the mathematical formula associated with the easing function.
  73257. */
  73258. static readonly EASINGMODE_EASEIN: number;
  73259. /**
  73260. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  73261. */
  73262. static readonly EASINGMODE_EASEOUT: number;
  73263. /**
  73264. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  73265. */
  73266. static readonly EASINGMODE_EASEINOUT: number;
  73267. private _easingMode;
  73268. /**
  73269. * Sets the easing mode of the current function.
  73270. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  73271. */
  73272. setEasingMode(easingMode: number): void;
  73273. /**
  73274. * Gets the current easing mode.
  73275. * @returns the easing mode
  73276. */
  73277. getEasingMode(): number;
  73278. /**
  73279. * @hidden
  73280. */
  73281. easeInCore(gradient: number): number;
  73282. /**
  73283. * Given an input gradient between 0 and 1, this returns the corresponding value
  73284. * of the easing function.
  73285. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73286. * @returns the corresponding value on the curve defined by the easing function
  73287. */
  73288. ease(gradient: number): number;
  73289. }
  73290. /**
  73291. * Easing function with a circle shape (see link below).
  73292. * @see https://easings.net/#easeInCirc
  73293. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73294. */
  73295. export class CircleEase extends EasingFunction implements IEasingFunction {
  73296. /** @hidden */
  73297. easeInCore(gradient: number): number;
  73298. }
  73299. /**
  73300. * Easing function with a ease back shape (see link below).
  73301. * @see https://easings.net/#easeInBack
  73302. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73303. */
  73304. export class BackEase extends EasingFunction implements IEasingFunction {
  73305. /** Defines the amplitude of the function */
  73306. amplitude: number;
  73307. /**
  73308. * Instantiates a back ease easing
  73309. * @see https://easings.net/#easeInBack
  73310. * @param amplitude Defines the amplitude of the function
  73311. */
  73312. constructor(
  73313. /** Defines the amplitude of the function */
  73314. amplitude?: number);
  73315. /** @hidden */
  73316. easeInCore(gradient: number): number;
  73317. }
  73318. /**
  73319. * Easing function with a bouncing shape (see link below).
  73320. * @see https://easings.net/#easeInBounce
  73321. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73322. */
  73323. export class BounceEase extends EasingFunction implements IEasingFunction {
  73324. /** Defines the number of bounces */
  73325. bounces: number;
  73326. /** Defines the amplitude of the bounce */
  73327. bounciness: number;
  73328. /**
  73329. * Instantiates a bounce easing
  73330. * @see https://easings.net/#easeInBounce
  73331. * @param bounces Defines the number of bounces
  73332. * @param bounciness Defines the amplitude of the bounce
  73333. */
  73334. constructor(
  73335. /** Defines the number of bounces */
  73336. bounces?: number,
  73337. /** Defines the amplitude of the bounce */
  73338. bounciness?: number);
  73339. /** @hidden */
  73340. easeInCore(gradient: number): number;
  73341. }
  73342. /**
  73343. * Easing function with a power of 3 shape (see link below).
  73344. * @see https://easings.net/#easeInCubic
  73345. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73346. */
  73347. export class CubicEase extends EasingFunction implements IEasingFunction {
  73348. /** @hidden */
  73349. easeInCore(gradient: number): number;
  73350. }
  73351. /**
  73352. * Easing function with an elastic shape (see link below).
  73353. * @see https://easings.net/#easeInElastic
  73354. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73355. */
  73356. export class ElasticEase extends EasingFunction implements IEasingFunction {
  73357. /** Defines the number of oscillations*/
  73358. oscillations: number;
  73359. /** Defines the amplitude of the oscillations*/
  73360. springiness: number;
  73361. /**
  73362. * Instantiates an elastic easing function
  73363. * @see https://easings.net/#easeInElastic
  73364. * @param oscillations Defines the number of oscillations
  73365. * @param springiness Defines the amplitude of the oscillations
  73366. */
  73367. constructor(
  73368. /** Defines the number of oscillations*/
  73369. oscillations?: number,
  73370. /** Defines the amplitude of the oscillations*/
  73371. springiness?: number);
  73372. /** @hidden */
  73373. easeInCore(gradient: number): number;
  73374. }
  73375. /**
  73376. * Easing function with an exponential shape (see link below).
  73377. * @see https://easings.net/#easeInExpo
  73378. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73379. */
  73380. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  73381. /** Defines the exponent of the function */
  73382. exponent: number;
  73383. /**
  73384. * Instantiates an exponential easing function
  73385. * @see https://easings.net/#easeInExpo
  73386. * @param exponent Defines the exponent of the function
  73387. */
  73388. constructor(
  73389. /** Defines the exponent of the function */
  73390. exponent?: number);
  73391. /** @hidden */
  73392. easeInCore(gradient: number): number;
  73393. }
  73394. /**
  73395. * Easing function with a power shape (see link below).
  73396. * @see https://easings.net/#easeInQuad
  73397. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73398. */
  73399. export class PowerEase extends EasingFunction implements IEasingFunction {
  73400. /** Defines the power of the function */
  73401. power: number;
  73402. /**
  73403. * Instantiates an power base easing function
  73404. * @see https://easings.net/#easeInQuad
  73405. * @param power Defines the power of the function
  73406. */
  73407. constructor(
  73408. /** Defines the power of the function */
  73409. power?: number);
  73410. /** @hidden */
  73411. easeInCore(gradient: number): number;
  73412. }
  73413. /**
  73414. * Easing function with a power of 2 shape (see link below).
  73415. * @see https://easings.net/#easeInQuad
  73416. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73417. */
  73418. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  73419. /** @hidden */
  73420. easeInCore(gradient: number): number;
  73421. }
  73422. /**
  73423. * Easing function with a power of 4 shape (see link below).
  73424. * @see https://easings.net/#easeInQuart
  73425. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73426. */
  73427. export class QuarticEase extends EasingFunction implements IEasingFunction {
  73428. /** @hidden */
  73429. easeInCore(gradient: number): number;
  73430. }
  73431. /**
  73432. * Easing function with a power of 5 shape (see link below).
  73433. * @see https://easings.net/#easeInQuint
  73434. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73435. */
  73436. export class QuinticEase extends EasingFunction implements IEasingFunction {
  73437. /** @hidden */
  73438. easeInCore(gradient: number): number;
  73439. }
  73440. /**
  73441. * Easing function with a sin shape (see link below).
  73442. * @see https://easings.net/#easeInSine
  73443. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73444. */
  73445. export class SineEase extends EasingFunction implements IEasingFunction {
  73446. /** @hidden */
  73447. easeInCore(gradient: number): number;
  73448. }
  73449. /**
  73450. * Easing function with a bezier shape (see link below).
  73451. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73452. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73453. */
  73454. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  73455. /** Defines the x component of the start tangent in the bezier curve */
  73456. x1: number;
  73457. /** Defines the y component of the start tangent in the bezier curve */
  73458. y1: number;
  73459. /** Defines the x component of the end tangent in the bezier curve */
  73460. x2: number;
  73461. /** Defines the y component of the end tangent in the bezier curve */
  73462. y2: number;
  73463. /**
  73464. * Instantiates a bezier function
  73465. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73466. * @param x1 Defines the x component of the start tangent in the bezier curve
  73467. * @param y1 Defines the y component of the start tangent in the bezier curve
  73468. * @param x2 Defines the x component of the end tangent in the bezier curve
  73469. * @param y2 Defines the y component of the end tangent in the bezier curve
  73470. */
  73471. constructor(
  73472. /** Defines the x component of the start tangent in the bezier curve */
  73473. x1?: number,
  73474. /** Defines the y component of the start tangent in the bezier curve */
  73475. y1?: number,
  73476. /** Defines the x component of the end tangent in the bezier curve */
  73477. x2?: number,
  73478. /** Defines the y component of the end tangent in the bezier curve */
  73479. y2?: number);
  73480. /** @hidden */
  73481. easeInCore(gradient: number): number;
  73482. }
  73483. }
  73484. declare module BABYLON {
  73485. /**
  73486. * Class used to hold a RBG color
  73487. */
  73488. export class Color3 {
  73489. /**
  73490. * Defines the red component (between 0 and 1, default is 0)
  73491. */
  73492. r: number;
  73493. /**
  73494. * Defines the green component (between 0 and 1, default is 0)
  73495. */
  73496. g: number;
  73497. /**
  73498. * Defines the blue component (between 0 and 1, default is 0)
  73499. */
  73500. b: number;
  73501. /**
  73502. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  73503. * @param r defines the red component (between 0 and 1, default is 0)
  73504. * @param g defines the green component (between 0 and 1, default is 0)
  73505. * @param b defines the blue component (between 0 and 1, default is 0)
  73506. */
  73507. constructor(
  73508. /**
  73509. * Defines the red component (between 0 and 1, default is 0)
  73510. */
  73511. r?: number,
  73512. /**
  73513. * Defines the green component (between 0 and 1, default is 0)
  73514. */
  73515. g?: number,
  73516. /**
  73517. * Defines the blue component (between 0 and 1, default is 0)
  73518. */
  73519. b?: number);
  73520. /**
  73521. * Creates a string with the Color3 current values
  73522. * @returns the string representation of the Color3 object
  73523. */
  73524. toString(): string;
  73525. /**
  73526. * Returns the string "Color3"
  73527. * @returns "Color3"
  73528. */
  73529. getClassName(): string;
  73530. /**
  73531. * Compute the Color3 hash code
  73532. * @returns an unique number that can be used to hash Color3 objects
  73533. */
  73534. getHashCode(): number;
  73535. /**
  73536. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  73537. * @param array defines the array where to store the r,g,b components
  73538. * @param index defines an optional index in the target array to define where to start storing values
  73539. * @returns the current Color3 object
  73540. */
  73541. toArray(array: FloatArray, index?: number): Color3;
  73542. /**
  73543. * Returns a new Color4 object from the current Color3 and the given alpha
  73544. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  73545. * @returns a new Color4 object
  73546. */
  73547. toColor4(alpha?: number): Color4;
  73548. /**
  73549. * Returns a new array populated with 3 numeric elements : red, green and blue values
  73550. * @returns the new array
  73551. */
  73552. asArray(): number[];
  73553. /**
  73554. * Returns the luminance value
  73555. * @returns a float value
  73556. */
  73557. toLuminance(): number;
  73558. /**
  73559. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  73560. * @param otherColor defines the second operand
  73561. * @returns the new Color3 object
  73562. */
  73563. multiply(otherColor: DeepImmutable<Color3>): Color3;
  73564. /**
  73565. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  73566. * @param otherColor defines the second operand
  73567. * @param result defines the Color3 object where to store the result
  73568. * @returns the current Color3
  73569. */
  73570. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73571. /**
  73572. * Determines equality between Color3 objects
  73573. * @param otherColor defines the second operand
  73574. * @returns true if the rgb values are equal to the given ones
  73575. */
  73576. equals(otherColor: DeepImmutable<Color3>): boolean;
  73577. /**
  73578. * Determines equality between the current Color3 object and a set of r,b,g values
  73579. * @param r defines the red component to check
  73580. * @param g defines the green component to check
  73581. * @param b defines the blue component to check
  73582. * @returns true if the rgb values are equal to the given ones
  73583. */
  73584. equalsFloats(r: number, g: number, b: number): boolean;
  73585. /**
  73586. * Multiplies in place each rgb value by scale
  73587. * @param scale defines the scaling factor
  73588. * @returns the updated Color3
  73589. */
  73590. scale(scale: number): Color3;
  73591. /**
  73592. * Multiplies the rgb values by scale and stores the result into "result"
  73593. * @param scale defines the scaling factor
  73594. * @param result defines the Color3 object where to store the result
  73595. * @returns the unmodified current Color3
  73596. */
  73597. scaleToRef(scale: number, result: Color3): Color3;
  73598. /**
  73599. * Scale the current Color3 values by a factor and add the result to a given Color3
  73600. * @param scale defines the scale factor
  73601. * @param result defines color to store the result into
  73602. * @returns the unmodified current Color3
  73603. */
  73604. scaleAndAddToRef(scale: number, result: Color3): Color3;
  73605. /**
  73606. * Clamps the rgb values by the min and max values and stores the result into "result"
  73607. * @param min defines minimum clamping value (default is 0)
  73608. * @param max defines maximum clamping value (default is 1)
  73609. * @param result defines color to store the result into
  73610. * @returns the original Color3
  73611. */
  73612. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  73613. /**
  73614. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  73615. * @param otherColor defines the second operand
  73616. * @returns the new Color3
  73617. */
  73618. add(otherColor: DeepImmutable<Color3>): Color3;
  73619. /**
  73620. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  73621. * @param otherColor defines the second operand
  73622. * @param result defines Color3 object to store the result into
  73623. * @returns the unmodified current Color3
  73624. */
  73625. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73626. /**
  73627. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  73628. * @param otherColor defines the second operand
  73629. * @returns the new Color3
  73630. */
  73631. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73632. /**
  73633. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73634. * @param otherColor defines the second operand
  73635. * @param result defines Color3 object to store the result into
  73636. * @returns the unmodified current Color3
  73637. */
  73638. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73639. /**
  73640. * Copy the current object
  73641. * @returns a new Color3 copied the current one
  73642. */
  73643. clone(): Color3;
  73644. /**
  73645. * Copies the rgb values from the source in the current Color3
  73646. * @param source defines the source Color3 object
  73647. * @returns the updated Color3 object
  73648. */
  73649. copyFrom(source: DeepImmutable<Color3>): Color3;
  73650. /**
  73651. * Updates the Color3 rgb values from the given floats
  73652. * @param r defines the red component to read from
  73653. * @param g defines the green component to read from
  73654. * @param b defines the blue component to read from
  73655. * @returns the current Color3 object
  73656. */
  73657. copyFromFloats(r: number, g: number, b: number): Color3;
  73658. /**
  73659. * Updates the Color3 rgb values from the given floats
  73660. * @param r defines the red component to read from
  73661. * @param g defines the green component to read from
  73662. * @param b defines the blue component to read from
  73663. * @returns the current Color3 object
  73664. */
  73665. set(r: number, g: number, b: number): Color3;
  73666. /**
  73667. * Compute the Color3 hexadecimal code as a string
  73668. * @returns a string containing the hexadecimal representation of the Color3 object
  73669. */
  73670. toHexString(): string;
  73671. /**
  73672. * Computes a new Color3 converted from the current one to linear space
  73673. * @returns a new Color3 object
  73674. */
  73675. toLinearSpace(): Color3;
  73676. /**
  73677. * Converts current color in rgb space to HSV values
  73678. * @returns a new color3 representing the HSV values
  73679. */
  73680. toHSV(): Color3;
  73681. /**
  73682. * Converts current color in rgb space to HSV values
  73683. * @param result defines the Color3 where to store the HSV values
  73684. */
  73685. toHSVToRef(result: Color3): void;
  73686. /**
  73687. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73688. * @param convertedColor defines the Color3 object where to store the linear space version
  73689. * @returns the unmodified Color3
  73690. */
  73691. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73692. /**
  73693. * Computes a new Color3 converted from the current one to gamma space
  73694. * @returns a new Color3 object
  73695. */
  73696. toGammaSpace(): Color3;
  73697. /**
  73698. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73699. * @param convertedColor defines the Color3 object where to store the gamma space version
  73700. * @returns the unmodified Color3
  73701. */
  73702. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73703. private static _BlackReadOnly;
  73704. /**
  73705. * Convert Hue, saturation and value to a Color3 (RGB)
  73706. * @param hue defines the hue
  73707. * @param saturation defines the saturation
  73708. * @param value defines the value
  73709. * @param result defines the Color3 where to store the RGB values
  73710. */
  73711. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73712. /**
  73713. * Creates a new Color3 from the string containing valid hexadecimal values
  73714. * @param hex defines a string containing valid hexadecimal values
  73715. * @returns a new Color3 object
  73716. */
  73717. static FromHexString(hex: string): Color3;
  73718. /**
  73719. * Creates a new Color3 from the starting index of the given array
  73720. * @param array defines the source array
  73721. * @param offset defines an offset in the source array
  73722. * @returns a new Color3 object
  73723. */
  73724. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73725. /**
  73726. * Creates a new Color3 from integer values (< 256)
  73727. * @param r defines the red component to read from (value between 0 and 255)
  73728. * @param g defines the green component to read from (value between 0 and 255)
  73729. * @param b defines the blue component to read from (value between 0 and 255)
  73730. * @returns a new Color3 object
  73731. */
  73732. static FromInts(r: number, g: number, b: number): Color3;
  73733. /**
  73734. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73735. * @param start defines the start Color3 value
  73736. * @param end defines the end Color3 value
  73737. * @param amount defines the gradient value between start and end
  73738. * @returns a new Color3 object
  73739. */
  73740. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73741. /**
  73742. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73743. * @param left defines the start value
  73744. * @param right defines the end value
  73745. * @param amount defines the gradient factor
  73746. * @param result defines the Color3 object where to store the result
  73747. */
  73748. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73749. /**
  73750. * Returns a Color3 value containing a red color
  73751. * @returns a new Color3 object
  73752. */
  73753. static Red(): Color3;
  73754. /**
  73755. * Returns a Color3 value containing a green color
  73756. * @returns a new Color3 object
  73757. */
  73758. static Green(): Color3;
  73759. /**
  73760. * Returns a Color3 value containing a blue color
  73761. * @returns a new Color3 object
  73762. */
  73763. static Blue(): Color3;
  73764. /**
  73765. * Returns a Color3 value containing a black color
  73766. * @returns a new Color3 object
  73767. */
  73768. static Black(): Color3;
  73769. /**
  73770. * Gets a Color3 value containing a black color that must not be updated
  73771. */
  73772. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73773. /**
  73774. * Returns a Color3 value containing a white color
  73775. * @returns a new Color3 object
  73776. */
  73777. static White(): Color3;
  73778. /**
  73779. * Returns a Color3 value containing a purple color
  73780. * @returns a new Color3 object
  73781. */
  73782. static Purple(): Color3;
  73783. /**
  73784. * Returns a Color3 value containing a magenta color
  73785. * @returns a new Color3 object
  73786. */
  73787. static Magenta(): Color3;
  73788. /**
  73789. * Returns a Color3 value containing a yellow color
  73790. * @returns a new Color3 object
  73791. */
  73792. static Yellow(): Color3;
  73793. /**
  73794. * Returns a Color3 value containing a gray color
  73795. * @returns a new Color3 object
  73796. */
  73797. static Gray(): Color3;
  73798. /**
  73799. * Returns a Color3 value containing a teal color
  73800. * @returns a new Color3 object
  73801. */
  73802. static Teal(): Color3;
  73803. /**
  73804. * Returns a Color3 value containing a random color
  73805. * @returns a new Color3 object
  73806. */
  73807. static Random(): Color3;
  73808. }
  73809. /**
  73810. * Class used to hold a RBGA color
  73811. */
  73812. export class Color4 {
  73813. /**
  73814. * Defines the red component (between 0 and 1, default is 0)
  73815. */
  73816. r: number;
  73817. /**
  73818. * Defines the green component (between 0 and 1, default is 0)
  73819. */
  73820. g: number;
  73821. /**
  73822. * Defines the blue component (between 0 and 1, default is 0)
  73823. */
  73824. b: number;
  73825. /**
  73826. * Defines the alpha component (between 0 and 1, default is 1)
  73827. */
  73828. a: number;
  73829. /**
  73830. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  73831. * @param r defines the red component (between 0 and 1, default is 0)
  73832. * @param g defines the green component (between 0 and 1, default is 0)
  73833. * @param b defines the blue component (between 0 and 1, default is 0)
  73834. * @param a defines the alpha component (between 0 and 1, default is 1)
  73835. */
  73836. constructor(
  73837. /**
  73838. * Defines the red component (between 0 and 1, default is 0)
  73839. */
  73840. r?: number,
  73841. /**
  73842. * Defines the green component (between 0 and 1, default is 0)
  73843. */
  73844. g?: number,
  73845. /**
  73846. * Defines the blue component (between 0 and 1, default is 0)
  73847. */
  73848. b?: number,
  73849. /**
  73850. * Defines the alpha component (between 0 and 1, default is 1)
  73851. */
  73852. a?: number);
  73853. /**
  73854. * Adds in place the given Color4 values to the current Color4 object
  73855. * @param right defines the second operand
  73856. * @returns the current updated Color4 object
  73857. */
  73858. addInPlace(right: DeepImmutable<Color4>): Color4;
  73859. /**
  73860. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  73861. * @returns the new array
  73862. */
  73863. asArray(): number[];
  73864. /**
  73865. * Stores from the starting index in the given array the Color4 successive values
  73866. * @param array defines the array where to store the r,g,b components
  73867. * @param index defines an optional index in the target array to define where to start storing values
  73868. * @returns the current Color4 object
  73869. */
  73870. toArray(array: number[], index?: number): Color4;
  73871. /**
  73872. * Determines equality between Color4 objects
  73873. * @param otherColor defines the second operand
  73874. * @returns true if the rgba values are equal to the given ones
  73875. */
  73876. equals(otherColor: DeepImmutable<Color4>): boolean;
  73877. /**
  73878. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  73879. * @param right defines the second operand
  73880. * @returns a new Color4 object
  73881. */
  73882. add(right: DeepImmutable<Color4>): Color4;
  73883. /**
  73884. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  73885. * @param right defines the second operand
  73886. * @returns a new Color4 object
  73887. */
  73888. subtract(right: DeepImmutable<Color4>): Color4;
  73889. /**
  73890. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  73891. * @param right defines the second operand
  73892. * @param result defines the Color4 object where to store the result
  73893. * @returns the current Color4 object
  73894. */
  73895. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  73896. /**
  73897. * Creates a new Color4 with the current Color4 values multiplied by scale
  73898. * @param scale defines the scaling factor to apply
  73899. * @returns a new Color4 object
  73900. */
  73901. scale(scale: number): Color4;
  73902. /**
  73903. * Multiplies the current Color4 values by scale and stores the result in "result"
  73904. * @param scale defines the scaling factor to apply
  73905. * @param result defines the Color4 object where to store the result
  73906. * @returns the current unmodified Color4
  73907. */
  73908. scaleToRef(scale: number, result: Color4): Color4;
  73909. /**
  73910. * Scale the current Color4 values by a factor and add the result to a given Color4
  73911. * @param scale defines the scale factor
  73912. * @param result defines the Color4 object where to store the result
  73913. * @returns the unmodified current Color4
  73914. */
  73915. scaleAndAddToRef(scale: number, result: Color4): Color4;
  73916. /**
  73917. * Clamps the rgb values by the min and max values and stores the result into "result"
  73918. * @param min defines minimum clamping value (default is 0)
  73919. * @param max defines maximum clamping value (default is 1)
  73920. * @param result defines color to store the result into.
  73921. * @returns the cuurent Color4
  73922. */
  73923. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  73924. /**
  73925. * Multipy an Color4 value by another and return a new Color4 object
  73926. * @param color defines the Color4 value to multiply by
  73927. * @returns a new Color4 object
  73928. */
  73929. multiply(color: Color4): Color4;
  73930. /**
  73931. * Multipy a Color4 value by another and push the result in a reference value
  73932. * @param color defines the Color4 value to multiply by
  73933. * @param result defines the Color4 to fill the result in
  73934. * @returns the result Color4
  73935. */
  73936. multiplyToRef(color: Color4, result: Color4): Color4;
  73937. /**
  73938. * Creates a string with the Color4 current values
  73939. * @returns the string representation of the Color4 object
  73940. */
  73941. toString(): string;
  73942. /**
  73943. * Returns the string "Color4"
  73944. * @returns "Color4"
  73945. */
  73946. getClassName(): string;
  73947. /**
  73948. * Compute the Color4 hash code
  73949. * @returns an unique number that can be used to hash Color4 objects
  73950. */
  73951. getHashCode(): number;
  73952. /**
  73953. * Creates a new Color4 copied from the current one
  73954. * @returns a new Color4 object
  73955. */
  73956. clone(): Color4;
  73957. /**
  73958. * Copies the given Color4 values into the current one
  73959. * @param source defines the source Color4 object
  73960. * @returns the current updated Color4 object
  73961. */
  73962. copyFrom(source: Color4): Color4;
  73963. /**
  73964. * Copies the given float values into the current one
  73965. * @param r defines the red component to read from
  73966. * @param g defines the green component to read from
  73967. * @param b defines the blue component to read from
  73968. * @param a defines the alpha component to read from
  73969. * @returns the current updated Color4 object
  73970. */
  73971. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  73972. /**
  73973. * Copies the given float values into the current one
  73974. * @param r defines the red component to read from
  73975. * @param g defines the green component to read from
  73976. * @param b defines the blue component to read from
  73977. * @param a defines the alpha component to read from
  73978. * @returns the current updated Color4 object
  73979. */
  73980. set(r: number, g: number, b: number, a: number): Color4;
  73981. /**
  73982. * Compute the Color4 hexadecimal code as a string
  73983. * @returns a string containing the hexadecimal representation of the Color4 object
  73984. */
  73985. toHexString(): string;
  73986. /**
  73987. * Computes a new Color4 converted from the current one to linear space
  73988. * @returns a new Color4 object
  73989. */
  73990. toLinearSpace(): Color4;
  73991. /**
  73992. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  73993. * @param convertedColor defines the Color4 object where to store the linear space version
  73994. * @returns the unmodified Color4
  73995. */
  73996. toLinearSpaceToRef(convertedColor: Color4): Color4;
  73997. /**
  73998. * Computes a new Color4 converted from the current one to gamma space
  73999. * @returns a new Color4 object
  74000. */
  74001. toGammaSpace(): Color4;
  74002. /**
  74003. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  74004. * @param convertedColor defines the Color4 object where to store the gamma space version
  74005. * @returns the unmodified Color4
  74006. */
  74007. toGammaSpaceToRef(convertedColor: Color4): Color4;
  74008. /**
  74009. * Creates a new Color4 from the string containing valid hexadecimal values
  74010. * @param hex defines a string containing valid hexadecimal values
  74011. * @returns a new Color4 object
  74012. */
  74013. static FromHexString(hex: string): Color4;
  74014. /**
  74015. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74016. * @param left defines the start value
  74017. * @param right defines the end value
  74018. * @param amount defines the gradient factor
  74019. * @returns a new Color4 object
  74020. */
  74021. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  74022. /**
  74023. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74024. * @param left defines the start value
  74025. * @param right defines the end value
  74026. * @param amount defines the gradient factor
  74027. * @param result defines the Color4 object where to store data
  74028. */
  74029. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  74030. /**
  74031. * Creates a new Color4 from a Color3 and an alpha value
  74032. * @param color3 defines the source Color3 to read from
  74033. * @param alpha defines the alpha component (1.0 by default)
  74034. * @returns a new Color4 object
  74035. */
  74036. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  74037. /**
  74038. * Creates a new Color4 from the starting index element of the given array
  74039. * @param array defines the source array to read from
  74040. * @param offset defines the offset in the source array
  74041. * @returns a new Color4 object
  74042. */
  74043. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  74044. /**
  74045. * Creates a new Color3 from integer values (< 256)
  74046. * @param r defines the red component to read from (value between 0 and 255)
  74047. * @param g defines the green component to read from (value between 0 and 255)
  74048. * @param b defines the blue component to read from (value between 0 and 255)
  74049. * @param a defines the alpha component to read from (value between 0 and 255)
  74050. * @returns a new Color3 object
  74051. */
  74052. static FromInts(r: number, g: number, b: number, a: number): Color4;
  74053. /**
  74054. * Check the content of a given array and convert it to an array containing RGBA data
  74055. * If the original array was already containing count * 4 values then it is returned directly
  74056. * @param colors defines the array to check
  74057. * @param count defines the number of RGBA data to expect
  74058. * @returns an array containing count * 4 values (RGBA)
  74059. */
  74060. static CheckColors4(colors: number[], count: number): number[];
  74061. }
  74062. /**
  74063. * @hidden
  74064. */
  74065. export class TmpColors {
  74066. static Color3: Color3[];
  74067. static Color4: Color4[];
  74068. }
  74069. }
  74070. declare module BABYLON {
  74071. /**
  74072. * Defines an interface which represents an animation key frame
  74073. */
  74074. export interface IAnimationKey {
  74075. /**
  74076. * Frame of the key frame
  74077. */
  74078. frame: number;
  74079. /**
  74080. * Value at the specifies key frame
  74081. */
  74082. value: any;
  74083. /**
  74084. * The input tangent for the cubic hermite spline
  74085. */
  74086. inTangent?: any;
  74087. /**
  74088. * The output tangent for the cubic hermite spline
  74089. */
  74090. outTangent?: any;
  74091. /**
  74092. * The animation interpolation type
  74093. */
  74094. interpolation?: AnimationKeyInterpolation;
  74095. }
  74096. /**
  74097. * Enum for the animation key frame interpolation type
  74098. */
  74099. export enum AnimationKeyInterpolation {
  74100. /**
  74101. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  74102. */
  74103. STEP = 1
  74104. }
  74105. }
  74106. declare module BABYLON {
  74107. /**
  74108. * Represents the range of an animation
  74109. */
  74110. export class AnimationRange {
  74111. /**The name of the animation range**/
  74112. name: string;
  74113. /**The starting frame of the animation */
  74114. from: number;
  74115. /**The ending frame of the animation*/
  74116. to: number;
  74117. /**
  74118. * Initializes the range of an animation
  74119. * @param name The name of the animation range
  74120. * @param from The starting frame of the animation
  74121. * @param to The ending frame of the animation
  74122. */
  74123. constructor(
  74124. /**The name of the animation range**/
  74125. name: string,
  74126. /**The starting frame of the animation */
  74127. from: number,
  74128. /**The ending frame of the animation*/
  74129. to: number);
  74130. /**
  74131. * Makes a copy of the animation range
  74132. * @returns A copy of the animation range
  74133. */
  74134. clone(): AnimationRange;
  74135. }
  74136. }
  74137. declare module BABYLON {
  74138. /**
  74139. * Composed of a frame, and an action function
  74140. */
  74141. export class AnimationEvent {
  74142. /** The frame for which the event is triggered **/
  74143. frame: number;
  74144. /** The event to perform when triggered **/
  74145. action: (currentFrame: number) => void;
  74146. /** Specifies if the event should be triggered only once**/
  74147. onlyOnce?: boolean | undefined;
  74148. /**
  74149. * Specifies if the animation event is done
  74150. */
  74151. isDone: boolean;
  74152. /**
  74153. * Initializes the animation event
  74154. * @param frame The frame for which the event is triggered
  74155. * @param action The event to perform when triggered
  74156. * @param onlyOnce Specifies if the event should be triggered only once
  74157. */
  74158. constructor(
  74159. /** The frame for which the event is triggered **/
  74160. frame: number,
  74161. /** The event to perform when triggered **/
  74162. action: (currentFrame: number) => void,
  74163. /** Specifies if the event should be triggered only once**/
  74164. onlyOnce?: boolean | undefined);
  74165. /** @hidden */
  74166. _clone(): AnimationEvent;
  74167. }
  74168. }
  74169. declare module BABYLON {
  74170. /**
  74171. * Interface used to define a behavior
  74172. */
  74173. export interface Behavior<T> {
  74174. /** gets or sets behavior's name */
  74175. name: string;
  74176. /**
  74177. * Function called when the behavior needs to be initialized (after attaching it to a target)
  74178. */
  74179. init(): void;
  74180. /**
  74181. * Called when the behavior is attached to a target
  74182. * @param target defines the target where the behavior is attached to
  74183. */
  74184. attach(target: T): void;
  74185. /**
  74186. * Called when the behavior is detached from its target
  74187. */
  74188. detach(): void;
  74189. }
  74190. /**
  74191. * Interface implemented by classes supporting behaviors
  74192. */
  74193. export interface IBehaviorAware<T> {
  74194. /**
  74195. * Attach a behavior
  74196. * @param behavior defines the behavior to attach
  74197. * @returns the current host
  74198. */
  74199. addBehavior(behavior: Behavior<T>): T;
  74200. /**
  74201. * Remove a behavior from the current object
  74202. * @param behavior defines the behavior to detach
  74203. * @returns the current host
  74204. */
  74205. removeBehavior(behavior: Behavior<T>): T;
  74206. /**
  74207. * Gets a behavior using its name to search
  74208. * @param name defines the name to search
  74209. * @returns the behavior or null if not found
  74210. */
  74211. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  74212. }
  74213. }
  74214. declare module BABYLON {
  74215. /**
  74216. * Defines an array and its length.
  74217. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  74218. */
  74219. export interface ISmartArrayLike<T> {
  74220. /**
  74221. * The data of the array.
  74222. */
  74223. data: Array<T>;
  74224. /**
  74225. * The active length of the array.
  74226. */
  74227. length: number;
  74228. }
  74229. /**
  74230. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74231. */
  74232. export class SmartArray<T> implements ISmartArrayLike<T> {
  74233. /**
  74234. * The full set of data from the array.
  74235. */
  74236. data: Array<T>;
  74237. /**
  74238. * The active length of the array.
  74239. */
  74240. length: number;
  74241. protected _id: number;
  74242. /**
  74243. * Instantiates a Smart Array.
  74244. * @param capacity defines the default capacity of the array.
  74245. */
  74246. constructor(capacity: number);
  74247. /**
  74248. * Pushes a value at the end of the active data.
  74249. * @param value defines the object to push in the array.
  74250. */
  74251. push(value: T): void;
  74252. /**
  74253. * Iterates over the active data and apply the lambda to them.
  74254. * @param func defines the action to apply on each value.
  74255. */
  74256. forEach(func: (content: T) => void): void;
  74257. /**
  74258. * Sorts the full sets of data.
  74259. * @param compareFn defines the comparison function to apply.
  74260. */
  74261. sort(compareFn: (a: T, b: T) => number): void;
  74262. /**
  74263. * Resets the active data to an empty array.
  74264. */
  74265. reset(): void;
  74266. /**
  74267. * Releases all the data from the array as well as the array.
  74268. */
  74269. dispose(): void;
  74270. /**
  74271. * Concats the active data with a given array.
  74272. * @param array defines the data to concatenate with.
  74273. */
  74274. concat(array: any): void;
  74275. /**
  74276. * Returns the position of a value in the active data.
  74277. * @param value defines the value to find the index for
  74278. * @returns the index if found in the active data otherwise -1
  74279. */
  74280. indexOf(value: T): number;
  74281. /**
  74282. * Returns whether an element is part of the active data.
  74283. * @param value defines the value to look for
  74284. * @returns true if found in the active data otherwise false
  74285. */
  74286. contains(value: T): boolean;
  74287. private static _GlobalId;
  74288. }
  74289. /**
  74290. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74291. * The data in this array can only be present once
  74292. */
  74293. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  74294. private _duplicateId;
  74295. /**
  74296. * Pushes a value at the end of the active data.
  74297. * THIS DOES NOT PREVENT DUPPLICATE DATA
  74298. * @param value defines the object to push in the array.
  74299. */
  74300. push(value: T): void;
  74301. /**
  74302. * Pushes a value at the end of the active data.
  74303. * If the data is already present, it won t be added again
  74304. * @param value defines the object to push in the array.
  74305. * @returns true if added false if it was already present
  74306. */
  74307. pushNoDuplicate(value: T): boolean;
  74308. /**
  74309. * Resets the active data to an empty array.
  74310. */
  74311. reset(): void;
  74312. /**
  74313. * Concats the active data with a given array.
  74314. * This ensures no dupplicate will be present in the result.
  74315. * @param array defines the data to concatenate with.
  74316. */
  74317. concatWithNoDuplicate(array: any): void;
  74318. }
  74319. }
  74320. declare module BABYLON {
  74321. /**
  74322. * @ignore
  74323. * This is a list of all the different input types that are available in the application.
  74324. * Fo instance: ArcRotateCameraGamepadInput...
  74325. */
  74326. export var CameraInputTypes: {};
  74327. /**
  74328. * This is the contract to implement in order to create a new input class.
  74329. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  74330. */
  74331. export interface ICameraInput<TCamera extends Camera> {
  74332. /**
  74333. * Defines the camera the input is attached to.
  74334. */
  74335. camera: Nullable<TCamera>;
  74336. /**
  74337. * Gets the class name of the current intput.
  74338. * @returns the class name
  74339. */
  74340. getClassName(): string;
  74341. /**
  74342. * Get the friendly name associated with the input class.
  74343. * @returns the input friendly name
  74344. */
  74345. getSimpleName(): string;
  74346. /**
  74347. * Attach the input controls to a specific dom element to get the input from.
  74348. * @param element Defines the element the controls should be listened from
  74349. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74350. */
  74351. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74352. /**
  74353. * Detach the current controls from the specified dom element.
  74354. * @param element Defines the element to stop listening the inputs from
  74355. */
  74356. detachControl(element: Nullable<HTMLElement>): void;
  74357. /**
  74358. * Update the current camera state depending on the inputs that have been used this frame.
  74359. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74360. */
  74361. checkInputs?: () => void;
  74362. }
  74363. /**
  74364. * Represents a map of input types to input instance or input index to input instance.
  74365. */
  74366. export interface CameraInputsMap<TCamera extends Camera> {
  74367. /**
  74368. * Accessor to the input by input type.
  74369. */
  74370. [name: string]: ICameraInput<TCamera>;
  74371. /**
  74372. * Accessor to the input by input index.
  74373. */
  74374. [idx: number]: ICameraInput<TCamera>;
  74375. }
  74376. /**
  74377. * This represents the input manager used within a camera.
  74378. * It helps dealing with all the different kind of input attached to a camera.
  74379. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74380. */
  74381. export class CameraInputsManager<TCamera extends Camera> {
  74382. /**
  74383. * Defines the list of inputs attahed to the camera.
  74384. */
  74385. attached: CameraInputsMap<TCamera>;
  74386. /**
  74387. * Defines the dom element the camera is collecting inputs from.
  74388. * This is null if the controls have not been attached.
  74389. */
  74390. attachedElement: Nullable<HTMLElement>;
  74391. /**
  74392. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74393. */
  74394. noPreventDefault: boolean;
  74395. /**
  74396. * Defined the camera the input manager belongs to.
  74397. */
  74398. camera: TCamera;
  74399. /**
  74400. * Update the current camera state depending on the inputs that have been used this frame.
  74401. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74402. */
  74403. checkInputs: () => void;
  74404. /**
  74405. * Instantiate a new Camera Input Manager.
  74406. * @param camera Defines the camera the input manager blongs to
  74407. */
  74408. constructor(camera: TCamera);
  74409. /**
  74410. * Add an input method to a camera
  74411. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74412. * @param input camera input method
  74413. */
  74414. add(input: ICameraInput<TCamera>): void;
  74415. /**
  74416. * Remove a specific input method from a camera
  74417. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  74418. * @param inputToRemove camera input method
  74419. */
  74420. remove(inputToRemove: ICameraInput<TCamera>): void;
  74421. /**
  74422. * Remove a specific input type from a camera
  74423. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  74424. * @param inputType the type of the input to remove
  74425. */
  74426. removeByType(inputType: string): void;
  74427. private _addCheckInputs;
  74428. /**
  74429. * Attach the input controls to the currently attached dom element to listen the events from.
  74430. * @param input Defines the input to attach
  74431. */
  74432. attachInput(input: ICameraInput<TCamera>): void;
  74433. /**
  74434. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  74435. * @param element Defines the dom element to collect the events from
  74436. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74437. */
  74438. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  74439. /**
  74440. * Detach the current manager inputs controls from a specific dom element.
  74441. * @param element Defines the dom element to collect the events from
  74442. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  74443. */
  74444. detachElement(element: HTMLElement, disconnect?: boolean): void;
  74445. /**
  74446. * Rebuild the dynamic inputCheck function from the current list of
  74447. * defined inputs in the manager.
  74448. */
  74449. rebuildInputCheck(): void;
  74450. /**
  74451. * Remove all attached input methods from a camera
  74452. */
  74453. clear(): void;
  74454. /**
  74455. * Serialize the current input manager attached to a camera.
  74456. * This ensures than once parsed,
  74457. * the input associated to the camera will be identical to the current ones
  74458. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  74459. */
  74460. serialize(serializedCamera: any): void;
  74461. /**
  74462. * Parses an input manager serialized JSON to restore the previous list of inputs
  74463. * and states associated to a camera.
  74464. * @param parsedCamera Defines the JSON to parse
  74465. */
  74466. parse(parsedCamera: any): void;
  74467. }
  74468. }
  74469. declare module BABYLON {
  74470. /**
  74471. * Class used to store data that will be store in GPU memory
  74472. */
  74473. export class Buffer {
  74474. private _engine;
  74475. private _buffer;
  74476. /** @hidden */
  74477. _data: Nullable<DataArray>;
  74478. private _updatable;
  74479. private _instanced;
  74480. private _divisor;
  74481. /**
  74482. * Gets the byte stride.
  74483. */
  74484. readonly byteStride: number;
  74485. /**
  74486. * Constructor
  74487. * @param engine the engine
  74488. * @param data the data to use for this buffer
  74489. * @param updatable whether the data is updatable
  74490. * @param stride the stride (optional)
  74491. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74492. * @param instanced whether the buffer is instanced (optional)
  74493. * @param useBytes set to true if the stride in in bytes (optional)
  74494. * @param divisor sets an optional divisor for instances (1 by default)
  74495. */
  74496. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  74497. /**
  74498. * Create a new VertexBuffer based on the current buffer
  74499. * @param kind defines the vertex buffer kind (position, normal, etc.)
  74500. * @param offset defines offset in the buffer (0 by default)
  74501. * @param size defines the size in floats of attributes (position is 3 for instance)
  74502. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  74503. * @param instanced defines if the vertex buffer contains indexed data
  74504. * @param useBytes defines if the offset and stride are in bytes *
  74505. * @param divisor sets an optional divisor for instances (1 by default)
  74506. * @returns the new vertex buffer
  74507. */
  74508. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  74509. /**
  74510. * Gets a boolean indicating if the Buffer is updatable?
  74511. * @returns true if the buffer is updatable
  74512. */
  74513. isUpdatable(): boolean;
  74514. /**
  74515. * Gets current buffer's data
  74516. * @returns a DataArray or null
  74517. */
  74518. getData(): Nullable<DataArray>;
  74519. /**
  74520. * Gets underlying native buffer
  74521. * @returns underlying native buffer
  74522. */
  74523. getBuffer(): Nullable<DataBuffer>;
  74524. /**
  74525. * Gets the stride in float32 units (i.e. byte stride / 4).
  74526. * May not be an integer if the byte stride is not divisible by 4.
  74527. * DEPRECATED. Use byteStride instead.
  74528. * @returns the stride in float32 units
  74529. */
  74530. getStrideSize(): number;
  74531. /**
  74532. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74533. * @param data defines the data to store
  74534. */
  74535. create(data?: Nullable<DataArray>): void;
  74536. /** @hidden */
  74537. _rebuild(): void;
  74538. /**
  74539. * Update current buffer data
  74540. * @param data defines the data to store
  74541. */
  74542. update(data: DataArray): void;
  74543. /**
  74544. * Updates the data directly.
  74545. * @param data the new data
  74546. * @param offset the new offset
  74547. * @param vertexCount the vertex count (optional)
  74548. * @param useBytes set to true if the offset is in bytes
  74549. */
  74550. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  74551. /**
  74552. * Release all resources
  74553. */
  74554. dispose(): void;
  74555. }
  74556. /**
  74557. * Specialized buffer used to store vertex data
  74558. */
  74559. export class VertexBuffer {
  74560. /** @hidden */
  74561. _buffer: Buffer;
  74562. private _kind;
  74563. private _size;
  74564. private _ownsBuffer;
  74565. private _instanced;
  74566. private _instanceDivisor;
  74567. /**
  74568. * The byte type.
  74569. */
  74570. static readonly BYTE: number;
  74571. /**
  74572. * The unsigned byte type.
  74573. */
  74574. static readonly UNSIGNED_BYTE: number;
  74575. /**
  74576. * The short type.
  74577. */
  74578. static readonly SHORT: number;
  74579. /**
  74580. * The unsigned short type.
  74581. */
  74582. static readonly UNSIGNED_SHORT: number;
  74583. /**
  74584. * The integer type.
  74585. */
  74586. static readonly INT: number;
  74587. /**
  74588. * The unsigned integer type.
  74589. */
  74590. static readonly UNSIGNED_INT: number;
  74591. /**
  74592. * The float type.
  74593. */
  74594. static readonly FLOAT: number;
  74595. /**
  74596. * Gets or sets the instance divisor when in instanced mode
  74597. */
  74598. instanceDivisor: number;
  74599. /**
  74600. * Gets the byte stride.
  74601. */
  74602. readonly byteStride: number;
  74603. /**
  74604. * Gets the byte offset.
  74605. */
  74606. readonly byteOffset: number;
  74607. /**
  74608. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  74609. */
  74610. readonly normalized: boolean;
  74611. /**
  74612. * Gets the data type of each component in the array.
  74613. */
  74614. readonly type: number;
  74615. /**
  74616. * Constructor
  74617. * @param engine the engine
  74618. * @param data the data to use for this vertex buffer
  74619. * @param kind the vertex buffer kind
  74620. * @param updatable whether the data is updatable
  74621. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74622. * @param stride the stride (optional)
  74623. * @param instanced whether the buffer is instanced (optional)
  74624. * @param offset the offset of the data (optional)
  74625. * @param size the number of components (optional)
  74626. * @param type the type of the component (optional)
  74627. * @param normalized whether the data contains normalized data (optional)
  74628. * @param useBytes set to true if stride and offset are in bytes (optional)
  74629. * @param divisor defines the instance divisor to use (1 by default)
  74630. */
  74631. 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);
  74632. /** @hidden */
  74633. _rebuild(): void;
  74634. /**
  74635. * Returns the kind of the VertexBuffer (string)
  74636. * @returns a string
  74637. */
  74638. getKind(): string;
  74639. /**
  74640. * Gets a boolean indicating if the VertexBuffer is updatable?
  74641. * @returns true if the buffer is updatable
  74642. */
  74643. isUpdatable(): boolean;
  74644. /**
  74645. * Gets current buffer's data
  74646. * @returns a DataArray or null
  74647. */
  74648. getData(): Nullable<DataArray>;
  74649. /**
  74650. * Gets underlying native buffer
  74651. * @returns underlying native buffer
  74652. */
  74653. getBuffer(): Nullable<DataBuffer>;
  74654. /**
  74655. * Gets the stride in float32 units (i.e. byte stride / 4).
  74656. * May not be an integer if the byte stride is not divisible by 4.
  74657. * DEPRECATED. Use byteStride instead.
  74658. * @returns the stride in float32 units
  74659. */
  74660. getStrideSize(): number;
  74661. /**
  74662. * Returns the offset as a multiple of the type byte length.
  74663. * DEPRECATED. Use byteOffset instead.
  74664. * @returns the offset in bytes
  74665. */
  74666. getOffset(): number;
  74667. /**
  74668. * Returns the number of components per vertex attribute (integer)
  74669. * @returns the size in float
  74670. */
  74671. getSize(): number;
  74672. /**
  74673. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74674. * @returns true if this buffer is instanced
  74675. */
  74676. getIsInstanced(): boolean;
  74677. /**
  74678. * Returns the instancing divisor, zero for non-instanced (integer).
  74679. * @returns a number
  74680. */
  74681. getInstanceDivisor(): number;
  74682. /**
  74683. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74684. * @param data defines the data to store
  74685. */
  74686. create(data?: DataArray): void;
  74687. /**
  74688. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74689. * This function will create a new buffer if the current one is not updatable
  74690. * @param data defines the data to store
  74691. */
  74692. update(data: DataArray): void;
  74693. /**
  74694. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74695. * Returns the directly updated WebGLBuffer.
  74696. * @param data the new data
  74697. * @param offset the new offset
  74698. * @param useBytes set to true if the offset is in bytes
  74699. */
  74700. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74701. /**
  74702. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74703. */
  74704. dispose(): void;
  74705. /**
  74706. * Enumerates each value of this vertex buffer as numbers.
  74707. * @param count the number of values to enumerate
  74708. * @param callback the callback function called for each value
  74709. */
  74710. forEach(count: number, callback: (value: number, index: number) => void): void;
  74711. /**
  74712. * Positions
  74713. */
  74714. static readonly PositionKind: string;
  74715. /**
  74716. * Normals
  74717. */
  74718. static readonly NormalKind: string;
  74719. /**
  74720. * Tangents
  74721. */
  74722. static readonly TangentKind: string;
  74723. /**
  74724. * Texture coordinates
  74725. */
  74726. static readonly UVKind: string;
  74727. /**
  74728. * Texture coordinates 2
  74729. */
  74730. static readonly UV2Kind: string;
  74731. /**
  74732. * Texture coordinates 3
  74733. */
  74734. static readonly UV3Kind: string;
  74735. /**
  74736. * Texture coordinates 4
  74737. */
  74738. static readonly UV4Kind: string;
  74739. /**
  74740. * Texture coordinates 5
  74741. */
  74742. static readonly UV5Kind: string;
  74743. /**
  74744. * Texture coordinates 6
  74745. */
  74746. static readonly UV6Kind: string;
  74747. /**
  74748. * Colors
  74749. */
  74750. static readonly ColorKind: string;
  74751. /**
  74752. * Matrix indices (for bones)
  74753. */
  74754. static readonly MatricesIndicesKind: string;
  74755. /**
  74756. * Matrix weights (for bones)
  74757. */
  74758. static readonly MatricesWeightsKind: string;
  74759. /**
  74760. * Additional matrix indices (for bones)
  74761. */
  74762. static readonly MatricesIndicesExtraKind: string;
  74763. /**
  74764. * Additional matrix weights (for bones)
  74765. */
  74766. static readonly MatricesWeightsExtraKind: string;
  74767. /**
  74768. * Deduces the stride given a kind.
  74769. * @param kind The kind string to deduce
  74770. * @returns The deduced stride
  74771. */
  74772. static DeduceStride(kind: string): number;
  74773. /**
  74774. * Gets the byte length of the given type.
  74775. * @param type the type
  74776. * @returns the number of bytes
  74777. */
  74778. static GetTypeByteLength(type: number): number;
  74779. /**
  74780. * Enumerates each value of the given parameters as numbers.
  74781. * @param data the data to enumerate
  74782. * @param byteOffset the byte offset of the data
  74783. * @param byteStride the byte stride of the data
  74784. * @param componentCount the number of components per element
  74785. * @param componentType the type of the component
  74786. * @param count the number of values to enumerate
  74787. * @param normalized whether the data is normalized
  74788. * @param callback the callback function called for each value
  74789. */
  74790. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  74791. private static _GetFloatValue;
  74792. }
  74793. }
  74794. declare module BABYLON {
  74795. /**
  74796. * @hidden
  74797. */
  74798. export class IntersectionInfo {
  74799. bu: Nullable<number>;
  74800. bv: Nullable<number>;
  74801. distance: number;
  74802. faceId: number;
  74803. subMeshId: number;
  74804. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  74805. }
  74806. }
  74807. declare module BABYLON {
  74808. /**
  74809. * Represens a plane by the equation ax + by + cz + d = 0
  74810. */
  74811. export class Plane {
  74812. private static _TmpMatrix;
  74813. /**
  74814. * Normal of the plane (a,b,c)
  74815. */
  74816. normal: Vector3;
  74817. /**
  74818. * d component of the plane
  74819. */
  74820. d: number;
  74821. /**
  74822. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  74823. * @param a a component of the plane
  74824. * @param b b component of the plane
  74825. * @param c c component of the plane
  74826. * @param d d component of the plane
  74827. */
  74828. constructor(a: number, b: number, c: number, d: number);
  74829. /**
  74830. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  74831. */
  74832. asArray(): number[];
  74833. /**
  74834. * @returns a new plane copied from the current Plane.
  74835. */
  74836. clone(): Plane;
  74837. /**
  74838. * @returns the string "Plane".
  74839. */
  74840. getClassName(): string;
  74841. /**
  74842. * @returns the Plane hash code.
  74843. */
  74844. getHashCode(): number;
  74845. /**
  74846. * Normalize the current Plane in place.
  74847. * @returns the updated Plane.
  74848. */
  74849. normalize(): Plane;
  74850. /**
  74851. * Applies a transformation the plane and returns the result
  74852. * @param transformation the transformation matrix to be applied to the plane
  74853. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  74854. */
  74855. transform(transformation: DeepImmutable<Matrix>): Plane;
  74856. /**
  74857. * Calcualtte the dot product between the point and the plane normal
  74858. * @param point point to calculate the dot product with
  74859. * @returns the dot product (float) of the point coordinates and the plane normal.
  74860. */
  74861. dotCoordinate(point: DeepImmutable<Vector3>): number;
  74862. /**
  74863. * Updates the current Plane from the plane defined by the three given points.
  74864. * @param point1 one of the points used to contruct the plane
  74865. * @param point2 one of the points used to contruct the plane
  74866. * @param point3 one of the points used to contruct the plane
  74867. * @returns the updated Plane.
  74868. */
  74869. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74870. /**
  74871. * Checks if the plane is facing a given direction
  74872. * @param direction the direction to check if the plane is facing
  74873. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  74874. * @returns True is the vector "direction" is the same side than the plane normal.
  74875. */
  74876. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  74877. /**
  74878. * Calculates the distance to a point
  74879. * @param point point to calculate distance to
  74880. * @returns the signed distance (float) from the given point to the Plane.
  74881. */
  74882. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  74883. /**
  74884. * Creates a plane from an array
  74885. * @param array the array to create a plane from
  74886. * @returns a new Plane from the given array.
  74887. */
  74888. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  74889. /**
  74890. * Creates a plane from three points
  74891. * @param point1 point used to create the plane
  74892. * @param point2 point used to create the plane
  74893. * @param point3 point used to create the plane
  74894. * @returns a new Plane defined by the three given points.
  74895. */
  74896. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74897. /**
  74898. * Creates a plane from an origin point and a normal
  74899. * @param origin origin of the plane to be constructed
  74900. * @param normal normal of the plane to be constructed
  74901. * @returns a new Plane the normal vector to this plane at the given origin point.
  74902. * Note : the vector "normal" is updated because normalized.
  74903. */
  74904. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  74905. /**
  74906. * Calculates the distance from a plane and a point
  74907. * @param origin origin of the plane to be constructed
  74908. * @param normal normal of the plane to be constructed
  74909. * @param point point to calculate distance to
  74910. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  74911. */
  74912. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  74913. }
  74914. }
  74915. declare module BABYLON {
  74916. /**
  74917. * Class used to store bounding sphere information
  74918. */
  74919. export class BoundingSphere {
  74920. /**
  74921. * Gets the center of the bounding sphere in local space
  74922. */
  74923. readonly center: Vector3;
  74924. /**
  74925. * Radius of the bounding sphere in local space
  74926. */
  74927. radius: number;
  74928. /**
  74929. * Gets the center of the bounding sphere in world space
  74930. */
  74931. readonly centerWorld: Vector3;
  74932. /**
  74933. * Radius of the bounding sphere in world space
  74934. */
  74935. radiusWorld: number;
  74936. /**
  74937. * Gets the minimum vector in local space
  74938. */
  74939. readonly minimum: Vector3;
  74940. /**
  74941. * Gets the maximum vector in local space
  74942. */
  74943. readonly maximum: Vector3;
  74944. private _worldMatrix;
  74945. private static readonly TmpVector3;
  74946. /**
  74947. * Creates a new bounding sphere
  74948. * @param min defines the minimum vector (in local space)
  74949. * @param max defines the maximum vector (in local space)
  74950. * @param worldMatrix defines the new world matrix
  74951. */
  74952. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74953. /**
  74954. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  74955. * @param min defines the new minimum vector (in local space)
  74956. * @param max defines the new maximum vector (in local space)
  74957. * @param worldMatrix defines the new world matrix
  74958. */
  74959. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74960. /**
  74961. * Scale the current bounding sphere by applying a scale factor
  74962. * @param factor defines the scale factor to apply
  74963. * @returns the current bounding box
  74964. */
  74965. scale(factor: number): BoundingSphere;
  74966. /**
  74967. * Gets the world matrix of the bounding box
  74968. * @returns a matrix
  74969. */
  74970. getWorldMatrix(): DeepImmutable<Matrix>;
  74971. /** @hidden */
  74972. _update(worldMatrix: DeepImmutable<Matrix>): void;
  74973. /**
  74974. * Tests if the bounding sphere is intersecting the frustum planes
  74975. * @param frustumPlanes defines the frustum planes to test
  74976. * @returns true if there is an intersection
  74977. */
  74978. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74979. /**
  74980. * Tests if the bounding sphere center is in between the frustum planes.
  74981. * Used for optimistic fast inclusion.
  74982. * @param frustumPlanes defines the frustum planes to test
  74983. * @returns true if the sphere center is in between the frustum planes
  74984. */
  74985. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74986. /**
  74987. * Tests if a point is inside the bounding sphere
  74988. * @param point defines the point to test
  74989. * @returns true if the point is inside the bounding sphere
  74990. */
  74991. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74992. /**
  74993. * Checks if two sphere intersct
  74994. * @param sphere0 sphere 0
  74995. * @param sphere1 sphere 1
  74996. * @returns true if the speres intersect
  74997. */
  74998. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  74999. }
  75000. }
  75001. declare module BABYLON {
  75002. /**
  75003. * Class used to store bounding box information
  75004. */
  75005. export class BoundingBox implements ICullable {
  75006. /**
  75007. * Gets the 8 vectors representing the bounding box in local space
  75008. */
  75009. readonly vectors: Vector3[];
  75010. /**
  75011. * Gets the center of the bounding box in local space
  75012. */
  75013. readonly center: Vector3;
  75014. /**
  75015. * Gets the center of the bounding box in world space
  75016. */
  75017. readonly centerWorld: Vector3;
  75018. /**
  75019. * Gets the extend size in local space
  75020. */
  75021. readonly extendSize: Vector3;
  75022. /**
  75023. * Gets the extend size in world space
  75024. */
  75025. readonly extendSizeWorld: Vector3;
  75026. /**
  75027. * Gets the OBB (object bounding box) directions
  75028. */
  75029. readonly directions: Vector3[];
  75030. /**
  75031. * Gets the 8 vectors representing the bounding box in world space
  75032. */
  75033. readonly vectorsWorld: Vector3[];
  75034. /**
  75035. * Gets the minimum vector in world space
  75036. */
  75037. readonly minimumWorld: Vector3;
  75038. /**
  75039. * Gets the maximum vector in world space
  75040. */
  75041. readonly maximumWorld: Vector3;
  75042. /**
  75043. * Gets the minimum vector in local space
  75044. */
  75045. readonly minimum: Vector3;
  75046. /**
  75047. * Gets the maximum vector in local space
  75048. */
  75049. readonly maximum: Vector3;
  75050. private _worldMatrix;
  75051. private static readonly TmpVector3;
  75052. /**
  75053. * @hidden
  75054. */
  75055. _tag: number;
  75056. /**
  75057. * Creates a new bounding box
  75058. * @param min defines the minimum vector (in local space)
  75059. * @param max defines the maximum vector (in local space)
  75060. * @param worldMatrix defines the new world matrix
  75061. */
  75062. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75063. /**
  75064. * Recreates the entire bounding box from scratch as if we call the constructor in place
  75065. * @param min defines the new minimum vector (in local space)
  75066. * @param max defines the new maximum vector (in local space)
  75067. * @param worldMatrix defines the new world matrix
  75068. */
  75069. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75070. /**
  75071. * Scale the current bounding box by applying a scale factor
  75072. * @param factor defines the scale factor to apply
  75073. * @returns the current bounding box
  75074. */
  75075. scale(factor: number): BoundingBox;
  75076. /**
  75077. * Gets the world matrix of the bounding box
  75078. * @returns a matrix
  75079. */
  75080. getWorldMatrix(): DeepImmutable<Matrix>;
  75081. /** @hidden */
  75082. _update(world: DeepImmutable<Matrix>): void;
  75083. /**
  75084. * Tests if the bounding box is intersecting the frustum planes
  75085. * @param frustumPlanes defines the frustum planes to test
  75086. * @returns true if there is an intersection
  75087. */
  75088. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75089. /**
  75090. * Tests if the bounding box is entirely inside the frustum planes
  75091. * @param frustumPlanes defines the frustum planes to test
  75092. * @returns true if there is an inclusion
  75093. */
  75094. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75095. /**
  75096. * Tests if a point is inside the bounding box
  75097. * @param point defines the point to test
  75098. * @returns true if the point is inside the bounding box
  75099. */
  75100. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75101. /**
  75102. * Tests if the bounding box intersects with a bounding sphere
  75103. * @param sphere defines the sphere to test
  75104. * @returns true if there is an intersection
  75105. */
  75106. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  75107. /**
  75108. * Tests if the bounding box intersects with a box defined by a min and max vectors
  75109. * @param min defines the min vector to use
  75110. * @param max defines the max vector to use
  75111. * @returns true if there is an intersection
  75112. */
  75113. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  75114. /**
  75115. * Tests if two bounding boxes are intersections
  75116. * @param box0 defines the first box to test
  75117. * @param box1 defines the second box to test
  75118. * @returns true if there is an intersection
  75119. */
  75120. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  75121. /**
  75122. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  75123. * @param minPoint defines the minimum vector of the bounding box
  75124. * @param maxPoint defines the maximum vector of the bounding box
  75125. * @param sphereCenter defines the sphere center
  75126. * @param sphereRadius defines the sphere radius
  75127. * @returns true if there is an intersection
  75128. */
  75129. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  75130. /**
  75131. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  75132. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75133. * @param frustumPlanes defines the frustum planes to test
  75134. * @return true if there is an inclusion
  75135. */
  75136. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75137. /**
  75138. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  75139. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75140. * @param frustumPlanes defines the frustum planes to test
  75141. * @return true if there is an intersection
  75142. */
  75143. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75144. }
  75145. }
  75146. declare module BABYLON {
  75147. /** @hidden */
  75148. export class Collider {
  75149. /** Define if a collision was found */
  75150. collisionFound: boolean;
  75151. /**
  75152. * Define last intersection point in local space
  75153. */
  75154. intersectionPoint: Vector3;
  75155. /**
  75156. * Define last collided mesh
  75157. */
  75158. collidedMesh: Nullable<AbstractMesh>;
  75159. private _collisionPoint;
  75160. private _planeIntersectionPoint;
  75161. private _tempVector;
  75162. private _tempVector2;
  75163. private _tempVector3;
  75164. private _tempVector4;
  75165. private _edge;
  75166. private _baseToVertex;
  75167. private _destinationPoint;
  75168. private _slidePlaneNormal;
  75169. private _displacementVector;
  75170. /** @hidden */
  75171. _radius: Vector3;
  75172. /** @hidden */
  75173. _retry: number;
  75174. private _velocity;
  75175. private _basePoint;
  75176. private _epsilon;
  75177. /** @hidden */
  75178. _velocityWorldLength: number;
  75179. /** @hidden */
  75180. _basePointWorld: Vector3;
  75181. private _velocityWorld;
  75182. private _normalizedVelocity;
  75183. /** @hidden */
  75184. _initialVelocity: Vector3;
  75185. /** @hidden */
  75186. _initialPosition: Vector3;
  75187. private _nearestDistance;
  75188. private _collisionMask;
  75189. collisionMask: number;
  75190. /**
  75191. * Gets the plane normal used to compute the sliding response (in local space)
  75192. */
  75193. readonly slidePlaneNormal: Vector3;
  75194. /** @hidden */
  75195. _initialize(source: Vector3, dir: Vector3, e: number): void;
  75196. /** @hidden */
  75197. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  75198. /** @hidden */
  75199. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  75200. /** @hidden */
  75201. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75202. /** @hidden */
  75203. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75204. /** @hidden */
  75205. _getResponse(pos: Vector3, vel: Vector3): void;
  75206. }
  75207. }
  75208. declare module BABYLON {
  75209. /**
  75210. * Interface for cullable objects
  75211. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  75212. */
  75213. export interface ICullable {
  75214. /**
  75215. * Checks if the object or part of the object is in the frustum
  75216. * @param frustumPlanes Camera near/planes
  75217. * @returns true if the object is in frustum otherwise false
  75218. */
  75219. isInFrustum(frustumPlanes: Plane[]): boolean;
  75220. /**
  75221. * Checks if a cullable object (mesh...) is in the camera frustum
  75222. * Unlike isInFrustum this cheks the full bounding box
  75223. * @param frustumPlanes Camera near/planes
  75224. * @returns true if the object is in frustum otherwise false
  75225. */
  75226. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  75227. }
  75228. /**
  75229. * Info for a bounding data of a mesh
  75230. */
  75231. export class BoundingInfo implements ICullable {
  75232. /**
  75233. * Bounding box for the mesh
  75234. */
  75235. readonly boundingBox: BoundingBox;
  75236. /**
  75237. * Bounding sphere for the mesh
  75238. */
  75239. readonly boundingSphere: BoundingSphere;
  75240. private _isLocked;
  75241. private static readonly TmpVector3;
  75242. /**
  75243. * Constructs bounding info
  75244. * @param minimum min vector of the bounding box/sphere
  75245. * @param maximum max vector of the bounding box/sphere
  75246. * @param worldMatrix defines the new world matrix
  75247. */
  75248. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75249. /**
  75250. * Recreates the entire bounding info from scratch as if we call the constructor in place
  75251. * @param min defines the new minimum vector (in local space)
  75252. * @param max defines the new maximum vector (in local space)
  75253. * @param worldMatrix defines the new world matrix
  75254. */
  75255. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75256. /**
  75257. * min vector of the bounding box/sphere
  75258. */
  75259. readonly minimum: Vector3;
  75260. /**
  75261. * max vector of the bounding box/sphere
  75262. */
  75263. readonly maximum: Vector3;
  75264. /**
  75265. * If the info is locked and won't be updated to avoid perf overhead
  75266. */
  75267. isLocked: boolean;
  75268. /**
  75269. * Updates the bounding sphere and box
  75270. * @param world world matrix to be used to update
  75271. */
  75272. update(world: DeepImmutable<Matrix>): void;
  75273. /**
  75274. * Recreate the bounding info to be centered around a specific point given a specific extend.
  75275. * @param center New center of the bounding info
  75276. * @param extend New extend of the bounding info
  75277. * @returns the current bounding info
  75278. */
  75279. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  75280. /**
  75281. * Scale the current bounding info by applying a scale factor
  75282. * @param factor defines the scale factor to apply
  75283. * @returns the current bounding info
  75284. */
  75285. scale(factor: number): BoundingInfo;
  75286. /**
  75287. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  75288. * @param frustumPlanes defines the frustum to test
  75289. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  75290. * @returns true if the bounding info is in the frustum planes
  75291. */
  75292. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  75293. /**
  75294. * Gets the world distance between the min and max points of the bounding box
  75295. */
  75296. readonly diagonalLength: number;
  75297. /**
  75298. * Checks if a cullable object (mesh...) is in the camera frustum
  75299. * Unlike isInFrustum this cheks the full bounding box
  75300. * @param frustumPlanes Camera near/planes
  75301. * @returns true if the object is in frustum otherwise false
  75302. */
  75303. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75304. /** @hidden */
  75305. _checkCollision(collider: Collider): boolean;
  75306. /**
  75307. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  75308. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75309. * @param point the point to check intersection with
  75310. * @returns if the point intersects
  75311. */
  75312. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75313. /**
  75314. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  75315. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75316. * @param boundingInfo the bounding info to check intersection with
  75317. * @param precise if the intersection should be done using OBB
  75318. * @returns if the bounding info intersects
  75319. */
  75320. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  75321. }
  75322. }
  75323. declare module BABYLON {
  75324. /**
  75325. * Extracts minimum and maximum values from a list of indexed positions
  75326. * @param positions defines the positions to use
  75327. * @param indices defines the indices to the positions
  75328. * @param indexStart defines the start index
  75329. * @param indexCount defines the end index
  75330. * @param bias defines bias value to add to the result
  75331. * @return minimum and maximum values
  75332. */
  75333. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  75334. minimum: Vector3;
  75335. maximum: Vector3;
  75336. };
  75337. /**
  75338. * Extracts minimum and maximum values from a list of positions
  75339. * @param positions defines the positions to use
  75340. * @param start defines the start index in the positions array
  75341. * @param count defines the number of positions to handle
  75342. * @param bias defines bias value to add to the result
  75343. * @param stride defines the stride size to use (distance between two positions in the positions array)
  75344. * @return minimum and maximum values
  75345. */
  75346. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  75347. minimum: Vector3;
  75348. maximum: Vector3;
  75349. };
  75350. }
  75351. declare module BABYLON {
  75352. /** @hidden */
  75353. export class WebGLDataBuffer extends DataBuffer {
  75354. private _buffer;
  75355. constructor(resource: WebGLBuffer);
  75356. readonly underlyingResource: any;
  75357. }
  75358. }
  75359. declare module BABYLON {
  75360. /** @hidden */
  75361. export class WebGLPipelineContext implements IPipelineContext {
  75362. engine: ThinEngine;
  75363. program: Nullable<WebGLProgram>;
  75364. context?: WebGLRenderingContext;
  75365. vertexShader?: WebGLShader;
  75366. fragmentShader?: WebGLShader;
  75367. isParallelCompiled: boolean;
  75368. onCompiled?: () => void;
  75369. transformFeedback?: WebGLTransformFeedback | null;
  75370. readonly isAsync: boolean;
  75371. readonly isReady: boolean;
  75372. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  75373. }
  75374. }
  75375. declare module BABYLON {
  75376. interface ThinEngine {
  75377. /**
  75378. * Create an uniform buffer
  75379. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75380. * @param elements defines the content of the uniform buffer
  75381. * @returns the webGL uniform buffer
  75382. */
  75383. createUniformBuffer(elements: FloatArray): DataBuffer;
  75384. /**
  75385. * Create a dynamic uniform buffer
  75386. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75387. * @param elements defines the content of the uniform buffer
  75388. * @returns the webGL uniform buffer
  75389. */
  75390. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  75391. /**
  75392. * Update an existing uniform buffer
  75393. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75394. * @param uniformBuffer defines the target uniform buffer
  75395. * @param elements defines the content to update
  75396. * @param offset defines the offset in the uniform buffer where update should start
  75397. * @param count defines the size of the data to update
  75398. */
  75399. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  75400. /**
  75401. * Bind an uniform buffer to the current webGL context
  75402. * @param buffer defines the buffer to bind
  75403. */
  75404. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  75405. /**
  75406. * Bind a buffer to the current webGL context at a given location
  75407. * @param buffer defines the buffer to bind
  75408. * @param location defines the index where to bind the buffer
  75409. */
  75410. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  75411. /**
  75412. * Bind a specific block at a given index in a specific shader program
  75413. * @param pipelineContext defines the pipeline context to use
  75414. * @param blockName defines the block name
  75415. * @param index defines the index where to bind the block
  75416. */
  75417. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  75418. }
  75419. }
  75420. declare module BABYLON {
  75421. /**
  75422. * Uniform buffer objects.
  75423. *
  75424. * Handles blocks of uniform on the GPU.
  75425. *
  75426. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75427. *
  75428. * For more information, please refer to :
  75429. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75430. */
  75431. export class UniformBuffer {
  75432. private _engine;
  75433. private _buffer;
  75434. private _data;
  75435. private _bufferData;
  75436. private _dynamic?;
  75437. private _uniformLocations;
  75438. private _uniformSizes;
  75439. private _uniformLocationPointer;
  75440. private _needSync;
  75441. private _noUBO;
  75442. private _currentEffect;
  75443. /** @hidden */
  75444. _alreadyBound: boolean;
  75445. private static _MAX_UNIFORM_SIZE;
  75446. private static _tempBuffer;
  75447. /**
  75448. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  75449. * This is dynamic to allow compat with webgl 1 and 2.
  75450. * You will need to pass the name of the uniform as well as the value.
  75451. */
  75452. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  75453. /**
  75454. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  75455. * This is dynamic to allow compat with webgl 1 and 2.
  75456. * You will need to pass the name of the uniform as well as the value.
  75457. */
  75458. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  75459. /**
  75460. * Lambda to Update a single float in a uniform buffer.
  75461. * This is dynamic to allow compat with webgl 1 and 2.
  75462. * You will need to pass the name of the uniform as well as the value.
  75463. */
  75464. updateFloat: (name: string, x: number) => void;
  75465. /**
  75466. * Lambda to Update a vec2 of float in a uniform buffer.
  75467. * This is dynamic to allow compat with webgl 1 and 2.
  75468. * You will need to pass the name of the uniform as well as the value.
  75469. */
  75470. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  75471. /**
  75472. * Lambda to Update a vec3 of float in a uniform buffer.
  75473. * This is dynamic to allow compat with webgl 1 and 2.
  75474. * You will need to pass the name of the uniform as well as the value.
  75475. */
  75476. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  75477. /**
  75478. * Lambda to Update a vec4 of float in a uniform buffer.
  75479. * This is dynamic to allow compat with webgl 1 and 2.
  75480. * You will need to pass the name of the uniform as well as the value.
  75481. */
  75482. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  75483. /**
  75484. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  75485. * This is dynamic to allow compat with webgl 1 and 2.
  75486. * You will need to pass the name of the uniform as well as the value.
  75487. */
  75488. updateMatrix: (name: string, mat: Matrix) => void;
  75489. /**
  75490. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  75491. * This is dynamic to allow compat with webgl 1 and 2.
  75492. * You will need to pass the name of the uniform as well as the value.
  75493. */
  75494. updateVector3: (name: string, vector: Vector3) => void;
  75495. /**
  75496. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  75497. * This is dynamic to allow compat with webgl 1 and 2.
  75498. * You will need to pass the name of the uniform as well as the value.
  75499. */
  75500. updateVector4: (name: string, vector: Vector4) => void;
  75501. /**
  75502. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  75503. * This is dynamic to allow compat with webgl 1 and 2.
  75504. * You will need to pass the name of the uniform as well as the value.
  75505. */
  75506. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  75507. /**
  75508. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  75509. * This is dynamic to allow compat with webgl 1 and 2.
  75510. * You will need to pass the name of the uniform as well as the value.
  75511. */
  75512. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  75513. /**
  75514. * Instantiates a new Uniform buffer objects.
  75515. *
  75516. * Handles blocks of uniform on the GPU.
  75517. *
  75518. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75519. *
  75520. * For more information, please refer to :
  75521. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75522. * @param engine Define the engine the buffer is associated with
  75523. * @param data Define the data contained in the buffer
  75524. * @param dynamic Define if the buffer is updatable
  75525. */
  75526. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  75527. /**
  75528. * Indicates if the buffer is using the WebGL2 UBO implementation,
  75529. * or just falling back on setUniformXXX calls.
  75530. */
  75531. readonly useUbo: boolean;
  75532. /**
  75533. * Indicates if the WebGL underlying uniform buffer is in sync
  75534. * with the javascript cache data.
  75535. */
  75536. readonly isSync: boolean;
  75537. /**
  75538. * Indicates if the WebGL underlying uniform buffer is dynamic.
  75539. * Also, a dynamic UniformBuffer will disable cache verification and always
  75540. * update the underlying WebGL uniform buffer to the GPU.
  75541. * @returns if Dynamic, otherwise false
  75542. */
  75543. isDynamic(): boolean;
  75544. /**
  75545. * The data cache on JS side.
  75546. * @returns the underlying data as a float array
  75547. */
  75548. getData(): Float32Array;
  75549. /**
  75550. * The underlying WebGL Uniform buffer.
  75551. * @returns the webgl buffer
  75552. */
  75553. getBuffer(): Nullable<DataBuffer>;
  75554. /**
  75555. * std140 layout specifies how to align data within an UBO structure.
  75556. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  75557. * for specs.
  75558. */
  75559. private _fillAlignment;
  75560. /**
  75561. * Adds an uniform in the buffer.
  75562. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  75563. * for the layout to be correct !
  75564. * @param name Name of the uniform, as used in the uniform block in the shader.
  75565. * @param size Data size, or data directly.
  75566. */
  75567. addUniform(name: string, size: number | number[]): void;
  75568. /**
  75569. * Adds a Matrix 4x4 to the uniform buffer.
  75570. * @param name Name of the uniform, as used in the uniform block in the shader.
  75571. * @param mat A 4x4 matrix.
  75572. */
  75573. addMatrix(name: string, mat: Matrix): void;
  75574. /**
  75575. * Adds a vec2 to the uniform buffer.
  75576. * @param name Name of the uniform, as used in the uniform block in the shader.
  75577. * @param x Define the x component value of the vec2
  75578. * @param y Define the y component value of the vec2
  75579. */
  75580. addFloat2(name: string, x: number, y: number): void;
  75581. /**
  75582. * Adds a vec3 to the uniform buffer.
  75583. * @param name Name of the uniform, as used in the uniform block in the shader.
  75584. * @param x Define the x component value of the vec3
  75585. * @param y Define the y component value of the vec3
  75586. * @param z Define the z component value of the vec3
  75587. */
  75588. addFloat3(name: string, x: number, y: number, z: number): void;
  75589. /**
  75590. * Adds a vec3 to the uniform buffer.
  75591. * @param name Name of the uniform, as used in the uniform block in the shader.
  75592. * @param color Define the vec3 from a Color
  75593. */
  75594. addColor3(name: string, color: Color3): void;
  75595. /**
  75596. * Adds a vec4 to the uniform buffer.
  75597. * @param name Name of the uniform, as used in the uniform block in the shader.
  75598. * @param color Define the rgb components from a Color
  75599. * @param alpha Define the a component of the vec4
  75600. */
  75601. addColor4(name: string, color: Color3, alpha: number): void;
  75602. /**
  75603. * Adds a vec3 to the uniform buffer.
  75604. * @param name Name of the uniform, as used in the uniform block in the shader.
  75605. * @param vector Define the vec3 components from a Vector
  75606. */
  75607. addVector3(name: string, vector: Vector3): void;
  75608. /**
  75609. * Adds a Matrix 3x3 to the uniform buffer.
  75610. * @param name Name of the uniform, as used in the uniform block in the shader.
  75611. */
  75612. addMatrix3x3(name: string): void;
  75613. /**
  75614. * Adds a Matrix 2x2 to the uniform buffer.
  75615. * @param name Name of the uniform, as used in the uniform block in the shader.
  75616. */
  75617. addMatrix2x2(name: string): void;
  75618. /**
  75619. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  75620. */
  75621. create(): void;
  75622. /** @hidden */
  75623. _rebuild(): void;
  75624. /**
  75625. * Updates the WebGL Uniform Buffer on the GPU.
  75626. * If the `dynamic` flag is set to true, no cache comparison is done.
  75627. * Otherwise, the buffer will be updated only if the cache differs.
  75628. */
  75629. update(): void;
  75630. /**
  75631. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75632. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75633. * @param data Define the flattened data
  75634. * @param size Define the size of the data.
  75635. */
  75636. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75637. private _valueCache;
  75638. private _cacheMatrix;
  75639. private _updateMatrix3x3ForUniform;
  75640. private _updateMatrix3x3ForEffect;
  75641. private _updateMatrix2x2ForEffect;
  75642. private _updateMatrix2x2ForUniform;
  75643. private _updateFloatForEffect;
  75644. private _updateFloatForUniform;
  75645. private _updateFloat2ForEffect;
  75646. private _updateFloat2ForUniform;
  75647. private _updateFloat3ForEffect;
  75648. private _updateFloat3ForUniform;
  75649. private _updateFloat4ForEffect;
  75650. private _updateFloat4ForUniform;
  75651. private _updateMatrixForEffect;
  75652. private _updateMatrixForUniform;
  75653. private _updateVector3ForEffect;
  75654. private _updateVector3ForUniform;
  75655. private _updateVector4ForEffect;
  75656. private _updateVector4ForUniform;
  75657. private _updateColor3ForEffect;
  75658. private _updateColor3ForUniform;
  75659. private _updateColor4ForEffect;
  75660. private _updateColor4ForUniform;
  75661. /**
  75662. * Sets a sampler uniform on the effect.
  75663. * @param name Define the name of the sampler.
  75664. * @param texture Define the texture to set in the sampler
  75665. */
  75666. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75667. /**
  75668. * Directly updates the value of the uniform in the cache AND on the GPU.
  75669. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75670. * @param data Define the flattened data
  75671. */
  75672. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75673. /**
  75674. * Binds this uniform buffer to an effect.
  75675. * @param effect Define the effect to bind the buffer to
  75676. * @param name Name of the uniform block in the shader.
  75677. */
  75678. bindToEffect(effect: Effect, name: string): void;
  75679. /**
  75680. * Disposes the uniform buffer.
  75681. */
  75682. dispose(): void;
  75683. }
  75684. }
  75685. declare module BABYLON {
  75686. /**
  75687. * Enum that determines the text-wrapping mode to use.
  75688. */
  75689. export enum InspectableType {
  75690. /**
  75691. * Checkbox for booleans
  75692. */
  75693. Checkbox = 0,
  75694. /**
  75695. * Sliders for numbers
  75696. */
  75697. Slider = 1,
  75698. /**
  75699. * Vector3
  75700. */
  75701. Vector3 = 2,
  75702. /**
  75703. * Quaternions
  75704. */
  75705. Quaternion = 3,
  75706. /**
  75707. * Color3
  75708. */
  75709. Color3 = 4,
  75710. /**
  75711. * String
  75712. */
  75713. String = 5
  75714. }
  75715. /**
  75716. * Interface used to define custom inspectable properties.
  75717. * This interface is used by the inspector to display custom property grids
  75718. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75719. */
  75720. export interface IInspectable {
  75721. /**
  75722. * Gets the label to display
  75723. */
  75724. label: string;
  75725. /**
  75726. * Gets the name of the property to edit
  75727. */
  75728. propertyName: string;
  75729. /**
  75730. * Gets the type of the editor to use
  75731. */
  75732. type: InspectableType;
  75733. /**
  75734. * Gets the minimum value of the property when using in "slider" mode
  75735. */
  75736. min?: number;
  75737. /**
  75738. * Gets the maximum value of the property when using in "slider" mode
  75739. */
  75740. max?: number;
  75741. /**
  75742. * Gets the setp to use when using in "slider" mode
  75743. */
  75744. step?: number;
  75745. }
  75746. }
  75747. declare module BABYLON {
  75748. /**
  75749. * Class used to provide helper for timing
  75750. */
  75751. export class TimingTools {
  75752. /**
  75753. * Polyfill for setImmediate
  75754. * @param action defines the action to execute after the current execution block
  75755. */
  75756. static SetImmediate(action: () => void): void;
  75757. }
  75758. }
  75759. declare module BABYLON {
  75760. /**
  75761. * Class used to enable instatition of objects by class name
  75762. */
  75763. export class InstantiationTools {
  75764. /**
  75765. * Use this object to register external classes like custom textures or material
  75766. * to allow the laoders to instantiate them
  75767. */
  75768. static RegisteredExternalClasses: {
  75769. [key: string]: Object;
  75770. };
  75771. /**
  75772. * Tries to instantiate a new object from a given class name
  75773. * @param className defines the class name to instantiate
  75774. * @returns the new object or null if the system was not able to do the instantiation
  75775. */
  75776. static Instantiate(className: string): any;
  75777. }
  75778. }
  75779. declare module BABYLON {
  75780. /**
  75781. * Define options used to create a depth texture
  75782. */
  75783. export class DepthTextureCreationOptions {
  75784. /** Specifies whether or not a stencil should be allocated in the texture */
  75785. generateStencil?: boolean;
  75786. /** Specifies whether or not bilinear filtering is enable on the texture */
  75787. bilinearFiltering?: boolean;
  75788. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75789. comparisonFunction?: number;
  75790. /** Specifies if the created texture is a cube texture */
  75791. isCube?: boolean;
  75792. }
  75793. }
  75794. declare module BABYLON {
  75795. interface ThinEngine {
  75796. /**
  75797. * Creates a depth stencil cube texture.
  75798. * This is only available in WebGL 2.
  75799. * @param size The size of face edge in the cube texture.
  75800. * @param options The options defining the cube texture.
  75801. * @returns The cube texture
  75802. */
  75803. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  75804. /**
  75805. * Creates a cube texture
  75806. * @param rootUrl defines the url where the files to load is located
  75807. * @param scene defines the current scene
  75808. * @param files defines the list of files to load (1 per face)
  75809. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75810. * @param onLoad defines an optional callback raised when the texture is loaded
  75811. * @param onError defines an optional callback raised if there is an issue to load the texture
  75812. * @param format defines the format of the data
  75813. * @param forcedExtension defines the extension to use to pick the right loader
  75814. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75815. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75816. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75817. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  75818. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  75819. * @returns the cube texture as an InternalTexture
  75820. */
  75821. 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;
  75822. /**
  75823. * Creates a cube texture
  75824. * @param rootUrl defines the url where the files to load is located
  75825. * @param scene defines the current scene
  75826. * @param files defines the list of files to load (1 per face)
  75827. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75828. * @param onLoad defines an optional callback raised when the texture is loaded
  75829. * @param onError defines an optional callback raised if there is an issue to load the texture
  75830. * @param format defines the format of the data
  75831. * @param forcedExtension defines the extension to use to pick the right loader
  75832. * @returns the cube texture as an InternalTexture
  75833. */
  75834. 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;
  75835. /**
  75836. * Creates a cube texture
  75837. * @param rootUrl defines the url where the files to load is located
  75838. * @param scene defines the current scene
  75839. * @param files defines the list of files to load (1 per face)
  75840. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75841. * @param onLoad defines an optional callback raised when the texture is loaded
  75842. * @param onError defines an optional callback raised if there is an issue to load the texture
  75843. * @param format defines the format of the data
  75844. * @param forcedExtension defines the extension to use to pick the right loader
  75845. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75846. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75847. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75848. * @returns the cube texture as an InternalTexture
  75849. */
  75850. 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;
  75851. /** @hidden */
  75852. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  75853. /** @hidden */
  75854. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  75855. /** @hidden */
  75856. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75857. /** @hidden */
  75858. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75859. /**
  75860. * @hidden
  75861. */
  75862. _setCubeMapTextureParams(loadMipmap: boolean): void;
  75863. }
  75864. }
  75865. declare module BABYLON {
  75866. /**
  75867. * Class for creating a cube texture
  75868. */
  75869. export class CubeTexture extends BaseTexture {
  75870. private _delayedOnLoad;
  75871. /**
  75872. * The url of the texture
  75873. */
  75874. url: string;
  75875. /**
  75876. * Gets or sets the center of the bounding box associated with the cube texture.
  75877. * It must define where the camera used to render the texture was set
  75878. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75879. */
  75880. boundingBoxPosition: Vector3;
  75881. private _boundingBoxSize;
  75882. /**
  75883. * Gets or sets the size of the bounding box associated with the cube texture
  75884. * When defined, the cubemap will switch to local mode
  75885. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  75886. * @example https://www.babylonjs-playground.com/#RNASML
  75887. */
  75888. /**
  75889. * Returns the bounding box size
  75890. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75891. */
  75892. boundingBoxSize: Vector3;
  75893. protected _rotationY: number;
  75894. /**
  75895. * Sets texture matrix rotation angle around Y axis in radians.
  75896. */
  75897. /**
  75898. * Gets texture matrix rotation angle around Y axis radians.
  75899. */
  75900. rotationY: number;
  75901. /**
  75902. * Are mip maps generated for this texture or not.
  75903. */
  75904. readonly noMipmap: boolean;
  75905. private _noMipmap;
  75906. private _files;
  75907. protected _forcedExtension: Nullable<string>;
  75908. private _extensions;
  75909. private _textureMatrix;
  75910. private _format;
  75911. private _createPolynomials;
  75912. /** @hidden */
  75913. _prefiltered: boolean;
  75914. /**
  75915. * Creates a cube texture from an array of image urls
  75916. * @param files defines an array of image urls
  75917. * @param scene defines the hosting scene
  75918. * @param noMipmap specifies if mip maps are not used
  75919. * @returns a cube texture
  75920. */
  75921. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  75922. /**
  75923. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  75924. * @param url defines the url of the prefiltered texture
  75925. * @param scene defines the scene the texture is attached to
  75926. * @param forcedExtension defines the extension of the file if different from the url
  75927. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75928. * @return the prefiltered texture
  75929. */
  75930. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  75931. /**
  75932. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  75933. * as prefiltered data.
  75934. * @param rootUrl defines the url of the texture or the root name of the six images
  75935. * @param scene defines the scene the texture is attached to
  75936. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  75937. * @param noMipmap defines if mipmaps should be created or not
  75938. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  75939. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  75940. * @param onError defines a callback triggered in case of error during load
  75941. * @param format defines the internal format to use for the texture once loaded
  75942. * @param prefiltered defines whether or not the texture is created from prefiltered data
  75943. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  75944. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75945. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75946. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75947. * @return the cube texture
  75948. */
  75949. 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);
  75950. /**
  75951. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  75952. */
  75953. readonly isPrefiltered: boolean;
  75954. /**
  75955. * Get the current class name of the texture useful for serialization or dynamic coding.
  75956. * @returns "CubeTexture"
  75957. */
  75958. getClassName(): string;
  75959. /**
  75960. * Update the url (and optional buffer) of this texture if url was null during construction.
  75961. * @param url the url of the texture
  75962. * @param forcedExtension defines the extension to use
  75963. * @param onLoad callback called when the texture is loaded (defaults to null)
  75964. */
  75965. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  75966. /**
  75967. * Delays loading of the cube texture
  75968. * @param forcedExtension defines the extension to use
  75969. */
  75970. delayLoad(forcedExtension?: string): void;
  75971. /**
  75972. * Returns the reflection texture matrix
  75973. * @returns the reflection texture matrix
  75974. */
  75975. getReflectionTextureMatrix(): Matrix;
  75976. /**
  75977. * Sets the reflection texture matrix
  75978. * @param value Reflection texture matrix
  75979. */
  75980. setReflectionTextureMatrix(value: Matrix): void;
  75981. /**
  75982. * Parses text to create a cube texture
  75983. * @param parsedTexture define the serialized text to read from
  75984. * @param scene defines the hosting scene
  75985. * @param rootUrl defines the root url of the cube texture
  75986. * @returns a cube texture
  75987. */
  75988. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  75989. /**
  75990. * Makes a clone, or deep copy, of the cube texture
  75991. * @returns a new cube texture
  75992. */
  75993. clone(): CubeTexture;
  75994. }
  75995. }
  75996. declare module BABYLON {
  75997. /**
  75998. * Manages the defines for the Material
  75999. */
  76000. export class MaterialDefines {
  76001. /** @hidden */
  76002. protected _keys: string[];
  76003. private _isDirty;
  76004. /** @hidden */
  76005. _renderId: number;
  76006. /** @hidden */
  76007. _areLightsDirty: boolean;
  76008. /** @hidden */
  76009. _areLightsDisposed: boolean;
  76010. /** @hidden */
  76011. _areAttributesDirty: boolean;
  76012. /** @hidden */
  76013. _areTexturesDirty: boolean;
  76014. /** @hidden */
  76015. _areFresnelDirty: boolean;
  76016. /** @hidden */
  76017. _areMiscDirty: boolean;
  76018. /** @hidden */
  76019. _areImageProcessingDirty: boolean;
  76020. /** @hidden */
  76021. _normals: boolean;
  76022. /** @hidden */
  76023. _uvs: boolean;
  76024. /** @hidden */
  76025. _needNormals: boolean;
  76026. /** @hidden */
  76027. _needUVs: boolean;
  76028. [id: string]: any;
  76029. /**
  76030. * Specifies if the material needs to be re-calculated
  76031. */
  76032. readonly isDirty: boolean;
  76033. /**
  76034. * Marks the material to indicate that it has been re-calculated
  76035. */
  76036. markAsProcessed(): void;
  76037. /**
  76038. * Marks the material to indicate that it needs to be re-calculated
  76039. */
  76040. markAsUnprocessed(): void;
  76041. /**
  76042. * Marks the material to indicate all of its defines need to be re-calculated
  76043. */
  76044. markAllAsDirty(): void;
  76045. /**
  76046. * Marks the material to indicate that image processing needs to be re-calculated
  76047. */
  76048. markAsImageProcessingDirty(): void;
  76049. /**
  76050. * Marks the material to indicate the lights need to be re-calculated
  76051. * @param disposed Defines whether the light is dirty due to dispose or not
  76052. */
  76053. markAsLightDirty(disposed?: boolean): void;
  76054. /**
  76055. * Marks the attribute state as changed
  76056. */
  76057. markAsAttributesDirty(): void;
  76058. /**
  76059. * Marks the texture state as changed
  76060. */
  76061. markAsTexturesDirty(): void;
  76062. /**
  76063. * Marks the fresnel state as changed
  76064. */
  76065. markAsFresnelDirty(): void;
  76066. /**
  76067. * Marks the misc state as changed
  76068. */
  76069. markAsMiscDirty(): void;
  76070. /**
  76071. * Rebuilds the material defines
  76072. */
  76073. rebuild(): void;
  76074. /**
  76075. * Specifies if two material defines are equal
  76076. * @param other - A material define instance to compare to
  76077. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  76078. */
  76079. isEqual(other: MaterialDefines): boolean;
  76080. /**
  76081. * Clones this instance's defines to another instance
  76082. * @param other - material defines to clone values to
  76083. */
  76084. cloneTo(other: MaterialDefines): void;
  76085. /**
  76086. * Resets the material define values
  76087. */
  76088. reset(): void;
  76089. /**
  76090. * Converts the material define values to a string
  76091. * @returns - String of material define information
  76092. */
  76093. toString(): string;
  76094. }
  76095. }
  76096. declare module BABYLON {
  76097. /**
  76098. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  76099. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  76100. * 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;
  76101. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  76102. */
  76103. export class ColorCurves {
  76104. private _dirty;
  76105. private _tempColor;
  76106. private _globalCurve;
  76107. private _highlightsCurve;
  76108. private _midtonesCurve;
  76109. private _shadowsCurve;
  76110. private _positiveCurve;
  76111. private _negativeCurve;
  76112. private _globalHue;
  76113. private _globalDensity;
  76114. private _globalSaturation;
  76115. private _globalExposure;
  76116. /**
  76117. * Gets the global Hue value.
  76118. * 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).
  76119. */
  76120. /**
  76121. * Sets the global Hue value.
  76122. * 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).
  76123. */
  76124. globalHue: number;
  76125. /**
  76126. * Gets the global Density value.
  76127. * 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.
  76128. * Values less than zero provide a filter of opposite hue.
  76129. */
  76130. /**
  76131. * Sets the global Density value.
  76132. * 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.
  76133. * Values less than zero provide a filter of opposite hue.
  76134. */
  76135. globalDensity: number;
  76136. /**
  76137. * Gets the global Saturation value.
  76138. * 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.
  76139. */
  76140. /**
  76141. * Sets the global Saturation value.
  76142. * 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.
  76143. */
  76144. globalSaturation: number;
  76145. /**
  76146. * Gets the global Exposure value.
  76147. * 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.
  76148. */
  76149. /**
  76150. * Sets the global Exposure value.
  76151. * 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.
  76152. */
  76153. globalExposure: number;
  76154. private _highlightsHue;
  76155. private _highlightsDensity;
  76156. private _highlightsSaturation;
  76157. private _highlightsExposure;
  76158. /**
  76159. * Gets the highlights Hue value.
  76160. * 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).
  76161. */
  76162. /**
  76163. * Sets the highlights Hue value.
  76164. * 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).
  76165. */
  76166. highlightsHue: number;
  76167. /**
  76168. * Gets the highlights Density value.
  76169. * 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.
  76170. * Values less than zero provide a filter of opposite hue.
  76171. */
  76172. /**
  76173. * Sets the highlights Density value.
  76174. * 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.
  76175. * Values less than zero provide a filter of opposite hue.
  76176. */
  76177. highlightsDensity: number;
  76178. /**
  76179. * Gets the highlights Saturation value.
  76180. * 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.
  76181. */
  76182. /**
  76183. * Sets the highlights Saturation value.
  76184. * 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.
  76185. */
  76186. highlightsSaturation: number;
  76187. /**
  76188. * Gets the highlights Exposure value.
  76189. * 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.
  76190. */
  76191. /**
  76192. * Sets the highlights Exposure value.
  76193. * 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.
  76194. */
  76195. highlightsExposure: number;
  76196. private _midtonesHue;
  76197. private _midtonesDensity;
  76198. private _midtonesSaturation;
  76199. private _midtonesExposure;
  76200. /**
  76201. * Gets the midtones Hue value.
  76202. * 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).
  76203. */
  76204. /**
  76205. * Sets the midtones Hue value.
  76206. * 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).
  76207. */
  76208. midtonesHue: number;
  76209. /**
  76210. * Gets the midtones Density value.
  76211. * 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.
  76212. * Values less than zero provide a filter of opposite hue.
  76213. */
  76214. /**
  76215. * Sets the midtones Density value.
  76216. * 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.
  76217. * Values less than zero provide a filter of opposite hue.
  76218. */
  76219. midtonesDensity: number;
  76220. /**
  76221. * Gets the midtones Saturation value.
  76222. * 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.
  76223. */
  76224. /**
  76225. * Sets the midtones Saturation value.
  76226. * 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.
  76227. */
  76228. midtonesSaturation: number;
  76229. /**
  76230. * Gets the midtones Exposure value.
  76231. * 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.
  76232. */
  76233. /**
  76234. * Sets the midtones Exposure value.
  76235. * 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.
  76236. */
  76237. midtonesExposure: number;
  76238. private _shadowsHue;
  76239. private _shadowsDensity;
  76240. private _shadowsSaturation;
  76241. private _shadowsExposure;
  76242. /**
  76243. * Gets the shadows Hue value.
  76244. * 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).
  76245. */
  76246. /**
  76247. * Sets the shadows Hue value.
  76248. * 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).
  76249. */
  76250. shadowsHue: number;
  76251. /**
  76252. * Gets the shadows Density value.
  76253. * 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.
  76254. * Values less than zero provide a filter of opposite hue.
  76255. */
  76256. /**
  76257. * Sets the shadows Density value.
  76258. * 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.
  76259. * Values less than zero provide a filter of opposite hue.
  76260. */
  76261. shadowsDensity: number;
  76262. /**
  76263. * Gets the shadows Saturation value.
  76264. * 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.
  76265. */
  76266. /**
  76267. * Sets the shadows Saturation value.
  76268. * 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.
  76269. */
  76270. shadowsSaturation: number;
  76271. /**
  76272. * Gets the shadows Exposure value.
  76273. * 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.
  76274. */
  76275. /**
  76276. * Sets the shadows Exposure value.
  76277. * 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.
  76278. */
  76279. shadowsExposure: number;
  76280. /**
  76281. * Returns the class name
  76282. * @returns The class name
  76283. */
  76284. getClassName(): string;
  76285. /**
  76286. * Binds the color curves to the shader.
  76287. * @param colorCurves The color curve to bind
  76288. * @param effect The effect to bind to
  76289. * @param positiveUniform The positive uniform shader parameter
  76290. * @param neutralUniform The neutral uniform shader parameter
  76291. * @param negativeUniform The negative uniform shader parameter
  76292. */
  76293. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  76294. /**
  76295. * Prepare the list of uniforms associated with the ColorCurves effects.
  76296. * @param uniformsList The list of uniforms used in the effect
  76297. */
  76298. static PrepareUniforms(uniformsList: string[]): void;
  76299. /**
  76300. * Returns color grading data based on a hue, density, saturation and exposure value.
  76301. * @param filterHue The hue of the color filter.
  76302. * @param filterDensity The density of the color filter.
  76303. * @param saturation The saturation.
  76304. * @param exposure The exposure.
  76305. * @param result The result data container.
  76306. */
  76307. private getColorGradingDataToRef;
  76308. /**
  76309. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  76310. * @param value The input slider value in range [-100,100].
  76311. * @returns Adjusted value.
  76312. */
  76313. private static applyColorGradingSliderNonlinear;
  76314. /**
  76315. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  76316. * @param hue The hue (H) input.
  76317. * @param saturation The saturation (S) input.
  76318. * @param brightness The brightness (B) input.
  76319. * @result An RGBA color represented as Vector4.
  76320. */
  76321. private static fromHSBToRef;
  76322. /**
  76323. * Returns a value clamped between min and max
  76324. * @param value The value to clamp
  76325. * @param min The minimum of value
  76326. * @param max The maximum of value
  76327. * @returns The clamped value.
  76328. */
  76329. private static clamp;
  76330. /**
  76331. * Clones the current color curve instance.
  76332. * @return The cloned curves
  76333. */
  76334. clone(): ColorCurves;
  76335. /**
  76336. * Serializes the current color curve instance to a json representation.
  76337. * @return a JSON representation
  76338. */
  76339. serialize(): any;
  76340. /**
  76341. * Parses the color curve from a json representation.
  76342. * @param source the JSON source to parse
  76343. * @return The parsed curves
  76344. */
  76345. static Parse(source: any): ColorCurves;
  76346. }
  76347. }
  76348. declare module BABYLON {
  76349. /**
  76350. * Interface to follow in your material defines to integrate easily the
  76351. * Image proccessing functions.
  76352. * @hidden
  76353. */
  76354. export interface IImageProcessingConfigurationDefines {
  76355. IMAGEPROCESSING: boolean;
  76356. VIGNETTE: boolean;
  76357. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76358. VIGNETTEBLENDMODEOPAQUE: boolean;
  76359. TONEMAPPING: boolean;
  76360. TONEMAPPING_ACES: boolean;
  76361. CONTRAST: boolean;
  76362. EXPOSURE: boolean;
  76363. COLORCURVES: boolean;
  76364. COLORGRADING: boolean;
  76365. COLORGRADING3D: boolean;
  76366. SAMPLER3DGREENDEPTH: boolean;
  76367. SAMPLER3DBGRMAP: boolean;
  76368. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76369. }
  76370. /**
  76371. * @hidden
  76372. */
  76373. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  76374. IMAGEPROCESSING: boolean;
  76375. VIGNETTE: boolean;
  76376. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76377. VIGNETTEBLENDMODEOPAQUE: boolean;
  76378. TONEMAPPING: boolean;
  76379. TONEMAPPING_ACES: boolean;
  76380. CONTRAST: boolean;
  76381. COLORCURVES: boolean;
  76382. COLORGRADING: boolean;
  76383. COLORGRADING3D: boolean;
  76384. SAMPLER3DGREENDEPTH: boolean;
  76385. SAMPLER3DBGRMAP: boolean;
  76386. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76387. EXPOSURE: boolean;
  76388. constructor();
  76389. }
  76390. /**
  76391. * This groups together the common properties used for image processing either in direct forward pass
  76392. * or through post processing effect depending on the use of the image processing pipeline in your scene
  76393. * or not.
  76394. */
  76395. export class ImageProcessingConfiguration {
  76396. /**
  76397. * Default tone mapping applied in BabylonJS.
  76398. */
  76399. static readonly TONEMAPPING_STANDARD: number;
  76400. /**
  76401. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  76402. * to other engines rendering to increase portability.
  76403. */
  76404. static readonly TONEMAPPING_ACES: number;
  76405. /**
  76406. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  76407. */
  76408. colorCurves: Nullable<ColorCurves>;
  76409. private _colorCurvesEnabled;
  76410. /**
  76411. * Gets wether the color curves effect is enabled.
  76412. */
  76413. /**
  76414. * Sets wether the color curves effect is enabled.
  76415. */
  76416. colorCurvesEnabled: boolean;
  76417. private _colorGradingTexture;
  76418. /**
  76419. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76420. */
  76421. /**
  76422. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76423. */
  76424. colorGradingTexture: Nullable<BaseTexture>;
  76425. private _colorGradingEnabled;
  76426. /**
  76427. * Gets wether the color grading effect is enabled.
  76428. */
  76429. /**
  76430. * Sets wether the color grading effect is enabled.
  76431. */
  76432. colorGradingEnabled: boolean;
  76433. private _colorGradingWithGreenDepth;
  76434. /**
  76435. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  76436. */
  76437. /**
  76438. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  76439. */
  76440. colorGradingWithGreenDepth: boolean;
  76441. private _colorGradingBGR;
  76442. /**
  76443. * Gets wether the color grading texture contains BGR values.
  76444. */
  76445. /**
  76446. * Sets wether the color grading texture contains BGR values.
  76447. */
  76448. colorGradingBGR: boolean;
  76449. /** @hidden */
  76450. _exposure: number;
  76451. /**
  76452. * Gets the Exposure used in the effect.
  76453. */
  76454. /**
  76455. * Sets the Exposure used in the effect.
  76456. */
  76457. exposure: number;
  76458. private _toneMappingEnabled;
  76459. /**
  76460. * Gets wether the tone mapping effect is enabled.
  76461. */
  76462. /**
  76463. * Sets wether the tone mapping effect is enabled.
  76464. */
  76465. toneMappingEnabled: boolean;
  76466. private _toneMappingType;
  76467. /**
  76468. * Gets the type of tone mapping effect.
  76469. */
  76470. /**
  76471. * Sets the type of tone mapping effect used in BabylonJS.
  76472. */
  76473. toneMappingType: number;
  76474. protected _contrast: number;
  76475. /**
  76476. * Gets the contrast used in the effect.
  76477. */
  76478. /**
  76479. * Sets the contrast used in the effect.
  76480. */
  76481. contrast: number;
  76482. /**
  76483. * Vignette stretch size.
  76484. */
  76485. vignetteStretch: number;
  76486. /**
  76487. * Vignette centre X Offset.
  76488. */
  76489. vignetteCentreX: number;
  76490. /**
  76491. * Vignette centre Y Offset.
  76492. */
  76493. vignetteCentreY: number;
  76494. /**
  76495. * Vignette weight or intensity of the vignette effect.
  76496. */
  76497. vignetteWeight: number;
  76498. /**
  76499. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  76500. * if vignetteEnabled is set to true.
  76501. */
  76502. vignetteColor: Color4;
  76503. /**
  76504. * Camera field of view used by the Vignette effect.
  76505. */
  76506. vignetteCameraFov: number;
  76507. private _vignetteBlendMode;
  76508. /**
  76509. * Gets the vignette blend mode allowing different kind of effect.
  76510. */
  76511. /**
  76512. * Sets the vignette blend mode allowing different kind of effect.
  76513. */
  76514. vignetteBlendMode: number;
  76515. private _vignetteEnabled;
  76516. /**
  76517. * Gets wether the vignette effect is enabled.
  76518. */
  76519. /**
  76520. * Sets wether the vignette effect is enabled.
  76521. */
  76522. vignetteEnabled: boolean;
  76523. private _applyByPostProcess;
  76524. /**
  76525. * Gets wether the image processing is applied through a post process or not.
  76526. */
  76527. /**
  76528. * Sets wether the image processing is applied through a post process or not.
  76529. */
  76530. applyByPostProcess: boolean;
  76531. private _isEnabled;
  76532. /**
  76533. * Gets wether the image processing is enabled or not.
  76534. */
  76535. /**
  76536. * Sets wether the image processing is enabled or not.
  76537. */
  76538. isEnabled: boolean;
  76539. /**
  76540. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  76541. */
  76542. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  76543. /**
  76544. * Method called each time the image processing information changes requires to recompile the effect.
  76545. */
  76546. protected _updateParameters(): void;
  76547. /**
  76548. * Gets the current class name.
  76549. * @return "ImageProcessingConfiguration"
  76550. */
  76551. getClassName(): string;
  76552. /**
  76553. * Prepare the list of uniforms associated with the Image Processing effects.
  76554. * @param uniforms The list of uniforms used in the effect
  76555. * @param defines the list of defines currently in use
  76556. */
  76557. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  76558. /**
  76559. * Prepare the list of samplers associated with the Image Processing effects.
  76560. * @param samplersList The list of uniforms used in the effect
  76561. * @param defines the list of defines currently in use
  76562. */
  76563. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  76564. /**
  76565. * Prepare the list of defines associated to the shader.
  76566. * @param defines the list of defines to complete
  76567. * @param forPostProcess Define if we are currently in post process mode or not
  76568. */
  76569. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  76570. /**
  76571. * Returns true if all the image processing information are ready.
  76572. * @returns True if ready, otherwise, false
  76573. */
  76574. isReady(): boolean;
  76575. /**
  76576. * Binds the image processing to the shader.
  76577. * @param effect The effect to bind to
  76578. * @param overrideAspectRatio Override the aspect ratio of the effect
  76579. */
  76580. bind(effect: Effect, overrideAspectRatio?: number): void;
  76581. /**
  76582. * Clones the current image processing instance.
  76583. * @return The cloned image processing
  76584. */
  76585. clone(): ImageProcessingConfiguration;
  76586. /**
  76587. * Serializes the current image processing instance to a json representation.
  76588. * @return a JSON representation
  76589. */
  76590. serialize(): any;
  76591. /**
  76592. * Parses the image processing from a json representation.
  76593. * @param source the JSON source to parse
  76594. * @return The parsed image processing
  76595. */
  76596. static Parse(source: any): ImageProcessingConfiguration;
  76597. private static _VIGNETTEMODE_MULTIPLY;
  76598. private static _VIGNETTEMODE_OPAQUE;
  76599. /**
  76600. * Used to apply the vignette as a mix with the pixel color.
  76601. */
  76602. static readonly VIGNETTEMODE_MULTIPLY: number;
  76603. /**
  76604. * Used to apply the vignette as a replacement of the pixel color.
  76605. */
  76606. static readonly VIGNETTEMODE_OPAQUE: number;
  76607. }
  76608. }
  76609. declare module BABYLON {
  76610. /** @hidden */
  76611. export var postprocessVertexShader: {
  76612. name: string;
  76613. shader: string;
  76614. };
  76615. }
  76616. declare module BABYLON {
  76617. interface ThinEngine {
  76618. /**
  76619. * Creates a new render target texture
  76620. * @param size defines the size of the texture
  76621. * @param options defines the options used to create the texture
  76622. * @returns a new render target texture stored in an InternalTexture
  76623. */
  76624. createRenderTargetTexture(size: number | {
  76625. width: number;
  76626. height: number;
  76627. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  76628. /**
  76629. * Creates a depth stencil texture.
  76630. * This is only available in WebGL 2 or with the depth texture extension available.
  76631. * @param size The size of face edge in the texture.
  76632. * @param options The options defining the texture.
  76633. * @returns The texture
  76634. */
  76635. createDepthStencilTexture(size: number | {
  76636. width: number;
  76637. height: number;
  76638. }, options: DepthTextureCreationOptions): InternalTexture;
  76639. /** @hidden */
  76640. _createDepthStencilTexture(size: number | {
  76641. width: number;
  76642. height: number;
  76643. }, options: DepthTextureCreationOptions): InternalTexture;
  76644. }
  76645. }
  76646. declare module BABYLON {
  76647. /** Defines supported spaces */
  76648. export enum Space {
  76649. /** Local (object) space */
  76650. LOCAL = 0,
  76651. /** World space */
  76652. WORLD = 1,
  76653. /** Bone space */
  76654. BONE = 2
  76655. }
  76656. /** Defines the 3 main axes */
  76657. export class Axis {
  76658. /** X axis */
  76659. static X: Vector3;
  76660. /** Y axis */
  76661. static Y: Vector3;
  76662. /** Z axis */
  76663. static Z: Vector3;
  76664. }
  76665. }
  76666. declare module BABYLON {
  76667. /**
  76668. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76669. * This is the base of the follow, arc rotate cameras and Free camera
  76670. * @see http://doc.babylonjs.com/features/cameras
  76671. */
  76672. export class TargetCamera extends Camera {
  76673. private static _RigCamTransformMatrix;
  76674. private static _TargetTransformMatrix;
  76675. private static _TargetFocalPoint;
  76676. /**
  76677. * Define the current direction the camera is moving to
  76678. */
  76679. cameraDirection: Vector3;
  76680. /**
  76681. * Define the current rotation the camera is rotating to
  76682. */
  76683. cameraRotation: Vector2;
  76684. /**
  76685. * When set, the up vector of the camera will be updated by the rotation of the camera
  76686. */
  76687. updateUpVectorFromRotation: boolean;
  76688. private _tmpQuaternion;
  76689. /**
  76690. * Define the current rotation of the camera
  76691. */
  76692. rotation: Vector3;
  76693. /**
  76694. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76695. */
  76696. rotationQuaternion: Quaternion;
  76697. /**
  76698. * Define the current speed of the camera
  76699. */
  76700. speed: number;
  76701. /**
  76702. * Add constraint to the camera to prevent it to move freely in all directions and
  76703. * around all axis.
  76704. */
  76705. noRotationConstraint: boolean;
  76706. /**
  76707. * Define the current target of the camera as an object or a position.
  76708. */
  76709. lockedTarget: any;
  76710. /** @hidden */
  76711. _currentTarget: Vector3;
  76712. /** @hidden */
  76713. _initialFocalDistance: number;
  76714. /** @hidden */
  76715. _viewMatrix: Matrix;
  76716. /** @hidden */
  76717. _camMatrix: Matrix;
  76718. /** @hidden */
  76719. _cameraTransformMatrix: Matrix;
  76720. /** @hidden */
  76721. _cameraRotationMatrix: Matrix;
  76722. /** @hidden */
  76723. _referencePoint: Vector3;
  76724. /** @hidden */
  76725. _transformedReferencePoint: Vector3;
  76726. protected _globalCurrentTarget: Vector3;
  76727. protected _globalCurrentUpVector: Vector3;
  76728. /** @hidden */
  76729. _reset: () => void;
  76730. private _defaultUp;
  76731. /**
  76732. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76733. * This is the base of the follow, arc rotate cameras and Free camera
  76734. * @see http://doc.babylonjs.com/features/cameras
  76735. * @param name Defines the name of the camera in the scene
  76736. * @param position Defines the start position of the camera in the scene
  76737. * @param scene Defines the scene the camera belongs to
  76738. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76739. */
  76740. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76741. /**
  76742. * Gets the position in front of the camera at a given distance.
  76743. * @param distance The distance from the camera we want the position to be
  76744. * @returns the position
  76745. */
  76746. getFrontPosition(distance: number): Vector3;
  76747. /** @hidden */
  76748. _getLockedTargetPosition(): Nullable<Vector3>;
  76749. private _storedPosition;
  76750. private _storedRotation;
  76751. private _storedRotationQuaternion;
  76752. /**
  76753. * Store current camera state of the camera (fov, position, rotation, etc..)
  76754. * @returns the camera
  76755. */
  76756. storeState(): Camera;
  76757. /**
  76758. * Restored camera state. You must call storeState() first
  76759. * @returns whether it was successful or not
  76760. * @hidden
  76761. */
  76762. _restoreStateValues(): boolean;
  76763. /** @hidden */
  76764. _initCache(): void;
  76765. /** @hidden */
  76766. _updateCache(ignoreParentClass?: boolean): void;
  76767. /** @hidden */
  76768. _isSynchronizedViewMatrix(): boolean;
  76769. /** @hidden */
  76770. _computeLocalCameraSpeed(): number;
  76771. /**
  76772. * Defines the target the camera should look at.
  76773. * @param target Defines the new target as a Vector or a mesh
  76774. */
  76775. setTarget(target: Vector3): void;
  76776. /**
  76777. * Return the current target position of the camera. This value is expressed in local space.
  76778. * @returns the target position
  76779. */
  76780. getTarget(): Vector3;
  76781. /** @hidden */
  76782. _decideIfNeedsToMove(): boolean;
  76783. /** @hidden */
  76784. _updatePosition(): void;
  76785. /** @hidden */
  76786. _checkInputs(): void;
  76787. protected _updateCameraRotationMatrix(): void;
  76788. /**
  76789. * 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)
  76790. * @returns the current camera
  76791. */
  76792. private _rotateUpVectorWithCameraRotationMatrix;
  76793. private _cachedRotationZ;
  76794. private _cachedQuaternionRotationZ;
  76795. /** @hidden */
  76796. _getViewMatrix(): Matrix;
  76797. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  76798. /**
  76799. * @hidden
  76800. */
  76801. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  76802. /**
  76803. * @hidden
  76804. */
  76805. _updateRigCameras(): void;
  76806. private _getRigCamPositionAndTarget;
  76807. /**
  76808. * Gets the current object class name.
  76809. * @return the class name
  76810. */
  76811. getClassName(): string;
  76812. }
  76813. }
  76814. declare module BABYLON {
  76815. /**
  76816. * Gather the list of keyboard event types as constants.
  76817. */
  76818. export class KeyboardEventTypes {
  76819. /**
  76820. * The keydown event is fired when a key becomes active (pressed).
  76821. */
  76822. static readonly KEYDOWN: number;
  76823. /**
  76824. * The keyup event is fired when a key has been released.
  76825. */
  76826. static readonly KEYUP: number;
  76827. }
  76828. /**
  76829. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76830. */
  76831. export class KeyboardInfo {
  76832. /**
  76833. * Defines the type of event (KeyboardEventTypes)
  76834. */
  76835. type: number;
  76836. /**
  76837. * Defines the related dom event
  76838. */
  76839. event: KeyboardEvent;
  76840. /**
  76841. * Instantiates a new keyboard info.
  76842. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76843. * @param type Defines the type of event (KeyboardEventTypes)
  76844. * @param event Defines the related dom event
  76845. */
  76846. constructor(
  76847. /**
  76848. * Defines the type of event (KeyboardEventTypes)
  76849. */
  76850. type: number,
  76851. /**
  76852. * Defines the related dom event
  76853. */
  76854. event: KeyboardEvent);
  76855. }
  76856. /**
  76857. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76858. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  76859. */
  76860. export class KeyboardInfoPre extends KeyboardInfo {
  76861. /**
  76862. * Defines the type of event (KeyboardEventTypes)
  76863. */
  76864. type: number;
  76865. /**
  76866. * Defines the related dom event
  76867. */
  76868. event: KeyboardEvent;
  76869. /**
  76870. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  76871. */
  76872. skipOnPointerObservable: boolean;
  76873. /**
  76874. * Instantiates a new keyboard pre info.
  76875. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76876. * @param type Defines the type of event (KeyboardEventTypes)
  76877. * @param event Defines the related dom event
  76878. */
  76879. constructor(
  76880. /**
  76881. * Defines the type of event (KeyboardEventTypes)
  76882. */
  76883. type: number,
  76884. /**
  76885. * Defines the related dom event
  76886. */
  76887. event: KeyboardEvent);
  76888. }
  76889. }
  76890. declare module BABYLON {
  76891. /**
  76892. * Manage the keyboard inputs to control the movement of a free camera.
  76893. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76894. */
  76895. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  76896. /**
  76897. * Defines the camera the input is attached to.
  76898. */
  76899. camera: FreeCamera;
  76900. /**
  76901. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76902. */
  76903. keysUp: number[];
  76904. /**
  76905. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76906. */
  76907. keysDown: number[];
  76908. /**
  76909. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76910. */
  76911. keysLeft: number[];
  76912. /**
  76913. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76914. */
  76915. keysRight: number[];
  76916. private _keys;
  76917. private _onCanvasBlurObserver;
  76918. private _onKeyboardObserver;
  76919. private _engine;
  76920. private _scene;
  76921. /**
  76922. * Attach the input controls to a specific dom element to get the input from.
  76923. * @param element Defines the element the controls should be listened from
  76924. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76925. */
  76926. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76927. /**
  76928. * Detach the current controls from the specified dom element.
  76929. * @param element Defines the element to stop listening the inputs from
  76930. */
  76931. detachControl(element: Nullable<HTMLElement>): void;
  76932. /**
  76933. * Update the current camera state depending on the inputs that have been used this frame.
  76934. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76935. */
  76936. checkInputs(): void;
  76937. /**
  76938. * Gets the class name of the current intput.
  76939. * @returns the class name
  76940. */
  76941. getClassName(): string;
  76942. /** @hidden */
  76943. _onLostFocus(): void;
  76944. /**
  76945. * Get the friendly name associated with the input class.
  76946. * @returns the input friendly name
  76947. */
  76948. getSimpleName(): string;
  76949. }
  76950. }
  76951. declare module BABYLON {
  76952. /**
  76953. * Interface describing all the common properties and methods a shadow light needs to implement.
  76954. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  76955. * as well as binding the different shadow properties to the effects.
  76956. */
  76957. export interface IShadowLight extends Light {
  76958. /**
  76959. * The light id in the scene (used in scene.findLighById for instance)
  76960. */
  76961. id: string;
  76962. /**
  76963. * The position the shdow will be casted from.
  76964. */
  76965. position: Vector3;
  76966. /**
  76967. * In 2d mode (needCube being false), the direction used to cast the shadow.
  76968. */
  76969. direction: Vector3;
  76970. /**
  76971. * The transformed position. Position of the light in world space taking parenting in account.
  76972. */
  76973. transformedPosition: Vector3;
  76974. /**
  76975. * The transformed direction. Direction of the light in world space taking parenting in account.
  76976. */
  76977. transformedDirection: Vector3;
  76978. /**
  76979. * The friendly name of the light in the scene.
  76980. */
  76981. name: string;
  76982. /**
  76983. * Defines the shadow projection clipping minimum z value.
  76984. */
  76985. shadowMinZ: number;
  76986. /**
  76987. * Defines the shadow projection clipping maximum z value.
  76988. */
  76989. shadowMaxZ: number;
  76990. /**
  76991. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76992. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76993. */
  76994. computeTransformedInformation(): boolean;
  76995. /**
  76996. * Gets the scene the light belongs to.
  76997. * @returns The scene
  76998. */
  76999. getScene(): Scene;
  77000. /**
  77001. * Callback defining a custom Projection Matrix Builder.
  77002. * This can be used to override the default projection matrix computation.
  77003. */
  77004. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77005. /**
  77006. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77007. * @param matrix The materix to updated with the projection information
  77008. * @param viewMatrix The transform matrix of the light
  77009. * @param renderList The list of mesh to render in the map
  77010. * @returns The current light
  77011. */
  77012. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77013. /**
  77014. * Gets the current depth scale used in ESM.
  77015. * @returns The scale
  77016. */
  77017. getDepthScale(): number;
  77018. /**
  77019. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77020. * @returns true if a cube texture needs to be use
  77021. */
  77022. needCube(): boolean;
  77023. /**
  77024. * Detects if the projection matrix requires to be recomputed this frame.
  77025. * @returns true if it requires to be recomputed otherwise, false.
  77026. */
  77027. needProjectionMatrixCompute(): boolean;
  77028. /**
  77029. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77030. */
  77031. forceProjectionMatrixCompute(): void;
  77032. /**
  77033. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77034. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77035. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77036. */
  77037. getShadowDirection(faceIndex?: number): Vector3;
  77038. /**
  77039. * Gets the minZ used for shadow according to both the scene and the light.
  77040. * @param activeCamera The camera we are returning the min for
  77041. * @returns the depth min z
  77042. */
  77043. getDepthMinZ(activeCamera: Camera): number;
  77044. /**
  77045. * Gets the maxZ used for shadow according to both the scene and the light.
  77046. * @param activeCamera The camera we are returning the max for
  77047. * @returns the depth max z
  77048. */
  77049. getDepthMaxZ(activeCamera: Camera): number;
  77050. }
  77051. /**
  77052. * Base implementation IShadowLight
  77053. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  77054. */
  77055. export abstract class ShadowLight extends Light implements IShadowLight {
  77056. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  77057. protected _position: Vector3;
  77058. protected _setPosition(value: Vector3): void;
  77059. /**
  77060. * Sets the position the shadow will be casted from. Also use as the light position for both
  77061. * point and spot lights.
  77062. */
  77063. /**
  77064. * Sets the position the shadow will be casted from. Also use as the light position for both
  77065. * point and spot lights.
  77066. */
  77067. position: Vector3;
  77068. protected _direction: Vector3;
  77069. protected _setDirection(value: Vector3): void;
  77070. /**
  77071. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  77072. * Also use as the light direction on spot and directional lights.
  77073. */
  77074. /**
  77075. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  77076. * Also use as the light direction on spot and directional lights.
  77077. */
  77078. direction: Vector3;
  77079. private _shadowMinZ;
  77080. /**
  77081. * Gets the shadow projection clipping minimum z value.
  77082. */
  77083. /**
  77084. * Sets the shadow projection clipping minimum z value.
  77085. */
  77086. shadowMinZ: number;
  77087. private _shadowMaxZ;
  77088. /**
  77089. * Sets the shadow projection clipping maximum z value.
  77090. */
  77091. /**
  77092. * Gets the shadow projection clipping maximum z value.
  77093. */
  77094. shadowMaxZ: number;
  77095. /**
  77096. * Callback defining a custom Projection Matrix Builder.
  77097. * This can be used to override the default projection matrix computation.
  77098. */
  77099. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77100. /**
  77101. * The transformed position. Position of the light in world space taking parenting in account.
  77102. */
  77103. transformedPosition: Vector3;
  77104. /**
  77105. * The transformed direction. Direction of the light in world space taking parenting in account.
  77106. */
  77107. transformedDirection: Vector3;
  77108. private _needProjectionMatrixCompute;
  77109. /**
  77110. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77111. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77112. */
  77113. computeTransformedInformation(): boolean;
  77114. /**
  77115. * Return the depth scale used for the shadow map.
  77116. * @returns the depth scale.
  77117. */
  77118. getDepthScale(): number;
  77119. /**
  77120. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77121. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77122. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77123. */
  77124. getShadowDirection(faceIndex?: number): Vector3;
  77125. /**
  77126. * Returns the ShadowLight absolute position in the World.
  77127. * @returns the position vector in world space
  77128. */
  77129. getAbsolutePosition(): Vector3;
  77130. /**
  77131. * Sets the ShadowLight direction toward the passed target.
  77132. * @param target The point to target in local space
  77133. * @returns the updated ShadowLight direction
  77134. */
  77135. setDirectionToTarget(target: Vector3): Vector3;
  77136. /**
  77137. * Returns the light rotation in euler definition.
  77138. * @returns the x y z rotation in local space.
  77139. */
  77140. getRotation(): Vector3;
  77141. /**
  77142. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77143. * @returns true if a cube texture needs to be use
  77144. */
  77145. needCube(): boolean;
  77146. /**
  77147. * Detects if the projection matrix requires to be recomputed this frame.
  77148. * @returns true if it requires to be recomputed otherwise, false.
  77149. */
  77150. needProjectionMatrixCompute(): boolean;
  77151. /**
  77152. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77153. */
  77154. forceProjectionMatrixCompute(): void;
  77155. /** @hidden */
  77156. _initCache(): void;
  77157. /** @hidden */
  77158. _isSynchronized(): boolean;
  77159. /**
  77160. * Computes the world matrix of the node
  77161. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77162. * @returns the world matrix
  77163. */
  77164. computeWorldMatrix(force?: boolean): Matrix;
  77165. /**
  77166. * Gets the minZ used for shadow according to both the scene and the light.
  77167. * @param activeCamera The camera we are returning the min for
  77168. * @returns the depth min z
  77169. */
  77170. getDepthMinZ(activeCamera: Camera): number;
  77171. /**
  77172. * Gets the maxZ used for shadow according to both the scene and the light.
  77173. * @param activeCamera The camera we are returning the max for
  77174. * @returns the depth max z
  77175. */
  77176. getDepthMaxZ(activeCamera: Camera): number;
  77177. /**
  77178. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77179. * @param matrix The materix to updated with the projection information
  77180. * @param viewMatrix The transform matrix of the light
  77181. * @param renderList The list of mesh to render in the map
  77182. * @returns The current light
  77183. */
  77184. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77185. }
  77186. }
  77187. declare module BABYLON {
  77188. /**
  77189. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  77190. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  77191. */
  77192. export class EffectFallbacks implements IEffectFallbacks {
  77193. private _defines;
  77194. private _currentRank;
  77195. private _maxRank;
  77196. private _mesh;
  77197. /**
  77198. * Removes the fallback from the bound mesh.
  77199. */
  77200. unBindMesh(): void;
  77201. /**
  77202. * Adds a fallback on the specified property.
  77203. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77204. * @param define The name of the define in the shader
  77205. */
  77206. addFallback(rank: number, define: string): void;
  77207. /**
  77208. * Sets the mesh to use CPU skinning when needing to fallback.
  77209. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77210. * @param mesh The mesh to use the fallbacks.
  77211. */
  77212. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  77213. /**
  77214. * Checks to see if more fallbacks are still availible.
  77215. */
  77216. readonly hasMoreFallbacks: boolean;
  77217. /**
  77218. * Removes the defines that should be removed when falling back.
  77219. * @param currentDefines defines the current define statements for the shader.
  77220. * @param effect defines the current effect we try to compile
  77221. * @returns The resulting defines with defines of the current rank removed.
  77222. */
  77223. reduce(currentDefines: string, effect: Effect): string;
  77224. }
  77225. }
  77226. declare module BABYLON {
  77227. /**
  77228. * "Static Class" containing the most commonly used helper while dealing with material for
  77229. * rendering purpose.
  77230. *
  77231. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  77232. *
  77233. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  77234. */
  77235. export class MaterialHelper {
  77236. /**
  77237. * Bind the current view position to an effect.
  77238. * @param effect The effect to be bound
  77239. * @param scene The scene the eyes position is used from
  77240. */
  77241. static BindEyePosition(effect: Effect, scene: Scene): void;
  77242. /**
  77243. * Helps preparing the defines values about the UVs in used in the effect.
  77244. * UVs are shared as much as we can accross channels in the shaders.
  77245. * @param texture The texture we are preparing the UVs for
  77246. * @param defines The defines to update
  77247. * @param key The channel key "diffuse", "specular"... used in the shader
  77248. */
  77249. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  77250. /**
  77251. * Binds a texture matrix value to its corrsponding uniform
  77252. * @param texture The texture to bind the matrix for
  77253. * @param uniformBuffer The uniform buffer receivin the data
  77254. * @param key The channel key "diffuse", "specular"... used in the shader
  77255. */
  77256. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  77257. /**
  77258. * Gets the current status of the fog (should it be enabled?)
  77259. * @param mesh defines the mesh to evaluate for fog support
  77260. * @param scene defines the hosting scene
  77261. * @returns true if fog must be enabled
  77262. */
  77263. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  77264. /**
  77265. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  77266. * @param mesh defines the current mesh
  77267. * @param scene defines the current scene
  77268. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  77269. * @param pointsCloud defines if point cloud rendering has to be turned on
  77270. * @param fogEnabled defines if fog has to be turned on
  77271. * @param alphaTest defines if alpha testing has to be turned on
  77272. * @param defines defines the current list of defines
  77273. */
  77274. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  77275. /**
  77276. * Helper used to prepare the list of defines associated with frame values for shader compilation
  77277. * @param scene defines the current scene
  77278. * @param engine defines the current engine
  77279. * @param defines specifies the list of active defines
  77280. * @param useInstances defines if instances have to be turned on
  77281. * @param useClipPlane defines if clip plane have to be turned on
  77282. */
  77283. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  77284. /**
  77285. * Prepares the defines for bones
  77286. * @param mesh The mesh containing the geometry data we will draw
  77287. * @param defines The defines to update
  77288. */
  77289. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  77290. /**
  77291. * Prepares the defines for morph targets
  77292. * @param mesh The mesh containing the geometry data we will draw
  77293. * @param defines The defines to update
  77294. */
  77295. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  77296. /**
  77297. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  77298. * @param mesh The mesh containing the geometry data we will draw
  77299. * @param defines The defines to update
  77300. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  77301. * @param useBones Precise whether bones should be used or not (override mesh info)
  77302. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  77303. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  77304. * @returns false if defines are considered not dirty and have not been checked
  77305. */
  77306. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  77307. /**
  77308. * Prepares the defines related to multiview
  77309. * @param scene The scene we are intending to draw
  77310. * @param defines The defines to update
  77311. */
  77312. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  77313. /**
  77314. * Prepares the defines related to the light information passed in parameter
  77315. * @param scene The scene we are intending to draw
  77316. * @param mesh The mesh the effect is compiling for
  77317. * @param light The light the effect is compiling for
  77318. * @param lightIndex The index of the light
  77319. * @param defines The defines to update
  77320. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77321. * @param state Defines the current state regarding what is needed (normals, etc...)
  77322. */
  77323. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  77324. needNormals: boolean;
  77325. needRebuild: boolean;
  77326. shadowEnabled: boolean;
  77327. specularEnabled: boolean;
  77328. lightmapMode: boolean;
  77329. }): void;
  77330. /**
  77331. * Prepares the defines related to the light information passed in parameter
  77332. * @param scene The scene we are intending to draw
  77333. * @param mesh The mesh the effect is compiling for
  77334. * @param defines The defines to update
  77335. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77336. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  77337. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  77338. * @returns true if normals will be required for the rest of the effect
  77339. */
  77340. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  77341. /**
  77342. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  77343. * @param lightIndex defines the light index
  77344. * @param uniformsList The uniform list
  77345. * @param samplersList The sampler list
  77346. * @param projectedLightTexture defines if projected texture must be used
  77347. * @param uniformBuffersList defines an optional list of uniform buffers
  77348. */
  77349. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  77350. /**
  77351. * Prepares the uniforms and samplers list to be used in the effect
  77352. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  77353. * @param samplersList The sampler list
  77354. * @param defines The defines helping in the list generation
  77355. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  77356. */
  77357. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  77358. /**
  77359. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  77360. * @param defines The defines to update while falling back
  77361. * @param fallbacks The authorized effect fallbacks
  77362. * @param maxSimultaneousLights The maximum number of lights allowed
  77363. * @param rank the current rank of the Effect
  77364. * @returns The newly affected rank
  77365. */
  77366. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  77367. private static _TmpMorphInfluencers;
  77368. /**
  77369. * Prepares the list of attributes required for morph targets according to the effect defines.
  77370. * @param attribs The current list of supported attribs
  77371. * @param mesh The mesh to prepare the morph targets attributes for
  77372. * @param influencers The number of influencers
  77373. */
  77374. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  77375. /**
  77376. * Prepares the list of attributes required for morph targets according to the effect defines.
  77377. * @param attribs The current list of supported attribs
  77378. * @param mesh The mesh to prepare the morph targets attributes for
  77379. * @param defines The current Defines of the effect
  77380. */
  77381. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  77382. /**
  77383. * Prepares the list of attributes required for bones according to the effect defines.
  77384. * @param attribs The current list of supported attribs
  77385. * @param mesh The mesh to prepare the bones attributes for
  77386. * @param defines The current Defines of the effect
  77387. * @param fallbacks The current efffect fallback strategy
  77388. */
  77389. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  77390. /**
  77391. * Check and prepare the list of attributes required for instances according to the effect defines.
  77392. * @param attribs The current list of supported attribs
  77393. * @param defines The current MaterialDefines of the effect
  77394. */
  77395. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  77396. /**
  77397. * Add the list of attributes required for instances to the attribs array.
  77398. * @param attribs The current list of supported attribs
  77399. */
  77400. static PushAttributesForInstances(attribs: string[]): void;
  77401. /**
  77402. * Binds the light information to the effect.
  77403. * @param light The light containing the generator
  77404. * @param effect The effect we are binding the data to
  77405. * @param lightIndex The light index in the effect used to render
  77406. */
  77407. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  77408. /**
  77409. * Binds the lights information from the scene to the effect for the given mesh.
  77410. * @param light Light to bind
  77411. * @param lightIndex Light index
  77412. * @param scene The scene where the light belongs to
  77413. * @param effect The effect we are binding the data to
  77414. * @param useSpecular Defines if specular is supported
  77415. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77416. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77417. */
  77418. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77419. /**
  77420. * Binds the lights information from the scene to the effect for the given mesh.
  77421. * @param scene The scene the lights belongs to
  77422. * @param mesh The mesh we are binding the information to render
  77423. * @param effect The effect we are binding the data to
  77424. * @param defines The generated defines for the effect
  77425. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  77426. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77427. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77428. */
  77429. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77430. private static _tempFogColor;
  77431. /**
  77432. * Binds the fog information from the scene to the effect for the given mesh.
  77433. * @param scene The scene the lights belongs to
  77434. * @param mesh The mesh we are binding the information to render
  77435. * @param effect The effect we are binding the data to
  77436. * @param linearSpace Defines if the fog effect is applied in linear space
  77437. */
  77438. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  77439. /**
  77440. * Binds the bones information from the mesh to the effect.
  77441. * @param mesh The mesh we are binding the information to render
  77442. * @param effect The effect we are binding the data to
  77443. */
  77444. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  77445. /**
  77446. * Binds the morph targets information from the mesh to the effect.
  77447. * @param abstractMesh The mesh we are binding the information to render
  77448. * @param effect The effect we are binding the data to
  77449. */
  77450. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  77451. /**
  77452. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  77453. * @param defines The generated defines used in the effect
  77454. * @param effect The effect we are binding the data to
  77455. * @param scene The scene we are willing to render with logarithmic scale for
  77456. */
  77457. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  77458. /**
  77459. * Binds the clip plane information from the scene to the effect.
  77460. * @param scene The scene the clip plane information are extracted from
  77461. * @param effect The effect we are binding the data to
  77462. */
  77463. static BindClipPlane(effect: Effect, scene: Scene): void;
  77464. }
  77465. }
  77466. declare module BABYLON {
  77467. /** @hidden */
  77468. export var packingFunctions: {
  77469. name: string;
  77470. shader: string;
  77471. };
  77472. }
  77473. declare module BABYLON {
  77474. /** @hidden */
  77475. export var shadowMapPixelShader: {
  77476. name: string;
  77477. shader: string;
  77478. };
  77479. }
  77480. declare module BABYLON {
  77481. /** @hidden */
  77482. export var bonesDeclaration: {
  77483. name: string;
  77484. shader: string;
  77485. };
  77486. }
  77487. declare module BABYLON {
  77488. /** @hidden */
  77489. export var morphTargetsVertexGlobalDeclaration: {
  77490. name: string;
  77491. shader: string;
  77492. };
  77493. }
  77494. declare module BABYLON {
  77495. /** @hidden */
  77496. export var morphTargetsVertexDeclaration: {
  77497. name: string;
  77498. shader: string;
  77499. };
  77500. }
  77501. declare module BABYLON {
  77502. /** @hidden */
  77503. export var instancesDeclaration: {
  77504. name: string;
  77505. shader: string;
  77506. };
  77507. }
  77508. declare module BABYLON {
  77509. /** @hidden */
  77510. export var helperFunctions: {
  77511. name: string;
  77512. shader: string;
  77513. };
  77514. }
  77515. declare module BABYLON {
  77516. /** @hidden */
  77517. export var morphTargetsVertex: {
  77518. name: string;
  77519. shader: string;
  77520. };
  77521. }
  77522. declare module BABYLON {
  77523. /** @hidden */
  77524. export var instancesVertex: {
  77525. name: string;
  77526. shader: string;
  77527. };
  77528. }
  77529. declare module BABYLON {
  77530. /** @hidden */
  77531. export var bonesVertex: {
  77532. name: string;
  77533. shader: string;
  77534. };
  77535. }
  77536. declare module BABYLON {
  77537. /** @hidden */
  77538. export var shadowMapVertexShader: {
  77539. name: string;
  77540. shader: string;
  77541. };
  77542. }
  77543. declare module BABYLON {
  77544. /** @hidden */
  77545. export var depthBoxBlurPixelShader: {
  77546. name: string;
  77547. shader: string;
  77548. };
  77549. }
  77550. declare module BABYLON {
  77551. /**
  77552. * Defines the options associated with the creation of a custom shader for a shadow generator.
  77553. */
  77554. export interface ICustomShaderOptions {
  77555. /**
  77556. * Gets or sets the custom shader name to use
  77557. */
  77558. shaderName: string;
  77559. /**
  77560. * The list of attribute names used in the shader
  77561. */
  77562. attributes?: string[];
  77563. /**
  77564. * The list of unifrom names used in the shader
  77565. */
  77566. uniforms?: string[];
  77567. /**
  77568. * The list of sampler names used in the shader
  77569. */
  77570. samplers?: string[];
  77571. /**
  77572. * The list of defines used in the shader
  77573. */
  77574. defines?: string[];
  77575. }
  77576. /**
  77577. * Interface to implement to create a shadow generator compatible with BJS.
  77578. */
  77579. export interface IShadowGenerator {
  77580. /**
  77581. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77582. * @returns The render target texture if present otherwise, null
  77583. */
  77584. getShadowMap(): Nullable<RenderTargetTexture>;
  77585. /**
  77586. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77587. * @returns The render target texture if the shadow map is present otherwise, null
  77588. */
  77589. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77590. /**
  77591. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77592. * @param subMesh The submesh we want to render in the shadow map
  77593. * @param useInstances Defines wether will draw in the map using instances
  77594. * @returns true if ready otherwise, false
  77595. */
  77596. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77597. /**
  77598. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77599. * @param defines Defines of the material we want to update
  77600. * @param lightIndex Index of the light in the enabled light list of the material
  77601. */
  77602. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  77603. /**
  77604. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77605. * defined in the generator but impacting the effect).
  77606. * It implies the unifroms available on the materials are the standard BJS ones.
  77607. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77608. * @param effect The effect we are binfing the information for
  77609. */
  77610. bindShadowLight(lightIndex: string, effect: Effect): void;
  77611. /**
  77612. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77613. * (eq to shadow prjection matrix * light transform matrix)
  77614. * @returns The transform matrix used to create the shadow map
  77615. */
  77616. getTransformMatrix(): Matrix;
  77617. /**
  77618. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77619. * Cube and 2D textures for instance.
  77620. */
  77621. recreateShadowMap(): void;
  77622. /**
  77623. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77624. * @param onCompiled Callback triggered at the and of the effects compilation
  77625. * @param options Sets of optional options forcing the compilation with different modes
  77626. */
  77627. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77628. useInstances: boolean;
  77629. }>): void;
  77630. /**
  77631. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77632. * @param options Sets of optional options forcing the compilation with different modes
  77633. * @returns A promise that resolves when the compilation completes
  77634. */
  77635. forceCompilationAsync(options?: Partial<{
  77636. useInstances: boolean;
  77637. }>): Promise<void>;
  77638. /**
  77639. * Serializes the shadow generator setup to a json object.
  77640. * @returns The serialized JSON object
  77641. */
  77642. serialize(): any;
  77643. /**
  77644. * Disposes the Shadow map and related Textures and effects.
  77645. */
  77646. dispose(): void;
  77647. }
  77648. /**
  77649. * Default implementation IShadowGenerator.
  77650. * This is the main object responsible of generating shadows in the framework.
  77651. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77652. */
  77653. export class ShadowGenerator implements IShadowGenerator {
  77654. /**
  77655. * Shadow generator mode None: no filtering applied.
  77656. */
  77657. static readonly FILTER_NONE: number;
  77658. /**
  77659. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77660. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77661. */
  77662. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77663. /**
  77664. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77665. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77666. */
  77667. static readonly FILTER_POISSONSAMPLING: number;
  77668. /**
  77669. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77670. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77671. */
  77672. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77673. /**
  77674. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77675. * edge artifacts on steep falloff.
  77676. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77677. */
  77678. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77679. /**
  77680. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77681. * edge artifacts on steep falloff.
  77682. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77683. */
  77684. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77685. /**
  77686. * Shadow generator mode PCF: Percentage Closer Filtering
  77687. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77688. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77689. */
  77690. static readonly FILTER_PCF: number;
  77691. /**
  77692. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77693. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77694. * Contact Hardening
  77695. */
  77696. static readonly FILTER_PCSS: number;
  77697. /**
  77698. * Reserved for PCF and PCSS
  77699. * Highest Quality.
  77700. *
  77701. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77702. *
  77703. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77704. */
  77705. static readonly QUALITY_HIGH: number;
  77706. /**
  77707. * Reserved for PCF and PCSS
  77708. * Good tradeoff for quality/perf cross devices
  77709. *
  77710. * Execute PCF on a 3*3 kernel.
  77711. *
  77712. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77713. */
  77714. static readonly QUALITY_MEDIUM: number;
  77715. /**
  77716. * Reserved for PCF and PCSS
  77717. * The lowest quality but the fastest.
  77718. *
  77719. * Execute PCF on a 1*1 kernel.
  77720. *
  77721. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77722. */
  77723. static readonly QUALITY_LOW: number;
  77724. /** Gets or sets the custom shader name to use */
  77725. customShaderOptions: ICustomShaderOptions;
  77726. /**
  77727. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77728. */
  77729. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77730. /**
  77731. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77732. */
  77733. onAfterShadowMapRenderObservable: Observable<Effect>;
  77734. /**
  77735. * Observable triggered before a mesh is rendered in the shadow map.
  77736. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77737. */
  77738. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77739. /**
  77740. * Observable triggered after a mesh is rendered in the shadow map.
  77741. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77742. */
  77743. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77744. private _bias;
  77745. /**
  77746. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77747. */
  77748. /**
  77749. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77750. */
  77751. bias: number;
  77752. private _normalBias;
  77753. /**
  77754. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77755. */
  77756. /**
  77757. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77758. */
  77759. normalBias: number;
  77760. private _blurBoxOffset;
  77761. /**
  77762. * Gets the blur box offset: offset applied during the blur pass.
  77763. * Only useful if useKernelBlur = false
  77764. */
  77765. /**
  77766. * Sets the blur box offset: offset applied during the blur pass.
  77767. * Only useful if useKernelBlur = false
  77768. */
  77769. blurBoxOffset: number;
  77770. private _blurScale;
  77771. /**
  77772. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77773. * 2 means half of the size.
  77774. */
  77775. /**
  77776. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77777. * 2 means half of the size.
  77778. */
  77779. blurScale: number;
  77780. private _blurKernel;
  77781. /**
  77782. * Gets the blur kernel: kernel size of the blur pass.
  77783. * Only useful if useKernelBlur = true
  77784. */
  77785. /**
  77786. * Sets the blur kernel: kernel size of the blur pass.
  77787. * Only useful if useKernelBlur = true
  77788. */
  77789. blurKernel: number;
  77790. private _useKernelBlur;
  77791. /**
  77792. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  77793. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77794. */
  77795. /**
  77796. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  77797. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77798. */
  77799. useKernelBlur: boolean;
  77800. private _depthScale;
  77801. /**
  77802. * Gets the depth scale used in ESM mode.
  77803. */
  77804. /**
  77805. * Sets the depth scale used in ESM mode.
  77806. * This can override the scale stored on the light.
  77807. */
  77808. depthScale: number;
  77809. private _filter;
  77810. /**
  77811. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  77812. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77813. */
  77814. /**
  77815. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  77816. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77817. */
  77818. filter: number;
  77819. /**
  77820. * Gets if the current filter is set to Poisson Sampling.
  77821. */
  77822. /**
  77823. * Sets the current filter to Poisson Sampling.
  77824. */
  77825. usePoissonSampling: boolean;
  77826. /**
  77827. * Gets if the current filter is set to ESM.
  77828. */
  77829. /**
  77830. * Sets the current filter is to ESM.
  77831. */
  77832. useExponentialShadowMap: boolean;
  77833. /**
  77834. * Gets if the current filter is set to filtered ESM.
  77835. */
  77836. /**
  77837. * Gets if the current filter is set to filtered ESM.
  77838. */
  77839. useBlurExponentialShadowMap: boolean;
  77840. /**
  77841. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77842. * exponential to prevent steep falloff artifacts).
  77843. */
  77844. /**
  77845. * Sets the current filter to "close ESM" (using the inverse of the
  77846. * exponential to prevent steep falloff artifacts).
  77847. */
  77848. useCloseExponentialShadowMap: boolean;
  77849. /**
  77850. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77851. * exponential to prevent steep falloff artifacts).
  77852. */
  77853. /**
  77854. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77855. * exponential to prevent steep falloff artifacts).
  77856. */
  77857. useBlurCloseExponentialShadowMap: boolean;
  77858. /**
  77859. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77860. */
  77861. /**
  77862. * Sets the current filter to "PCF" (percentage closer filtering).
  77863. */
  77864. usePercentageCloserFiltering: boolean;
  77865. private _filteringQuality;
  77866. /**
  77867. * Gets the PCF or PCSS Quality.
  77868. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77869. */
  77870. /**
  77871. * Sets the PCF or PCSS Quality.
  77872. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77873. */
  77874. filteringQuality: number;
  77875. /**
  77876. * Gets if the current filter is set to "PCSS" (contact hardening).
  77877. */
  77878. /**
  77879. * Sets the current filter to "PCSS" (contact hardening).
  77880. */
  77881. useContactHardeningShadow: boolean;
  77882. private _contactHardeningLightSizeUVRatio;
  77883. /**
  77884. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77885. * Using a ratio helps keeping shape stability independently of the map size.
  77886. *
  77887. * It does not account for the light projection as it was having too much
  77888. * instability during the light setup or during light position changes.
  77889. *
  77890. * Only valid if useContactHardeningShadow is true.
  77891. */
  77892. /**
  77893. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77894. * Using a ratio helps keeping shape stability independently of the map size.
  77895. *
  77896. * It does not account for the light projection as it was having too much
  77897. * instability during the light setup or during light position changes.
  77898. *
  77899. * Only valid if useContactHardeningShadow is true.
  77900. */
  77901. contactHardeningLightSizeUVRatio: number;
  77902. private _darkness;
  77903. /** Gets or sets the actual darkness of a shadow */
  77904. darkness: number;
  77905. /**
  77906. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77907. * 0 means strongest and 1 would means no shadow.
  77908. * @returns the darkness.
  77909. */
  77910. getDarkness(): number;
  77911. /**
  77912. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77913. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77914. * @returns the shadow generator allowing fluent coding.
  77915. */
  77916. setDarkness(darkness: number): ShadowGenerator;
  77917. private _transparencyShadow;
  77918. /** Gets or sets the ability to have transparent shadow */
  77919. transparencyShadow: boolean;
  77920. /**
  77921. * Sets the ability to have transparent shadow (boolean).
  77922. * @param transparent True if transparent else False
  77923. * @returns the shadow generator allowing fluent coding
  77924. */
  77925. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  77926. private _shadowMap;
  77927. private _shadowMap2;
  77928. /**
  77929. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77930. * @returns The render target texture if present otherwise, null
  77931. */
  77932. getShadowMap(): Nullable<RenderTargetTexture>;
  77933. /**
  77934. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77935. * @returns The render target texture if the shadow map is present otherwise, null
  77936. */
  77937. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77938. /**
  77939. * Gets the class name of that object
  77940. * @returns "ShadowGenerator"
  77941. */
  77942. getClassName(): string;
  77943. /**
  77944. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77945. * @param mesh Mesh to add
  77946. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77947. * @returns the Shadow Generator itself
  77948. */
  77949. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77950. /**
  77951. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77952. * @param mesh Mesh to remove
  77953. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77954. * @returns the Shadow Generator itself
  77955. */
  77956. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77957. /**
  77958. * Controls the extent to which the shadows fade out at the edge of the frustum
  77959. * Used only by directionals and spots
  77960. */
  77961. frustumEdgeFalloff: number;
  77962. private _light;
  77963. /**
  77964. * Returns the associated light object.
  77965. * @returns the light generating the shadow
  77966. */
  77967. getLight(): IShadowLight;
  77968. /**
  77969. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  77970. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  77971. * It might on the other hand introduce peter panning.
  77972. */
  77973. forceBackFacesOnly: boolean;
  77974. private _scene;
  77975. private _lightDirection;
  77976. private _effect;
  77977. private _viewMatrix;
  77978. private _projectionMatrix;
  77979. private _transformMatrix;
  77980. private _cachedPosition;
  77981. private _cachedDirection;
  77982. private _cachedDefines;
  77983. private _currentRenderID;
  77984. private _boxBlurPostprocess;
  77985. private _kernelBlurXPostprocess;
  77986. private _kernelBlurYPostprocess;
  77987. private _blurPostProcesses;
  77988. private _mapSize;
  77989. private _currentFaceIndex;
  77990. private _currentFaceIndexCache;
  77991. private _textureType;
  77992. private _defaultTextureMatrix;
  77993. private _storedUniqueId;
  77994. /** @hidden */
  77995. static _SceneComponentInitialization: (scene: Scene) => void;
  77996. /**
  77997. * Creates a ShadowGenerator object.
  77998. * A ShadowGenerator is the required tool to use the shadows.
  77999. * Each light casting shadows needs to use its own ShadowGenerator.
  78000. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  78001. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  78002. * @param light The light object generating the shadows.
  78003. * @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.
  78004. */
  78005. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  78006. private _initializeGenerator;
  78007. private _initializeShadowMap;
  78008. private _initializeBlurRTTAndPostProcesses;
  78009. private _renderForShadowMap;
  78010. private _renderSubMeshForShadowMap;
  78011. private _applyFilterValues;
  78012. /**
  78013. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78014. * @param onCompiled Callback triggered at the and of the effects compilation
  78015. * @param options Sets of optional options forcing the compilation with different modes
  78016. */
  78017. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  78018. useInstances: boolean;
  78019. }>): void;
  78020. /**
  78021. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78022. * @param options Sets of optional options forcing the compilation with different modes
  78023. * @returns A promise that resolves when the compilation completes
  78024. */
  78025. forceCompilationAsync(options?: Partial<{
  78026. useInstances: boolean;
  78027. }>): Promise<void>;
  78028. /**
  78029. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  78030. * @param subMesh The submesh we want to render in the shadow map
  78031. * @param useInstances Defines wether will draw in the map using instances
  78032. * @returns true if ready otherwise, false
  78033. */
  78034. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  78035. /**
  78036. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  78037. * @param defines Defines of the material we want to update
  78038. * @param lightIndex Index of the light in the enabled light list of the material
  78039. */
  78040. prepareDefines(defines: any, lightIndex: number): void;
  78041. /**
  78042. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  78043. * defined in the generator but impacting the effect).
  78044. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  78045. * @param effect The effect we are binfing the information for
  78046. */
  78047. bindShadowLight(lightIndex: string, effect: Effect): void;
  78048. /**
  78049. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  78050. * (eq to shadow prjection matrix * light transform matrix)
  78051. * @returns The transform matrix used to create the shadow map
  78052. */
  78053. getTransformMatrix(): Matrix;
  78054. /**
  78055. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  78056. * Cube and 2D textures for instance.
  78057. */
  78058. recreateShadowMap(): void;
  78059. private _disposeBlurPostProcesses;
  78060. private _disposeRTTandPostProcesses;
  78061. /**
  78062. * Disposes the ShadowGenerator.
  78063. * Returns nothing.
  78064. */
  78065. dispose(): void;
  78066. /**
  78067. * Serializes the shadow generator setup to a json object.
  78068. * @returns The serialized JSON object
  78069. */
  78070. serialize(): any;
  78071. /**
  78072. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  78073. * @param parsedShadowGenerator The JSON object to parse
  78074. * @param scene The scene to create the shadow map for
  78075. * @returns The parsed shadow generator
  78076. */
  78077. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  78078. }
  78079. }
  78080. declare module BABYLON {
  78081. /**
  78082. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  78083. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  78084. * 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.
  78085. */
  78086. export abstract class Light extends Node {
  78087. /**
  78088. * Falloff Default: light is falling off following the material specification:
  78089. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  78090. */
  78091. static readonly FALLOFF_DEFAULT: number;
  78092. /**
  78093. * Falloff Physical: light is falling off following the inverse squared distance law.
  78094. */
  78095. static readonly FALLOFF_PHYSICAL: number;
  78096. /**
  78097. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  78098. * to enhance interoperability with other engines.
  78099. */
  78100. static readonly FALLOFF_GLTF: number;
  78101. /**
  78102. * Falloff Standard: light is falling off like in the standard material
  78103. * to enhance interoperability with other materials.
  78104. */
  78105. static readonly FALLOFF_STANDARD: number;
  78106. /**
  78107. * If every light affecting the material is in this lightmapMode,
  78108. * material.lightmapTexture adds or multiplies
  78109. * (depends on material.useLightmapAsShadowmap)
  78110. * after every other light calculations.
  78111. */
  78112. static readonly LIGHTMAP_DEFAULT: number;
  78113. /**
  78114. * material.lightmapTexture as only diffuse lighting from this light
  78115. * adds only specular lighting from this light
  78116. * adds dynamic shadows
  78117. */
  78118. static readonly LIGHTMAP_SPECULAR: number;
  78119. /**
  78120. * material.lightmapTexture as only lighting
  78121. * no light calculation from this light
  78122. * only adds dynamic shadows from this light
  78123. */
  78124. static readonly LIGHTMAP_SHADOWSONLY: number;
  78125. /**
  78126. * Each light type uses the default quantity according to its type:
  78127. * point/spot lights use luminous intensity
  78128. * directional lights use illuminance
  78129. */
  78130. static readonly INTENSITYMODE_AUTOMATIC: number;
  78131. /**
  78132. * lumen (lm)
  78133. */
  78134. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  78135. /**
  78136. * candela (lm/sr)
  78137. */
  78138. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  78139. /**
  78140. * lux (lm/m^2)
  78141. */
  78142. static readonly INTENSITYMODE_ILLUMINANCE: number;
  78143. /**
  78144. * nit (cd/m^2)
  78145. */
  78146. static readonly INTENSITYMODE_LUMINANCE: number;
  78147. /**
  78148. * Light type const id of the point light.
  78149. */
  78150. static readonly LIGHTTYPEID_POINTLIGHT: number;
  78151. /**
  78152. * Light type const id of the directional light.
  78153. */
  78154. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  78155. /**
  78156. * Light type const id of the spot light.
  78157. */
  78158. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  78159. /**
  78160. * Light type const id of the hemispheric light.
  78161. */
  78162. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  78163. /**
  78164. * Diffuse gives the basic color to an object.
  78165. */
  78166. diffuse: Color3;
  78167. /**
  78168. * Specular produces a highlight color on an object.
  78169. * Note: This is note affecting PBR materials.
  78170. */
  78171. specular: Color3;
  78172. /**
  78173. * Defines the falloff type for this light. This lets overrriding how punctual light are
  78174. * falling off base on range or angle.
  78175. * This can be set to any values in Light.FALLOFF_x.
  78176. *
  78177. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  78178. * other types of materials.
  78179. */
  78180. falloffType: number;
  78181. /**
  78182. * Strength of the light.
  78183. * Note: By default it is define in the framework own unit.
  78184. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  78185. */
  78186. intensity: number;
  78187. private _range;
  78188. protected _inverseSquaredRange: number;
  78189. /**
  78190. * Defines how far from the source the light is impacting in scene units.
  78191. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78192. */
  78193. /**
  78194. * Defines how far from the source the light is impacting in scene units.
  78195. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78196. */
  78197. range: number;
  78198. /**
  78199. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  78200. * of light.
  78201. */
  78202. private _photometricScale;
  78203. private _intensityMode;
  78204. /**
  78205. * Gets the photometric scale used to interpret the intensity.
  78206. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78207. */
  78208. /**
  78209. * Sets the photometric scale used to interpret the intensity.
  78210. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78211. */
  78212. intensityMode: number;
  78213. private _radius;
  78214. /**
  78215. * Gets the light radius used by PBR Materials to simulate soft area lights.
  78216. */
  78217. /**
  78218. * sets the light radius used by PBR Materials to simulate soft area lights.
  78219. */
  78220. radius: number;
  78221. private _renderPriority;
  78222. /**
  78223. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  78224. * exceeding the number allowed of the materials.
  78225. */
  78226. renderPriority: number;
  78227. private _shadowEnabled;
  78228. /**
  78229. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78230. * the current shadow generator.
  78231. */
  78232. /**
  78233. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78234. * the current shadow generator.
  78235. */
  78236. shadowEnabled: boolean;
  78237. private _includedOnlyMeshes;
  78238. /**
  78239. * Gets the only meshes impacted by this light.
  78240. */
  78241. /**
  78242. * Sets the only meshes impacted by this light.
  78243. */
  78244. includedOnlyMeshes: AbstractMesh[];
  78245. private _excludedMeshes;
  78246. /**
  78247. * Gets the meshes not impacted by this light.
  78248. */
  78249. /**
  78250. * Sets the meshes not impacted by this light.
  78251. */
  78252. excludedMeshes: AbstractMesh[];
  78253. private _excludeWithLayerMask;
  78254. /**
  78255. * Gets the layer id use to find what meshes are not impacted by the light.
  78256. * Inactive if 0
  78257. */
  78258. /**
  78259. * Sets the layer id use to find what meshes are not impacted by the light.
  78260. * Inactive if 0
  78261. */
  78262. excludeWithLayerMask: number;
  78263. private _includeOnlyWithLayerMask;
  78264. /**
  78265. * Gets the layer id use to find what meshes are impacted by the light.
  78266. * Inactive if 0
  78267. */
  78268. /**
  78269. * Sets the layer id use to find what meshes are impacted by the light.
  78270. * Inactive if 0
  78271. */
  78272. includeOnlyWithLayerMask: number;
  78273. private _lightmapMode;
  78274. /**
  78275. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78276. */
  78277. /**
  78278. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78279. */
  78280. lightmapMode: number;
  78281. /**
  78282. * Shadow generator associted to the light.
  78283. * @hidden Internal use only.
  78284. */
  78285. _shadowGenerator: Nullable<IShadowGenerator>;
  78286. /**
  78287. * @hidden Internal use only.
  78288. */
  78289. _excludedMeshesIds: string[];
  78290. /**
  78291. * @hidden Internal use only.
  78292. */
  78293. _includedOnlyMeshesIds: string[];
  78294. /**
  78295. * The current light unifom buffer.
  78296. * @hidden Internal use only.
  78297. */
  78298. _uniformBuffer: UniformBuffer;
  78299. /** @hidden */
  78300. _renderId: number;
  78301. /**
  78302. * Creates a Light object in the scene.
  78303. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78304. * @param name The firendly name of the light
  78305. * @param scene The scene the light belongs too
  78306. */
  78307. constructor(name: string, scene: Scene);
  78308. protected abstract _buildUniformLayout(): void;
  78309. /**
  78310. * Sets the passed Effect "effect" with the Light information.
  78311. * @param effect The effect to update
  78312. * @param lightIndex The index of the light in the effect to update
  78313. * @returns The light
  78314. */
  78315. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  78316. /**
  78317. * Sets the passed Effect "effect" with the Light information.
  78318. * @param effect The effect to update
  78319. * @param lightDataUniformName The uniform used to store light data (position or direction)
  78320. * @returns The light
  78321. */
  78322. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  78323. /**
  78324. * Returns the string "Light".
  78325. * @returns the class name
  78326. */
  78327. getClassName(): string;
  78328. /** @hidden */
  78329. readonly _isLight: boolean;
  78330. /**
  78331. * Converts the light information to a readable string for debug purpose.
  78332. * @param fullDetails Supports for multiple levels of logging within scene loading
  78333. * @returns the human readable light info
  78334. */
  78335. toString(fullDetails?: boolean): string;
  78336. /** @hidden */
  78337. protected _syncParentEnabledState(): void;
  78338. /**
  78339. * Set the enabled state of this node.
  78340. * @param value - the new enabled state
  78341. */
  78342. setEnabled(value: boolean): void;
  78343. /**
  78344. * Returns the Light associated shadow generator if any.
  78345. * @return the associated shadow generator.
  78346. */
  78347. getShadowGenerator(): Nullable<IShadowGenerator>;
  78348. /**
  78349. * Returns a Vector3, the absolute light position in the World.
  78350. * @returns the world space position of the light
  78351. */
  78352. getAbsolutePosition(): Vector3;
  78353. /**
  78354. * Specifies if the light will affect the passed mesh.
  78355. * @param mesh The mesh to test against the light
  78356. * @return true the mesh is affected otherwise, false.
  78357. */
  78358. canAffectMesh(mesh: AbstractMesh): boolean;
  78359. /**
  78360. * Sort function to order lights for rendering.
  78361. * @param a First Light object to compare to second.
  78362. * @param b Second Light object to compare first.
  78363. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  78364. */
  78365. static CompareLightsPriority(a: Light, b: Light): number;
  78366. /**
  78367. * Releases resources associated with this node.
  78368. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78369. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78370. */
  78371. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78372. /**
  78373. * Returns the light type ID (integer).
  78374. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78375. */
  78376. getTypeID(): number;
  78377. /**
  78378. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  78379. * @returns the scaled intensity in intensity mode unit
  78380. */
  78381. getScaledIntensity(): number;
  78382. /**
  78383. * Returns a new Light object, named "name", from the current one.
  78384. * @param name The name of the cloned light
  78385. * @returns the new created light
  78386. */
  78387. clone(name: string): Nullable<Light>;
  78388. /**
  78389. * Serializes the current light into a Serialization object.
  78390. * @returns the serialized object.
  78391. */
  78392. serialize(): any;
  78393. /**
  78394. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  78395. * This new light is named "name" and added to the passed scene.
  78396. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  78397. * @param name The friendly name of the light
  78398. * @param scene The scene the new light will belong to
  78399. * @returns the constructor function
  78400. */
  78401. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  78402. /**
  78403. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  78404. * @param parsedLight The JSON representation of the light
  78405. * @param scene The scene to create the parsed light in
  78406. * @returns the created light after parsing
  78407. */
  78408. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  78409. private _hookArrayForExcluded;
  78410. private _hookArrayForIncludedOnly;
  78411. private _resyncMeshes;
  78412. /**
  78413. * Forces the meshes to update their light related information in their rendering used effects
  78414. * @hidden Internal Use Only
  78415. */
  78416. _markMeshesAsLightDirty(): void;
  78417. /**
  78418. * Recomputes the cached photometric scale if needed.
  78419. */
  78420. private _computePhotometricScale;
  78421. /**
  78422. * Returns the Photometric Scale according to the light type and intensity mode.
  78423. */
  78424. private _getPhotometricScale;
  78425. /**
  78426. * Reorder the light in the scene according to their defined priority.
  78427. * @hidden Internal Use Only
  78428. */
  78429. _reorderLightsInScene(): void;
  78430. /**
  78431. * Prepares the list of defines specific to the light type.
  78432. * @param defines the list of defines
  78433. * @param lightIndex defines the index of the light for the effect
  78434. */
  78435. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78436. }
  78437. }
  78438. declare module BABYLON {
  78439. /**
  78440. * Interface used to define Action
  78441. */
  78442. export interface IAction {
  78443. /**
  78444. * Trigger for the action
  78445. */
  78446. trigger: number;
  78447. /** Options of the trigger */
  78448. triggerOptions: any;
  78449. /**
  78450. * Gets the trigger parameters
  78451. * @returns the trigger parameters
  78452. */
  78453. getTriggerParameter(): any;
  78454. /**
  78455. * Internal only - executes current action event
  78456. * @hidden
  78457. */
  78458. _executeCurrent(evt?: ActionEvent): void;
  78459. /**
  78460. * Serialize placeholder for child classes
  78461. * @param parent of child
  78462. * @returns the serialized object
  78463. */
  78464. serialize(parent: any): any;
  78465. /**
  78466. * Internal only
  78467. * @hidden
  78468. */
  78469. _prepare(): void;
  78470. /**
  78471. * Internal only - manager for action
  78472. * @hidden
  78473. */
  78474. _actionManager: AbstractActionManager;
  78475. /**
  78476. * Adds action to chain of actions, may be a DoNothingAction
  78477. * @param action defines the next action to execute
  78478. * @returns The action passed in
  78479. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78480. */
  78481. then(action: IAction): IAction;
  78482. }
  78483. /**
  78484. * The action to be carried out following a trigger
  78485. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  78486. */
  78487. export class Action implements IAction {
  78488. /** the trigger, with or without parameters, for the action */
  78489. triggerOptions: any;
  78490. /**
  78491. * Trigger for the action
  78492. */
  78493. trigger: number;
  78494. /**
  78495. * Internal only - manager for action
  78496. * @hidden
  78497. */
  78498. _actionManager: ActionManager;
  78499. private _nextActiveAction;
  78500. private _child;
  78501. private _condition?;
  78502. private _triggerParameter;
  78503. /**
  78504. * An event triggered prior to action being executed.
  78505. */
  78506. onBeforeExecuteObservable: Observable<Action>;
  78507. /**
  78508. * Creates a new Action
  78509. * @param triggerOptions the trigger, with or without parameters, for the action
  78510. * @param condition an optional determinant of action
  78511. */
  78512. constructor(
  78513. /** the trigger, with or without parameters, for the action */
  78514. triggerOptions: any, condition?: Condition);
  78515. /**
  78516. * Internal only
  78517. * @hidden
  78518. */
  78519. _prepare(): void;
  78520. /**
  78521. * Gets the trigger parameters
  78522. * @returns the trigger parameters
  78523. */
  78524. getTriggerParameter(): any;
  78525. /**
  78526. * Internal only - executes current action event
  78527. * @hidden
  78528. */
  78529. _executeCurrent(evt?: ActionEvent): void;
  78530. /**
  78531. * Execute placeholder for child classes
  78532. * @param evt optional action event
  78533. */
  78534. execute(evt?: ActionEvent): void;
  78535. /**
  78536. * Skips to next active action
  78537. */
  78538. skipToNextActiveAction(): void;
  78539. /**
  78540. * Adds action to chain of actions, may be a DoNothingAction
  78541. * @param action defines the next action to execute
  78542. * @returns The action passed in
  78543. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78544. */
  78545. then(action: Action): Action;
  78546. /**
  78547. * Internal only
  78548. * @hidden
  78549. */
  78550. _getProperty(propertyPath: string): string;
  78551. /**
  78552. * Internal only
  78553. * @hidden
  78554. */
  78555. _getEffectiveTarget(target: any, propertyPath: string): any;
  78556. /**
  78557. * Serialize placeholder for child classes
  78558. * @param parent of child
  78559. * @returns the serialized object
  78560. */
  78561. serialize(parent: any): any;
  78562. /**
  78563. * Internal only called by serialize
  78564. * @hidden
  78565. */
  78566. protected _serialize(serializedAction: any, parent?: any): any;
  78567. /**
  78568. * Internal only
  78569. * @hidden
  78570. */
  78571. static _SerializeValueAsString: (value: any) => string;
  78572. /**
  78573. * Internal only
  78574. * @hidden
  78575. */
  78576. static _GetTargetProperty: (target: Node | Scene) => {
  78577. name: string;
  78578. targetType: string;
  78579. value: string;
  78580. };
  78581. }
  78582. }
  78583. declare module BABYLON {
  78584. /**
  78585. * A Condition applied to an Action
  78586. */
  78587. export class Condition {
  78588. /**
  78589. * Internal only - manager for action
  78590. * @hidden
  78591. */
  78592. _actionManager: ActionManager;
  78593. /**
  78594. * Internal only
  78595. * @hidden
  78596. */
  78597. _evaluationId: number;
  78598. /**
  78599. * Internal only
  78600. * @hidden
  78601. */
  78602. _currentResult: boolean;
  78603. /**
  78604. * Creates a new Condition
  78605. * @param actionManager the manager of the action the condition is applied to
  78606. */
  78607. constructor(actionManager: ActionManager);
  78608. /**
  78609. * Check if the current condition is valid
  78610. * @returns a boolean
  78611. */
  78612. isValid(): boolean;
  78613. /**
  78614. * Internal only
  78615. * @hidden
  78616. */
  78617. _getProperty(propertyPath: string): string;
  78618. /**
  78619. * Internal only
  78620. * @hidden
  78621. */
  78622. _getEffectiveTarget(target: any, propertyPath: string): any;
  78623. /**
  78624. * Serialize placeholder for child classes
  78625. * @returns the serialized object
  78626. */
  78627. serialize(): any;
  78628. /**
  78629. * Internal only
  78630. * @hidden
  78631. */
  78632. protected _serialize(serializedCondition: any): any;
  78633. }
  78634. /**
  78635. * Defines specific conditional operators as extensions of Condition
  78636. */
  78637. export class ValueCondition extends Condition {
  78638. /** path to specify the property of the target the conditional operator uses */
  78639. propertyPath: string;
  78640. /** the value compared by the conditional operator against the current value of the property */
  78641. value: any;
  78642. /** the conditional operator, default ValueCondition.IsEqual */
  78643. operator: number;
  78644. /**
  78645. * Internal only
  78646. * @hidden
  78647. */
  78648. private static _IsEqual;
  78649. /**
  78650. * Internal only
  78651. * @hidden
  78652. */
  78653. private static _IsDifferent;
  78654. /**
  78655. * Internal only
  78656. * @hidden
  78657. */
  78658. private static _IsGreater;
  78659. /**
  78660. * Internal only
  78661. * @hidden
  78662. */
  78663. private static _IsLesser;
  78664. /**
  78665. * returns the number for IsEqual
  78666. */
  78667. static readonly IsEqual: number;
  78668. /**
  78669. * Returns the number for IsDifferent
  78670. */
  78671. static readonly IsDifferent: number;
  78672. /**
  78673. * Returns the number for IsGreater
  78674. */
  78675. static readonly IsGreater: number;
  78676. /**
  78677. * Returns the number for IsLesser
  78678. */
  78679. static readonly IsLesser: number;
  78680. /**
  78681. * Internal only The action manager for the condition
  78682. * @hidden
  78683. */
  78684. _actionManager: ActionManager;
  78685. /**
  78686. * Internal only
  78687. * @hidden
  78688. */
  78689. private _target;
  78690. /**
  78691. * Internal only
  78692. * @hidden
  78693. */
  78694. private _effectiveTarget;
  78695. /**
  78696. * Internal only
  78697. * @hidden
  78698. */
  78699. private _property;
  78700. /**
  78701. * Creates a new ValueCondition
  78702. * @param actionManager manager for the action the condition applies to
  78703. * @param target for the action
  78704. * @param propertyPath path to specify the property of the target the conditional operator uses
  78705. * @param value the value compared by the conditional operator against the current value of the property
  78706. * @param operator the conditional operator, default ValueCondition.IsEqual
  78707. */
  78708. constructor(actionManager: ActionManager, target: any,
  78709. /** path to specify the property of the target the conditional operator uses */
  78710. propertyPath: string,
  78711. /** the value compared by the conditional operator against the current value of the property */
  78712. value: any,
  78713. /** the conditional operator, default ValueCondition.IsEqual */
  78714. operator?: number);
  78715. /**
  78716. * Compares the given value with the property value for the specified conditional operator
  78717. * @returns the result of the comparison
  78718. */
  78719. isValid(): boolean;
  78720. /**
  78721. * Serialize the ValueCondition into a JSON compatible object
  78722. * @returns serialization object
  78723. */
  78724. serialize(): any;
  78725. /**
  78726. * Gets the name of the conditional operator for the ValueCondition
  78727. * @param operator the conditional operator
  78728. * @returns the name
  78729. */
  78730. static GetOperatorName(operator: number): string;
  78731. }
  78732. /**
  78733. * Defines a predicate condition as an extension of Condition
  78734. */
  78735. export class PredicateCondition extends Condition {
  78736. /** defines the predicate function used to validate the condition */
  78737. predicate: () => boolean;
  78738. /**
  78739. * Internal only - manager for action
  78740. * @hidden
  78741. */
  78742. _actionManager: ActionManager;
  78743. /**
  78744. * Creates a new PredicateCondition
  78745. * @param actionManager manager for the action the condition applies to
  78746. * @param predicate defines the predicate function used to validate the condition
  78747. */
  78748. constructor(actionManager: ActionManager,
  78749. /** defines the predicate function used to validate the condition */
  78750. predicate: () => boolean);
  78751. /**
  78752. * @returns the validity of the predicate condition
  78753. */
  78754. isValid(): boolean;
  78755. }
  78756. /**
  78757. * Defines a state condition as an extension of Condition
  78758. */
  78759. export class StateCondition extends Condition {
  78760. /** Value to compare with target state */
  78761. value: string;
  78762. /**
  78763. * Internal only - manager for action
  78764. * @hidden
  78765. */
  78766. _actionManager: ActionManager;
  78767. /**
  78768. * Internal only
  78769. * @hidden
  78770. */
  78771. private _target;
  78772. /**
  78773. * Creates a new StateCondition
  78774. * @param actionManager manager for the action the condition applies to
  78775. * @param target of the condition
  78776. * @param value to compare with target state
  78777. */
  78778. constructor(actionManager: ActionManager, target: any,
  78779. /** Value to compare with target state */
  78780. value: string);
  78781. /**
  78782. * Gets a boolean indicating if the current condition is met
  78783. * @returns the validity of the state
  78784. */
  78785. isValid(): boolean;
  78786. /**
  78787. * Serialize the StateCondition into a JSON compatible object
  78788. * @returns serialization object
  78789. */
  78790. serialize(): any;
  78791. }
  78792. }
  78793. declare module BABYLON {
  78794. /**
  78795. * This defines an action responsible to toggle a boolean once triggered.
  78796. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78797. */
  78798. export class SwitchBooleanAction extends Action {
  78799. /**
  78800. * The path to the boolean property in the target object
  78801. */
  78802. propertyPath: string;
  78803. private _target;
  78804. private _effectiveTarget;
  78805. private _property;
  78806. /**
  78807. * Instantiate the action
  78808. * @param triggerOptions defines the trigger options
  78809. * @param target defines the object containing the boolean
  78810. * @param propertyPath defines the path to the boolean property in the target object
  78811. * @param condition defines the trigger related conditions
  78812. */
  78813. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  78814. /** @hidden */
  78815. _prepare(): void;
  78816. /**
  78817. * Execute the action toggle the boolean value.
  78818. */
  78819. execute(): void;
  78820. /**
  78821. * Serializes the actions and its related information.
  78822. * @param parent defines the object to serialize in
  78823. * @returns the serialized object
  78824. */
  78825. serialize(parent: any): any;
  78826. }
  78827. /**
  78828. * This defines an action responsible to set a the state field of the target
  78829. * to a desired value once triggered.
  78830. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78831. */
  78832. export class SetStateAction extends Action {
  78833. /**
  78834. * The value to store in the state field.
  78835. */
  78836. value: string;
  78837. private _target;
  78838. /**
  78839. * Instantiate the action
  78840. * @param triggerOptions defines the trigger options
  78841. * @param target defines the object containing the state property
  78842. * @param value defines the value to store in the state field
  78843. * @param condition defines the trigger related conditions
  78844. */
  78845. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  78846. /**
  78847. * Execute the action and store the value on the target state property.
  78848. */
  78849. execute(): void;
  78850. /**
  78851. * Serializes the actions and its related information.
  78852. * @param parent defines the object to serialize in
  78853. * @returns the serialized object
  78854. */
  78855. serialize(parent: any): any;
  78856. }
  78857. /**
  78858. * This defines an action responsible to set a property of the target
  78859. * to a desired value once triggered.
  78860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78861. */
  78862. export class SetValueAction extends Action {
  78863. /**
  78864. * The path of the property to set in the target.
  78865. */
  78866. propertyPath: string;
  78867. /**
  78868. * The value to set in the property
  78869. */
  78870. value: any;
  78871. private _target;
  78872. private _effectiveTarget;
  78873. private _property;
  78874. /**
  78875. * Instantiate the action
  78876. * @param triggerOptions defines the trigger options
  78877. * @param target defines the object containing the property
  78878. * @param propertyPath defines the path of the property to set in the target
  78879. * @param value defines the value to set in the property
  78880. * @param condition defines the trigger related conditions
  78881. */
  78882. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78883. /** @hidden */
  78884. _prepare(): void;
  78885. /**
  78886. * Execute the action and set the targetted property to the desired value.
  78887. */
  78888. execute(): void;
  78889. /**
  78890. * Serializes the actions and its related information.
  78891. * @param parent defines the object to serialize in
  78892. * @returns the serialized object
  78893. */
  78894. serialize(parent: any): any;
  78895. }
  78896. /**
  78897. * This defines an action responsible to increment the target value
  78898. * to a desired value once triggered.
  78899. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78900. */
  78901. export class IncrementValueAction extends Action {
  78902. /**
  78903. * The path of the property to increment in the target.
  78904. */
  78905. propertyPath: string;
  78906. /**
  78907. * The value we should increment the property by.
  78908. */
  78909. value: any;
  78910. private _target;
  78911. private _effectiveTarget;
  78912. private _property;
  78913. /**
  78914. * Instantiate the action
  78915. * @param triggerOptions defines the trigger options
  78916. * @param target defines the object containing the property
  78917. * @param propertyPath defines the path of the property to increment in the target
  78918. * @param value defines the value value we should increment the property by
  78919. * @param condition defines the trigger related conditions
  78920. */
  78921. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78922. /** @hidden */
  78923. _prepare(): void;
  78924. /**
  78925. * Execute the action and increment the target of the value amount.
  78926. */
  78927. execute(): void;
  78928. /**
  78929. * Serializes the actions and its related information.
  78930. * @param parent defines the object to serialize in
  78931. * @returns the serialized object
  78932. */
  78933. serialize(parent: any): any;
  78934. }
  78935. /**
  78936. * This defines an action responsible to start an animation once triggered.
  78937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78938. */
  78939. export class PlayAnimationAction extends Action {
  78940. /**
  78941. * Where the animation should start (animation frame)
  78942. */
  78943. from: number;
  78944. /**
  78945. * Where the animation should stop (animation frame)
  78946. */
  78947. to: number;
  78948. /**
  78949. * Define if the animation should loop or stop after the first play.
  78950. */
  78951. loop?: boolean;
  78952. private _target;
  78953. /**
  78954. * Instantiate the action
  78955. * @param triggerOptions defines the trigger options
  78956. * @param target defines the target animation or animation name
  78957. * @param from defines from where the animation should start (animation frame)
  78958. * @param end defines where the animation should stop (animation frame)
  78959. * @param loop defines if the animation should loop or stop after the first play
  78960. * @param condition defines the trigger related conditions
  78961. */
  78962. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  78963. /** @hidden */
  78964. _prepare(): void;
  78965. /**
  78966. * Execute the action and play the animation.
  78967. */
  78968. execute(): void;
  78969. /**
  78970. * Serializes the actions and its related information.
  78971. * @param parent defines the object to serialize in
  78972. * @returns the serialized object
  78973. */
  78974. serialize(parent: any): any;
  78975. }
  78976. /**
  78977. * This defines an action responsible to stop an animation once triggered.
  78978. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78979. */
  78980. export class StopAnimationAction extends Action {
  78981. private _target;
  78982. /**
  78983. * Instantiate the action
  78984. * @param triggerOptions defines the trigger options
  78985. * @param target defines the target animation or animation name
  78986. * @param condition defines the trigger related conditions
  78987. */
  78988. constructor(triggerOptions: any, target: any, condition?: Condition);
  78989. /** @hidden */
  78990. _prepare(): void;
  78991. /**
  78992. * Execute the action and stop the animation.
  78993. */
  78994. execute(): void;
  78995. /**
  78996. * Serializes the actions and its related information.
  78997. * @param parent defines the object to serialize in
  78998. * @returns the serialized object
  78999. */
  79000. serialize(parent: any): any;
  79001. }
  79002. /**
  79003. * This defines an action responsible that does nothing once triggered.
  79004. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79005. */
  79006. export class DoNothingAction extends Action {
  79007. /**
  79008. * Instantiate the action
  79009. * @param triggerOptions defines the trigger options
  79010. * @param condition defines the trigger related conditions
  79011. */
  79012. constructor(triggerOptions?: any, condition?: Condition);
  79013. /**
  79014. * Execute the action and do nothing.
  79015. */
  79016. execute(): void;
  79017. /**
  79018. * Serializes the actions and its related information.
  79019. * @param parent defines the object to serialize in
  79020. * @returns the serialized object
  79021. */
  79022. serialize(parent: any): any;
  79023. }
  79024. /**
  79025. * This defines an action responsible to trigger several actions once triggered.
  79026. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79027. */
  79028. export class CombineAction extends Action {
  79029. /**
  79030. * The list of aggregated animations to run.
  79031. */
  79032. children: Action[];
  79033. /**
  79034. * Instantiate the action
  79035. * @param triggerOptions defines the trigger options
  79036. * @param children defines the list of aggregated animations to run
  79037. * @param condition defines the trigger related conditions
  79038. */
  79039. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  79040. /** @hidden */
  79041. _prepare(): void;
  79042. /**
  79043. * Execute the action and executes all the aggregated actions.
  79044. */
  79045. execute(evt: ActionEvent): void;
  79046. /**
  79047. * Serializes the actions and its related information.
  79048. * @param parent defines the object to serialize in
  79049. * @returns the serialized object
  79050. */
  79051. serialize(parent: any): any;
  79052. }
  79053. /**
  79054. * This defines an action responsible to run code (external event) once triggered.
  79055. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79056. */
  79057. export class ExecuteCodeAction extends Action {
  79058. /**
  79059. * The callback function to run.
  79060. */
  79061. func: (evt: ActionEvent) => void;
  79062. /**
  79063. * Instantiate the action
  79064. * @param triggerOptions defines the trigger options
  79065. * @param func defines the callback function to run
  79066. * @param condition defines the trigger related conditions
  79067. */
  79068. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  79069. /**
  79070. * Execute the action and run the attached code.
  79071. */
  79072. execute(evt: ActionEvent): void;
  79073. }
  79074. /**
  79075. * This defines an action responsible to set the parent property of the target once triggered.
  79076. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79077. */
  79078. export class SetParentAction extends Action {
  79079. private _parent;
  79080. private _target;
  79081. /**
  79082. * Instantiate the action
  79083. * @param triggerOptions defines the trigger options
  79084. * @param target defines the target containing the parent property
  79085. * @param parent defines from where the animation should start (animation frame)
  79086. * @param condition defines the trigger related conditions
  79087. */
  79088. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  79089. /** @hidden */
  79090. _prepare(): void;
  79091. /**
  79092. * Execute the action and set the parent property.
  79093. */
  79094. execute(): void;
  79095. /**
  79096. * Serializes the actions and its related information.
  79097. * @param parent defines the object to serialize in
  79098. * @returns the serialized object
  79099. */
  79100. serialize(parent: any): any;
  79101. }
  79102. }
  79103. declare module BABYLON {
  79104. /**
  79105. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  79106. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  79107. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79108. */
  79109. export class ActionManager extends AbstractActionManager {
  79110. /**
  79111. * Nothing
  79112. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79113. */
  79114. static readonly NothingTrigger: number;
  79115. /**
  79116. * On pick
  79117. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79118. */
  79119. static readonly OnPickTrigger: number;
  79120. /**
  79121. * On left pick
  79122. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79123. */
  79124. static readonly OnLeftPickTrigger: number;
  79125. /**
  79126. * On right pick
  79127. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79128. */
  79129. static readonly OnRightPickTrigger: number;
  79130. /**
  79131. * On center pick
  79132. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79133. */
  79134. static readonly OnCenterPickTrigger: number;
  79135. /**
  79136. * On pick down
  79137. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79138. */
  79139. static readonly OnPickDownTrigger: number;
  79140. /**
  79141. * On double pick
  79142. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79143. */
  79144. static readonly OnDoublePickTrigger: number;
  79145. /**
  79146. * On pick up
  79147. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79148. */
  79149. static readonly OnPickUpTrigger: number;
  79150. /**
  79151. * On pick out.
  79152. * This trigger will only be raised if you also declared a OnPickDown
  79153. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79154. */
  79155. static readonly OnPickOutTrigger: number;
  79156. /**
  79157. * On long press
  79158. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79159. */
  79160. static readonly OnLongPressTrigger: number;
  79161. /**
  79162. * On pointer over
  79163. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79164. */
  79165. static readonly OnPointerOverTrigger: number;
  79166. /**
  79167. * On pointer out
  79168. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79169. */
  79170. static readonly OnPointerOutTrigger: number;
  79171. /**
  79172. * On every frame
  79173. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79174. */
  79175. static readonly OnEveryFrameTrigger: number;
  79176. /**
  79177. * On intersection enter
  79178. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79179. */
  79180. static readonly OnIntersectionEnterTrigger: number;
  79181. /**
  79182. * On intersection exit
  79183. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79184. */
  79185. static readonly OnIntersectionExitTrigger: number;
  79186. /**
  79187. * On key down
  79188. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79189. */
  79190. static readonly OnKeyDownTrigger: number;
  79191. /**
  79192. * On key up
  79193. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79194. */
  79195. static readonly OnKeyUpTrigger: number;
  79196. private _scene;
  79197. /**
  79198. * Creates a new action manager
  79199. * @param scene defines the hosting scene
  79200. */
  79201. constructor(scene: Scene);
  79202. /**
  79203. * Releases all associated resources
  79204. */
  79205. dispose(): void;
  79206. /**
  79207. * Gets hosting scene
  79208. * @returns the hosting scene
  79209. */
  79210. getScene(): Scene;
  79211. /**
  79212. * Does this action manager handles actions of any of the given triggers
  79213. * @param triggers defines the triggers to be tested
  79214. * @return a boolean indicating whether one (or more) of the triggers is handled
  79215. */
  79216. hasSpecificTriggers(triggers: number[]): boolean;
  79217. /**
  79218. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  79219. * speed.
  79220. * @param triggerA defines the trigger to be tested
  79221. * @param triggerB defines the trigger to be tested
  79222. * @return a boolean indicating whether one (or more) of the triggers is handled
  79223. */
  79224. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  79225. /**
  79226. * Does this action manager handles actions of a given trigger
  79227. * @param trigger defines the trigger to be tested
  79228. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  79229. * @return whether the trigger is handled
  79230. */
  79231. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  79232. /**
  79233. * Does this action manager has pointer triggers
  79234. */
  79235. readonly hasPointerTriggers: boolean;
  79236. /**
  79237. * Does this action manager has pick triggers
  79238. */
  79239. readonly hasPickTriggers: boolean;
  79240. /**
  79241. * Registers an action to this action manager
  79242. * @param action defines the action to be registered
  79243. * @return the action amended (prepared) after registration
  79244. */
  79245. registerAction(action: IAction): Nullable<IAction>;
  79246. /**
  79247. * Unregisters an action to this action manager
  79248. * @param action defines the action to be unregistered
  79249. * @return a boolean indicating whether the action has been unregistered
  79250. */
  79251. unregisterAction(action: IAction): Boolean;
  79252. /**
  79253. * Process a specific trigger
  79254. * @param trigger defines the trigger to process
  79255. * @param evt defines the event details to be processed
  79256. */
  79257. processTrigger(trigger: number, evt?: IActionEvent): void;
  79258. /** @hidden */
  79259. _getEffectiveTarget(target: any, propertyPath: string): any;
  79260. /** @hidden */
  79261. _getProperty(propertyPath: string): string;
  79262. /**
  79263. * Serialize this manager to a JSON object
  79264. * @param name defines the property name to store this manager
  79265. * @returns a JSON representation of this manager
  79266. */
  79267. serialize(name: string): any;
  79268. /**
  79269. * Creates a new ActionManager from a JSON data
  79270. * @param parsedActions defines the JSON data to read from
  79271. * @param object defines the hosting mesh
  79272. * @param scene defines the hosting scene
  79273. */
  79274. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  79275. /**
  79276. * Get a trigger name by index
  79277. * @param trigger defines the trigger index
  79278. * @returns a trigger name
  79279. */
  79280. static GetTriggerName(trigger: number): string;
  79281. }
  79282. }
  79283. declare module BABYLON {
  79284. /**
  79285. * Class representing a ray with position and direction
  79286. */
  79287. export class Ray {
  79288. /** origin point */
  79289. origin: Vector3;
  79290. /** direction */
  79291. direction: Vector3;
  79292. /** length of the ray */
  79293. length: number;
  79294. private static readonly TmpVector3;
  79295. private _tmpRay;
  79296. /**
  79297. * Creates a new ray
  79298. * @param origin origin point
  79299. * @param direction direction
  79300. * @param length length of the ray
  79301. */
  79302. constructor(
  79303. /** origin point */
  79304. origin: Vector3,
  79305. /** direction */
  79306. direction: Vector3,
  79307. /** length of the ray */
  79308. length?: number);
  79309. /**
  79310. * Checks if the ray intersects a box
  79311. * @param minimum bound of the box
  79312. * @param maximum bound of the box
  79313. * @param intersectionTreshold extra extend to be added to the box in all direction
  79314. * @returns if the box was hit
  79315. */
  79316. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  79317. /**
  79318. * Checks if the ray intersects a box
  79319. * @param box the bounding box to check
  79320. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  79321. * @returns if the box was hit
  79322. */
  79323. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  79324. /**
  79325. * If the ray hits a sphere
  79326. * @param sphere the bounding sphere to check
  79327. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  79328. * @returns true if it hits the sphere
  79329. */
  79330. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  79331. /**
  79332. * If the ray hits a triange
  79333. * @param vertex0 triangle vertex
  79334. * @param vertex1 triangle vertex
  79335. * @param vertex2 triangle vertex
  79336. * @returns intersection information if hit
  79337. */
  79338. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  79339. /**
  79340. * Checks if ray intersects a plane
  79341. * @param plane the plane to check
  79342. * @returns the distance away it was hit
  79343. */
  79344. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  79345. /**
  79346. * Calculate the intercept of a ray on a given axis
  79347. * @param axis to check 'x' | 'y' | 'z'
  79348. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  79349. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  79350. */
  79351. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  79352. /**
  79353. * Checks if ray intersects a mesh
  79354. * @param mesh the mesh to check
  79355. * @param fastCheck if only the bounding box should checked
  79356. * @returns picking info of the intersecton
  79357. */
  79358. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  79359. /**
  79360. * Checks if ray intersects a mesh
  79361. * @param meshes the meshes to check
  79362. * @param fastCheck if only the bounding box should checked
  79363. * @param results array to store result in
  79364. * @returns Array of picking infos
  79365. */
  79366. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  79367. private _comparePickingInfo;
  79368. private static smallnum;
  79369. private static rayl;
  79370. /**
  79371. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  79372. * @param sega the first point of the segment to test the intersection against
  79373. * @param segb the second point of the segment to test the intersection against
  79374. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  79375. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  79376. */
  79377. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  79378. /**
  79379. * Update the ray from viewport position
  79380. * @param x position
  79381. * @param y y position
  79382. * @param viewportWidth viewport width
  79383. * @param viewportHeight viewport height
  79384. * @param world world matrix
  79385. * @param view view matrix
  79386. * @param projection projection matrix
  79387. * @returns this ray updated
  79388. */
  79389. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79390. /**
  79391. * Creates a ray with origin and direction of 0,0,0
  79392. * @returns the new ray
  79393. */
  79394. static Zero(): Ray;
  79395. /**
  79396. * Creates a new ray from screen space and viewport
  79397. * @param x position
  79398. * @param y y position
  79399. * @param viewportWidth viewport width
  79400. * @param viewportHeight viewport height
  79401. * @param world world matrix
  79402. * @param view view matrix
  79403. * @param projection projection matrix
  79404. * @returns new ray
  79405. */
  79406. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79407. /**
  79408. * 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
  79409. * transformed to the given world matrix.
  79410. * @param origin The origin point
  79411. * @param end The end point
  79412. * @param world a matrix to transform the ray to. Default is the identity matrix.
  79413. * @returns the new ray
  79414. */
  79415. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  79416. /**
  79417. * Transforms a ray by a matrix
  79418. * @param ray ray to transform
  79419. * @param matrix matrix to apply
  79420. * @returns the resulting new ray
  79421. */
  79422. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  79423. /**
  79424. * Transforms a ray by a matrix
  79425. * @param ray ray to transform
  79426. * @param matrix matrix to apply
  79427. * @param result ray to store result in
  79428. */
  79429. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  79430. /**
  79431. * Unproject a ray from screen space to object space
  79432. * @param sourceX defines the screen space x coordinate to use
  79433. * @param sourceY defines the screen space y coordinate to use
  79434. * @param viewportWidth defines the current width of the viewport
  79435. * @param viewportHeight defines the current height of the viewport
  79436. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  79437. * @param view defines the view matrix to use
  79438. * @param projection defines the projection matrix to use
  79439. */
  79440. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  79441. }
  79442. /**
  79443. * Type used to define predicate used to select faces when a mesh intersection is detected
  79444. */
  79445. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  79446. interface Scene {
  79447. /** @hidden */
  79448. _tempPickingRay: Nullable<Ray>;
  79449. /** @hidden */
  79450. _cachedRayForTransform: Ray;
  79451. /** @hidden */
  79452. _pickWithRayInverseMatrix: Matrix;
  79453. /** @hidden */
  79454. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  79455. /** @hidden */
  79456. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  79457. }
  79458. }
  79459. declare module BABYLON {
  79460. /**
  79461. * Groups all the scene component constants in one place to ease maintenance.
  79462. * @hidden
  79463. */
  79464. export class SceneComponentConstants {
  79465. static readonly NAME_EFFECTLAYER: string;
  79466. static readonly NAME_LAYER: string;
  79467. static readonly NAME_LENSFLARESYSTEM: string;
  79468. static readonly NAME_BOUNDINGBOXRENDERER: string;
  79469. static readonly NAME_PARTICLESYSTEM: string;
  79470. static readonly NAME_GAMEPAD: string;
  79471. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  79472. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  79473. static readonly NAME_DEPTHRENDERER: string;
  79474. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  79475. static readonly NAME_SPRITE: string;
  79476. static readonly NAME_OUTLINERENDERER: string;
  79477. static readonly NAME_PROCEDURALTEXTURE: string;
  79478. static readonly NAME_SHADOWGENERATOR: string;
  79479. static readonly NAME_OCTREE: string;
  79480. static readonly NAME_PHYSICSENGINE: string;
  79481. static readonly NAME_AUDIO: string;
  79482. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  79483. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79484. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  79485. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79486. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  79487. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  79488. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  79489. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  79490. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  79491. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  79492. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  79493. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  79494. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  79495. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  79496. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  79497. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  79498. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  79499. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  79500. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  79501. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  79502. static readonly STEP_AFTERRENDER_AUDIO: number;
  79503. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  79504. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  79505. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  79506. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  79507. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  79508. static readonly STEP_POINTERMOVE_SPRITE: number;
  79509. static readonly STEP_POINTERDOWN_SPRITE: number;
  79510. static readonly STEP_POINTERUP_SPRITE: number;
  79511. }
  79512. /**
  79513. * This represents a scene component.
  79514. *
  79515. * This is used to decouple the dependency the scene is having on the different workloads like
  79516. * layers, post processes...
  79517. */
  79518. export interface ISceneComponent {
  79519. /**
  79520. * The name of the component. Each component must have a unique name.
  79521. */
  79522. name: string;
  79523. /**
  79524. * The scene the component belongs to.
  79525. */
  79526. scene: Scene;
  79527. /**
  79528. * Register the component to one instance of a scene.
  79529. */
  79530. register(): void;
  79531. /**
  79532. * Rebuilds the elements related to this component in case of
  79533. * context lost for instance.
  79534. */
  79535. rebuild(): void;
  79536. /**
  79537. * Disposes the component and the associated ressources.
  79538. */
  79539. dispose(): void;
  79540. }
  79541. /**
  79542. * This represents a SERIALIZABLE scene component.
  79543. *
  79544. * This extends Scene Component to add Serialization methods on top.
  79545. */
  79546. export interface ISceneSerializableComponent extends ISceneComponent {
  79547. /**
  79548. * Adds all the elements from the container to the scene
  79549. * @param container the container holding the elements
  79550. */
  79551. addFromContainer(container: AbstractScene): void;
  79552. /**
  79553. * Removes all the elements in the container from the scene
  79554. * @param container contains the elements to remove
  79555. * @param dispose if the removed element should be disposed (default: false)
  79556. */
  79557. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  79558. /**
  79559. * Serializes the component data to the specified json object
  79560. * @param serializationObject The object to serialize to
  79561. */
  79562. serialize(serializationObject: any): void;
  79563. }
  79564. /**
  79565. * Strong typing of a Mesh related stage step action
  79566. */
  79567. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  79568. /**
  79569. * Strong typing of a Evaluate Sub Mesh related stage step action
  79570. */
  79571. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  79572. /**
  79573. * Strong typing of a Active Mesh related stage step action
  79574. */
  79575. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  79576. /**
  79577. * Strong typing of a Camera related stage step action
  79578. */
  79579. export type CameraStageAction = (camera: Camera) => void;
  79580. /**
  79581. * Strong typing of a Camera Frame buffer related stage step action
  79582. */
  79583. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  79584. /**
  79585. * Strong typing of a Render Target related stage step action
  79586. */
  79587. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  79588. /**
  79589. * Strong typing of a RenderingGroup related stage step action
  79590. */
  79591. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  79592. /**
  79593. * Strong typing of a Mesh Render related stage step action
  79594. */
  79595. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  79596. /**
  79597. * Strong typing of a simple stage step action
  79598. */
  79599. export type SimpleStageAction = () => void;
  79600. /**
  79601. * Strong typing of a render target action.
  79602. */
  79603. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  79604. /**
  79605. * Strong typing of a pointer move action.
  79606. */
  79607. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  79608. /**
  79609. * Strong typing of a pointer up/down action.
  79610. */
  79611. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  79612. /**
  79613. * Representation of a stage in the scene (Basically a list of ordered steps)
  79614. * @hidden
  79615. */
  79616. export class Stage<T extends Function> extends Array<{
  79617. index: number;
  79618. component: ISceneComponent;
  79619. action: T;
  79620. }> {
  79621. /**
  79622. * Hide ctor from the rest of the world.
  79623. * @param items The items to add.
  79624. */
  79625. private constructor();
  79626. /**
  79627. * Creates a new Stage.
  79628. * @returns A new instance of a Stage
  79629. */
  79630. static Create<T extends Function>(): Stage<T>;
  79631. /**
  79632. * Registers a step in an ordered way in the targeted stage.
  79633. * @param index Defines the position to register the step in
  79634. * @param component Defines the component attached to the step
  79635. * @param action Defines the action to launch during the step
  79636. */
  79637. registerStep(index: number, component: ISceneComponent, action: T): void;
  79638. /**
  79639. * Clears all the steps from the stage.
  79640. */
  79641. clear(): void;
  79642. }
  79643. }
  79644. declare module BABYLON {
  79645. interface Scene {
  79646. /** @hidden */
  79647. _pointerOverSprite: Nullable<Sprite>;
  79648. /** @hidden */
  79649. _pickedDownSprite: Nullable<Sprite>;
  79650. /** @hidden */
  79651. _tempSpritePickingRay: Nullable<Ray>;
  79652. /**
  79653. * All of the sprite managers added to this scene
  79654. * @see http://doc.babylonjs.com/babylon101/sprites
  79655. */
  79656. spriteManagers: Array<ISpriteManager>;
  79657. /**
  79658. * An event triggered when sprites rendering is about to start
  79659. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79660. */
  79661. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79662. /**
  79663. * An event triggered when sprites rendering is done
  79664. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79665. */
  79666. onAfterSpritesRenderingObservable: Observable<Scene>;
  79667. /** @hidden */
  79668. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79669. /** Launch a ray to try to pick a sprite in the scene
  79670. * @param x position on screen
  79671. * @param y position on screen
  79672. * @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
  79673. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79674. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79675. * @returns a PickingInfo
  79676. */
  79677. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79678. /** Use the given ray to pick a sprite in the scene
  79679. * @param ray The ray (in world space) to use to pick meshes
  79680. * @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
  79681. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79682. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79683. * @returns a PickingInfo
  79684. */
  79685. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79686. /** @hidden */
  79687. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79688. /** Launch a ray to try to pick sprites in the scene
  79689. * @param x position on screen
  79690. * @param y position on screen
  79691. * @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
  79692. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79693. * @returns a PickingInfo array
  79694. */
  79695. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79696. /** Use the given ray to pick sprites in the scene
  79697. * @param ray The ray (in world space) to use to pick meshes
  79698. * @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
  79699. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79700. * @returns a PickingInfo array
  79701. */
  79702. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79703. /**
  79704. * Force the sprite under the pointer
  79705. * @param sprite defines the sprite to use
  79706. */
  79707. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79708. /**
  79709. * Gets the sprite under the pointer
  79710. * @returns a Sprite or null if no sprite is under the pointer
  79711. */
  79712. getPointerOverSprite(): Nullable<Sprite>;
  79713. }
  79714. /**
  79715. * Defines the sprite scene component responsible to manage sprites
  79716. * in a given scene.
  79717. */
  79718. export class SpriteSceneComponent implements ISceneComponent {
  79719. /**
  79720. * The component name helpfull to identify the component in the list of scene components.
  79721. */
  79722. readonly name: string;
  79723. /**
  79724. * The scene the component belongs to.
  79725. */
  79726. scene: Scene;
  79727. /** @hidden */
  79728. private _spritePredicate;
  79729. /**
  79730. * Creates a new instance of the component for the given scene
  79731. * @param scene Defines the scene to register the component in
  79732. */
  79733. constructor(scene: Scene);
  79734. /**
  79735. * Registers the component in a given scene
  79736. */
  79737. register(): void;
  79738. /**
  79739. * Rebuilds the elements related to this component in case of
  79740. * context lost for instance.
  79741. */
  79742. rebuild(): void;
  79743. /**
  79744. * Disposes the component and the associated ressources.
  79745. */
  79746. dispose(): void;
  79747. private _pickSpriteButKeepRay;
  79748. private _pointerMove;
  79749. private _pointerDown;
  79750. private _pointerUp;
  79751. }
  79752. }
  79753. declare module BABYLON {
  79754. /** @hidden */
  79755. export var fogFragmentDeclaration: {
  79756. name: string;
  79757. shader: string;
  79758. };
  79759. }
  79760. declare module BABYLON {
  79761. /** @hidden */
  79762. export var fogFragment: {
  79763. name: string;
  79764. shader: string;
  79765. };
  79766. }
  79767. declare module BABYLON {
  79768. /** @hidden */
  79769. export var spritesPixelShader: {
  79770. name: string;
  79771. shader: string;
  79772. };
  79773. }
  79774. declare module BABYLON {
  79775. /** @hidden */
  79776. export var fogVertexDeclaration: {
  79777. name: string;
  79778. shader: string;
  79779. };
  79780. }
  79781. declare module BABYLON {
  79782. /** @hidden */
  79783. export var spritesVertexShader: {
  79784. name: string;
  79785. shader: string;
  79786. };
  79787. }
  79788. declare module BABYLON {
  79789. /**
  79790. * Defines the minimum interface to fullfil in order to be a sprite manager.
  79791. */
  79792. export interface ISpriteManager extends IDisposable {
  79793. /**
  79794. * Restricts the camera to viewing objects with the same layerMask.
  79795. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  79796. */
  79797. layerMask: number;
  79798. /**
  79799. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  79800. */
  79801. isPickable: boolean;
  79802. /**
  79803. * Specifies the rendering group id for this mesh (0 by default)
  79804. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  79805. */
  79806. renderingGroupId: number;
  79807. /**
  79808. * Defines the list of sprites managed by the manager.
  79809. */
  79810. sprites: Array<Sprite>;
  79811. /**
  79812. * Tests the intersection of a sprite with a specific ray.
  79813. * @param ray The ray we are sending to test the collision
  79814. * @param camera The camera space we are sending rays in
  79815. * @param predicate A predicate allowing excluding sprites from the list of object to test
  79816. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  79817. * @returns picking info or null.
  79818. */
  79819. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79820. /**
  79821. * Intersects the sprites with a ray
  79822. * @param ray defines the ray to intersect with
  79823. * @param camera defines the current active camera
  79824. * @param predicate defines a predicate used to select candidate sprites
  79825. * @returns null if no hit or a PickingInfo array
  79826. */
  79827. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79828. /**
  79829. * Renders the list of sprites on screen.
  79830. */
  79831. render(): void;
  79832. }
  79833. /**
  79834. * Class used to manage multiple sprites on the same spritesheet
  79835. * @see http://doc.babylonjs.com/babylon101/sprites
  79836. */
  79837. export class SpriteManager implements ISpriteManager {
  79838. /** defines the manager's name */
  79839. name: string;
  79840. /** Gets the list of sprites */
  79841. sprites: Sprite[];
  79842. /** Gets or sets the rendering group id (0 by default) */
  79843. renderingGroupId: number;
  79844. /** Gets or sets camera layer mask */
  79845. layerMask: number;
  79846. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  79847. fogEnabled: boolean;
  79848. /** Gets or sets a boolean indicating if the sprites are pickable */
  79849. isPickable: boolean;
  79850. /** Defines the default width of a cell in the spritesheet */
  79851. cellWidth: number;
  79852. /** Defines the default height of a cell in the spritesheet */
  79853. cellHeight: number;
  79854. /** Associative array from JSON sprite data file */
  79855. private _cellData;
  79856. /** Array of sprite names from JSON sprite data file */
  79857. private _spriteMap;
  79858. /** True when packed cell data from JSON file is ready*/
  79859. private _packedAndReady;
  79860. /**
  79861. * An event triggered when the manager is disposed.
  79862. */
  79863. onDisposeObservable: Observable<SpriteManager>;
  79864. private _onDisposeObserver;
  79865. /**
  79866. * Callback called when the manager is disposed
  79867. */
  79868. onDispose: () => void;
  79869. private _capacity;
  79870. private _fromPacked;
  79871. private _spriteTexture;
  79872. private _epsilon;
  79873. private _scene;
  79874. private _vertexData;
  79875. private _buffer;
  79876. private _vertexBuffers;
  79877. private _indexBuffer;
  79878. private _effectBase;
  79879. private _effectFog;
  79880. /**
  79881. * Gets or sets the spritesheet texture
  79882. */
  79883. texture: Texture;
  79884. /**
  79885. * Creates a new sprite manager
  79886. * @param name defines the manager's name
  79887. * @param imgUrl defines the sprite sheet url
  79888. * @param capacity defines the maximum allowed number of sprites
  79889. * @param cellSize defines the size of a sprite cell
  79890. * @param scene defines the hosting scene
  79891. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  79892. * @param samplingMode defines the smapling mode to use with spritesheet
  79893. * @param fromPacked set to false; do not alter
  79894. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  79895. */
  79896. constructor(
  79897. /** defines the manager's name */
  79898. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  79899. private _makePacked;
  79900. private _appendSpriteVertex;
  79901. /**
  79902. * Intersects the sprites with a ray
  79903. * @param ray defines the ray to intersect with
  79904. * @param camera defines the current active camera
  79905. * @param predicate defines a predicate used to select candidate sprites
  79906. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  79907. * @returns null if no hit or a PickingInfo
  79908. */
  79909. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79910. /**
  79911. * Intersects the sprites with a ray
  79912. * @param ray defines the ray to intersect with
  79913. * @param camera defines the current active camera
  79914. * @param predicate defines a predicate used to select candidate sprites
  79915. * @returns null if no hit or a PickingInfo array
  79916. */
  79917. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79918. /**
  79919. * Render all child sprites
  79920. */
  79921. render(): void;
  79922. /**
  79923. * Release associated resources
  79924. */
  79925. dispose(): void;
  79926. }
  79927. }
  79928. declare module BABYLON {
  79929. /**
  79930. * Class used to represent a sprite
  79931. * @see http://doc.babylonjs.com/babylon101/sprites
  79932. */
  79933. export class Sprite {
  79934. /** defines the name */
  79935. name: string;
  79936. /** Gets or sets the current world position */
  79937. position: Vector3;
  79938. /** Gets or sets the main color */
  79939. color: Color4;
  79940. /** Gets or sets the width */
  79941. width: number;
  79942. /** Gets or sets the height */
  79943. height: number;
  79944. /** Gets or sets rotation angle */
  79945. angle: number;
  79946. /** Gets or sets the cell index in the sprite sheet */
  79947. cellIndex: number;
  79948. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  79949. cellRef: string;
  79950. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  79951. invertU: number;
  79952. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  79953. invertV: number;
  79954. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  79955. disposeWhenFinishedAnimating: boolean;
  79956. /** Gets the list of attached animations */
  79957. animations: Animation[];
  79958. /** Gets or sets a boolean indicating if the sprite can be picked */
  79959. isPickable: boolean;
  79960. /**
  79961. * Gets or sets the associated action manager
  79962. */
  79963. actionManager: Nullable<ActionManager>;
  79964. private _animationStarted;
  79965. private _loopAnimation;
  79966. private _fromIndex;
  79967. private _toIndex;
  79968. private _delay;
  79969. private _direction;
  79970. private _manager;
  79971. private _time;
  79972. private _onAnimationEnd;
  79973. /**
  79974. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  79975. */
  79976. isVisible: boolean;
  79977. /**
  79978. * Gets or sets the sprite size
  79979. */
  79980. size: number;
  79981. /**
  79982. * Creates a new Sprite
  79983. * @param name defines the name
  79984. * @param manager defines the manager
  79985. */
  79986. constructor(
  79987. /** defines the name */
  79988. name: string, manager: ISpriteManager);
  79989. /**
  79990. * Starts an animation
  79991. * @param from defines the initial key
  79992. * @param to defines the end key
  79993. * @param loop defines if the animation must loop
  79994. * @param delay defines the start delay (in ms)
  79995. * @param onAnimationEnd defines a callback to call when animation ends
  79996. */
  79997. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  79998. /** Stops current animation (if any) */
  79999. stopAnimation(): void;
  80000. /** @hidden */
  80001. _animate(deltaTime: number): void;
  80002. /** Release associated resources */
  80003. dispose(): void;
  80004. }
  80005. }
  80006. declare module BABYLON {
  80007. /**
  80008. * Information about the result of picking within a scene
  80009. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  80010. */
  80011. export class PickingInfo {
  80012. /** @hidden */
  80013. _pickingUnavailable: boolean;
  80014. /**
  80015. * If the pick collided with an object
  80016. */
  80017. hit: boolean;
  80018. /**
  80019. * Distance away where the pick collided
  80020. */
  80021. distance: number;
  80022. /**
  80023. * The location of pick collision
  80024. */
  80025. pickedPoint: Nullable<Vector3>;
  80026. /**
  80027. * The mesh corresponding the the pick collision
  80028. */
  80029. pickedMesh: Nullable<AbstractMesh>;
  80030. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  80031. bu: number;
  80032. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  80033. bv: number;
  80034. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  80035. faceId: number;
  80036. /** Id of the the submesh that was picked */
  80037. subMeshId: number;
  80038. /** If a sprite was picked, this will be the sprite the pick collided with */
  80039. pickedSprite: Nullable<Sprite>;
  80040. /**
  80041. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  80042. */
  80043. originMesh: Nullable<AbstractMesh>;
  80044. /**
  80045. * The ray that was used to perform the picking.
  80046. */
  80047. ray: Nullable<Ray>;
  80048. /**
  80049. * Gets the normal correspodning to the face the pick collided with
  80050. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  80051. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  80052. * @returns The normal correspodning to the face the pick collided with
  80053. */
  80054. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  80055. /**
  80056. * Gets the texture coordinates of where the pick occured
  80057. * @returns the vector containing the coordnates of the texture
  80058. */
  80059. getTextureCoordinates(): Nullable<Vector2>;
  80060. }
  80061. }
  80062. declare module BABYLON {
  80063. /**
  80064. * Gather the list of pointer event types as constants.
  80065. */
  80066. export class PointerEventTypes {
  80067. /**
  80068. * 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.
  80069. */
  80070. static readonly POINTERDOWN: number;
  80071. /**
  80072. * The pointerup event is fired when a pointer is no longer active.
  80073. */
  80074. static readonly POINTERUP: number;
  80075. /**
  80076. * The pointermove event is fired when a pointer changes coordinates.
  80077. */
  80078. static readonly POINTERMOVE: number;
  80079. /**
  80080. * The pointerwheel event is fired when a mouse wheel has been rotated.
  80081. */
  80082. static readonly POINTERWHEEL: number;
  80083. /**
  80084. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  80085. */
  80086. static readonly POINTERPICK: number;
  80087. /**
  80088. * The pointertap event is fired when a the object has been touched and released without drag.
  80089. */
  80090. static readonly POINTERTAP: number;
  80091. /**
  80092. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  80093. */
  80094. static readonly POINTERDOUBLETAP: number;
  80095. }
  80096. /**
  80097. * Base class of pointer info types.
  80098. */
  80099. export class PointerInfoBase {
  80100. /**
  80101. * Defines the type of event (PointerEventTypes)
  80102. */
  80103. type: number;
  80104. /**
  80105. * Defines the related dom event
  80106. */
  80107. event: PointerEvent | MouseWheelEvent;
  80108. /**
  80109. * Instantiates the base class of pointers info.
  80110. * @param type Defines the type of event (PointerEventTypes)
  80111. * @param event Defines the related dom event
  80112. */
  80113. constructor(
  80114. /**
  80115. * Defines the type of event (PointerEventTypes)
  80116. */
  80117. type: number,
  80118. /**
  80119. * Defines the related dom event
  80120. */
  80121. event: PointerEvent | MouseWheelEvent);
  80122. }
  80123. /**
  80124. * This class is used to store pointer related info for the onPrePointerObservable event.
  80125. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  80126. */
  80127. export class PointerInfoPre extends PointerInfoBase {
  80128. /**
  80129. * Ray from a pointer if availible (eg. 6dof controller)
  80130. */
  80131. ray: Nullable<Ray>;
  80132. /**
  80133. * Defines the local position of the pointer on the canvas.
  80134. */
  80135. localPosition: Vector2;
  80136. /**
  80137. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  80138. */
  80139. skipOnPointerObservable: boolean;
  80140. /**
  80141. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  80142. * @param type Defines the type of event (PointerEventTypes)
  80143. * @param event Defines the related dom event
  80144. * @param localX Defines the local x coordinates of the pointer when the event occured
  80145. * @param localY Defines the local y coordinates of the pointer when the event occured
  80146. */
  80147. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  80148. }
  80149. /**
  80150. * This type contains all the data related to a pointer event in Babylon.js.
  80151. * 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.
  80152. */
  80153. export class PointerInfo extends PointerInfoBase {
  80154. /**
  80155. * Defines the picking info associated to the info (if any)\
  80156. */
  80157. pickInfo: Nullable<PickingInfo>;
  80158. /**
  80159. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  80160. * @param type Defines the type of event (PointerEventTypes)
  80161. * @param event Defines the related dom event
  80162. * @param pickInfo Defines the picking info associated to the info (if any)\
  80163. */
  80164. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  80165. /**
  80166. * Defines the picking info associated to the info (if any)\
  80167. */
  80168. pickInfo: Nullable<PickingInfo>);
  80169. }
  80170. /**
  80171. * Data relating to a touch event on the screen.
  80172. */
  80173. export interface PointerTouch {
  80174. /**
  80175. * X coordinate of touch.
  80176. */
  80177. x: number;
  80178. /**
  80179. * Y coordinate of touch.
  80180. */
  80181. y: number;
  80182. /**
  80183. * Id of touch. Unique for each finger.
  80184. */
  80185. pointerId: number;
  80186. /**
  80187. * Event type passed from DOM.
  80188. */
  80189. type: any;
  80190. }
  80191. }
  80192. declare module BABYLON {
  80193. /**
  80194. * Manage the mouse inputs to control the movement of a free camera.
  80195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80196. */
  80197. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  80198. /**
  80199. * Define if touch is enabled in the mouse input
  80200. */
  80201. touchEnabled: boolean;
  80202. /**
  80203. * Defines the camera the input is attached to.
  80204. */
  80205. camera: FreeCamera;
  80206. /**
  80207. * Defines the buttons associated with the input to handle camera move.
  80208. */
  80209. buttons: number[];
  80210. /**
  80211. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  80212. */
  80213. angularSensibility: number;
  80214. private _pointerInput;
  80215. private _onMouseMove;
  80216. private _observer;
  80217. private previousPosition;
  80218. /**
  80219. * Observable for when a pointer move event occurs containing the move offset
  80220. */
  80221. onPointerMovedObservable: Observable<{
  80222. offsetX: number;
  80223. offsetY: number;
  80224. }>;
  80225. /**
  80226. * @hidden
  80227. * If the camera should be rotated automatically based on pointer movement
  80228. */
  80229. _allowCameraRotation: boolean;
  80230. /**
  80231. * Manage the mouse inputs to control the movement of a free camera.
  80232. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80233. * @param touchEnabled Defines if touch is enabled or not
  80234. */
  80235. constructor(
  80236. /**
  80237. * Define if touch is enabled in the mouse input
  80238. */
  80239. touchEnabled?: boolean);
  80240. /**
  80241. * Attach the input controls to a specific dom element to get the input from.
  80242. * @param element Defines the element the controls should be listened from
  80243. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80244. */
  80245. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80246. /**
  80247. * Called on JS contextmenu event.
  80248. * Override this method to provide functionality.
  80249. */
  80250. protected onContextMenu(evt: PointerEvent): void;
  80251. /**
  80252. * Detach the current controls from the specified dom element.
  80253. * @param element Defines the element to stop listening the inputs from
  80254. */
  80255. detachControl(element: Nullable<HTMLElement>): void;
  80256. /**
  80257. * Gets the class name of the current intput.
  80258. * @returns the class name
  80259. */
  80260. getClassName(): string;
  80261. /**
  80262. * Get the friendly name associated with the input class.
  80263. * @returns the input friendly name
  80264. */
  80265. getSimpleName(): string;
  80266. }
  80267. }
  80268. declare module BABYLON {
  80269. /**
  80270. * Manage the touch inputs to control the movement of a free camera.
  80271. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80272. */
  80273. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  80274. /**
  80275. * Defines the camera the input is attached to.
  80276. */
  80277. camera: FreeCamera;
  80278. /**
  80279. * Defines the touch sensibility for rotation.
  80280. * The higher the faster.
  80281. */
  80282. touchAngularSensibility: number;
  80283. /**
  80284. * Defines the touch sensibility for move.
  80285. * The higher the faster.
  80286. */
  80287. touchMoveSensibility: number;
  80288. private _offsetX;
  80289. private _offsetY;
  80290. private _pointerPressed;
  80291. private _pointerInput;
  80292. private _observer;
  80293. private _onLostFocus;
  80294. /**
  80295. * Attach the input controls to a specific dom element to get the input from.
  80296. * @param element Defines the element the controls should be listened from
  80297. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80298. */
  80299. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80300. /**
  80301. * Detach the current controls from the specified dom element.
  80302. * @param element Defines the element to stop listening the inputs from
  80303. */
  80304. detachControl(element: Nullable<HTMLElement>): void;
  80305. /**
  80306. * Update the current camera state depending on the inputs that have been used this frame.
  80307. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80308. */
  80309. checkInputs(): void;
  80310. /**
  80311. * Gets the class name of the current intput.
  80312. * @returns the class name
  80313. */
  80314. getClassName(): string;
  80315. /**
  80316. * Get the friendly name associated with the input class.
  80317. * @returns the input friendly name
  80318. */
  80319. getSimpleName(): string;
  80320. }
  80321. }
  80322. declare module BABYLON {
  80323. /**
  80324. * Default Inputs manager for the FreeCamera.
  80325. * It groups all the default supported inputs for ease of use.
  80326. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80327. */
  80328. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  80329. /**
  80330. * @hidden
  80331. */
  80332. _mouseInput: Nullable<FreeCameraMouseInput>;
  80333. /**
  80334. * Instantiates a new FreeCameraInputsManager.
  80335. * @param camera Defines the camera the inputs belong to
  80336. */
  80337. constructor(camera: FreeCamera);
  80338. /**
  80339. * Add keyboard input support to the input manager.
  80340. * @returns the current input manager
  80341. */
  80342. addKeyboard(): FreeCameraInputsManager;
  80343. /**
  80344. * Add mouse input support to the input manager.
  80345. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  80346. * @returns the current input manager
  80347. */
  80348. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  80349. /**
  80350. * Removes the mouse input support from the manager
  80351. * @returns the current input manager
  80352. */
  80353. removeMouse(): FreeCameraInputsManager;
  80354. /**
  80355. * Add touch input support to the input manager.
  80356. * @returns the current input manager
  80357. */
  80358. addTouch(): FreeCameraInputsManager;
  80359. /**
  80360. * Remove all attached input methods from a camera
  80361. */
  80362. clear(): void;
  80363. }
  80364. }
  80365. declare module BABYLON {
  80366. /**
  80367. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80368. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  80369. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80370. */
  80371. export class FreeCamera extends TargetCamera {
  80372. /**
  80373. * Define the collision ellipsoid of the camera.
  80374. * This is helpful to simulate a camera body like the player body around the camera
  80375. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  80376. */
  80377. ellipsoid: Vector3;
  80378. /**
  80379. * Define an offset for the position of the ellipsoid around the camera.
  80380. * This can be helpful to determine the center of the body near the gravity center of the body
  80381. * instead of its head.
  80382. */
  80383. ellipsoidOffset: Vector3;
  80384. /**
  80385. * Enable or disable collisions of the camera with the rest of the scene objects.
  80386. */
  80387. checkCollisions: boolean;
  80388. /**
  80389. * Enable or disable gravity on the camera.
  80390. */
  80391. applyGravity: boolean;
  80392. /**
  80393. * Define the input manager associated to the camera.
  80394. */
  80395. inputs: FreeCameraInputsManager;
  80396. /**
  80397. * Gets the input sensibility for a mouse input. (default is 2000.0)
  80398. * Higher values reduce sensitivity.
  80399. */
  80400. /**
  80401. * Sets the input sensibility for a mouse input. (default is 2000.0)
  80402. * Higher values reduce sensitivity.
  80403. */
  80404. angularSensibility: number;
  80405. /**
  80406. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  80407. */
  80408. keysUp: number[];
  80409. /**
  80410. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  80411. */
  80412. keysDown: number[];
  80413. /**
  80414. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  80415. */
  80416. keysLeft: number[];
  80417. /**
  80418. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  80419. */
  80420. keysRight: number[];
  80421. /**
  80422. * Event raised when the camera collide with a mesh in the scene.
  80423. */
  80424. onCollide: (collidedMesh: AbstractMesh) => void;
  80425. private _collider;
  80426. private _needMoveForGravity;
  80427. private _oldPosition;
  80428. private _diffPosition;
  80429. private _newPosition;
  80430. /** @hidden */
  80431. _localDirection: Vector3;
  80432. /** @hidden */
  80433. _transformedDirection: Vector3;
  80434. /**
  80435. * Instantiates a Free Camera.
  80436. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80437. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  80438. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80439. * @param name Define the name of the camera in the scene
  80440. * @param position Define the start position of the camera in the scene
  80441. * @param scene Define the scene the camera belongs to
  80442. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  80443. */
  80444. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  80445. /**
  80446. * Attached controls to the current camera.
  80447. * @param element Defines the element the controls should be listened from
  80448. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80449. */
  80450. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80451. /**
  80452. * Detach the current controls from the camera.
  80453. * The camera will stop reacting to inputs.
  80454. * @param element Defines the element to stop listening the inputs from
  80455. */
  80456. detachControl(element: HTMLElement): void;
  80457. private _collisionMask;
  80458. /**
  80459. * Define a collision mask to limit the list of object the camera can collide with
  80460. */
  80461. collisionMask: number;
  80462. /** @hidden */
  80463. _collideWithWorld(displacement: Vector3): void;
  80464. private _onCollisionPositionChange;
  80465. /** @hidden */
  80466. _checkInputs(): void;
  80467. /** @hidden */
  80468. _decideIfNeedsToMove(): boolean;
  80469. /** @hidden */
  80470. _updatePosition(): void;
  80471. /**
  80472. * Destroy the camera and release the current resources hold by it.
  80473. */
  80474. dispose(): void;
  80475. /**
  80476. * Gets the current object class name.
  80477. * @return the class name
  80478. */
  80479. getClassName(): string;
  80480. }
  80481. }
  80482. declare module BABYLON {
  80483. /**
  80484. * Represents a gamepad control stick position
  80485. */
  80486. export class StickValues {
  80487. /**
  80488. * The x component of the control stick
  80489. */
  80490. x: number;
  80491. /**
  80492. * The y component of the control stick
  80493. */
  80494. y: number;
  80495. /**
  80496. * Initializes the gamepad x and y control stick values
  80497. * @param x The x component of the gamepad control stick value
  80498. * @param y The y component of the gamepad control stick value
  80499. */
  80500. constructor(
  80501. /**
  80502. * The x component of the control stick
  80503. */
  80504. x: number,
  80505. /**
  80506. * The y component of the control stick
  80507. */
  80508. y: number);
  80509. }
  80510. /**
  80511. * An interface which manages callbacks for gamepad button changes
  80512. */
  80513. export interface GamepadButtonChanges {
  80514. /**
  80515. * Called when a gamepad has been changed
  80516. */
  80517. changed: boolean;
  80518. /**
  80519. * Called when a gamepad press event has been triggered
  80520. */
  80521. pressChanged: boolean;
  80522. /**
  80523. * Called when a touch event has been triggered
  80524. */
  80525. touchChanged: boolean;
  80526. /**
  80527. * Called when a value has changed
  80528. */
  80529. valueChanged: boolean;
  80530. }
  80531. /**
  80532. * Represents a gamepad
  80533. */
  80534. export class Gamepad {
  80535. /**
  80536. * The id of the gamepad
  80537. */
  80538. id: string;
  80539. /**
  80540. * The index of the gamepad
  80541. */
  80542. index: number;
  80543. /**
  80544. * The browser gamepad
  80545. */
  80546. browserGamepad: any;
  80547. /**
  80548. * Specifies what type of gamepad this represents
  80549. */
  80550. type: number;
  80551. private _leftStick;
  80552. private _rightStick;
  80553. /** @hidden */
  80554. _isConnected: boolean;
  80555. private _leftStickAxisX;
  80556. private _leftStickAxisY;
  80557. private _rightStickAxisX;
  80558. private _rightStickAxisY;
  80559. /**
  80560. * Triggered when the left control stick has been changed
  80561. */
  80562. private _onleftstickchanged;
  80563. /**
  80564. * Triggered when the right control stick has been changed
  80565. */
  80566. private _onrightstickchanged;
  80567. /**
  80568. * Represents a gamepad controller
  80569. */
  80570. static GAMEPAD: number;
  80571. /**
  80572. * Represents a generic controller
  80573. */
  80574. static GENERIC: number;
  80575. /**
  80576. * Represents an XBox controller
  80577. */
  80578. static XBOX: number;
  80579. /**
  80580. * Represents a pose-enabled controller
  80581. */
  80582. static POSE_ENABLED: number;
  80583. /**
  80584. * Represents an Dual Shock controller
  80585. */
  80586. static DUALSHOCK: number;
  80587. /**
  80588. * Specifies whether the left control stick should be Y-inverted
  80589. */
  80590. protected _invertLeftStickY: boolean;
  80591. /**
  80592. * Specifies if the gamepad has been connected
  80593. */
  80594. readonly isConnected: boolean;
  80595. /**
  80596. * Initializes the gamepad
  80597. * @param id The id of the gamepad
  80598. * @param index The index of the gamepad
  80599. * @param browserGamepad The browser gamepad
  80600. * @param leftStickX The x component of the left joystick
  80601. * @param leftStickY The y component of the left joystick
  80602. * @param rightStickX The x component of the right joystick
  80603. * @param rightStickY The y component of the right joystick
  80604. */
  80605. constructor(
  80606. /**
  80607. * The id of the gamepad
  80608. */
  80609. id: string,
  80610. /**
  80611. * The index of the gamepad
  80612. */
  80613. index: number,
  80614. /**
  80615. * The browser gamepad
  80616. */
  80617. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  80618. /**
  80619. * Callback triggered when the left joystick has changed
  80620. * @param callback
  80621. */
  80622. onleftstickchanged(callback: (values: StickValues) => void): void;
  80623. /**
  80624. * Callback triggered when the right joystick has changed
  80625. * @param callback
  80626. */
  80627. onrightstickchanged(callback: (values: StickValues) => void): void;
  80628. /**
  80629. * Gets the left joystick
  80630. */
  80631. /**
  80632. * Sets the left joystick values
  80633. */
  80634. leftStick: StickValues;
  80635. /**
  80636. * Gets the right joystick
  80637. */
  80638. /**
  80639. * Sets the right joystick value
  80640. */
  80641. rightStick: StickValues;
  80642. /**
  80643. * Updates the gamepad joystick positions
  80644. */
  80645. update(): void;
  80646. /**
  80647. * Disposes the gamepad
  80648. */
  80649. dispose(): void;
  80650. }
  80651. /**
  80652. * Represents a generic gamepad
  80653. */
  80654. export class GenericPad extends Gamepad {
  80655. private _buttons;
  80656. private _onbuttondown;
  80657. private _onbuttonup;
  80658. /**
  80659. * Observable triggered when a button has been pressed
  80660. */
  80661. onButtonDownObservable: Observable<number>;
  80662. /**
  80663. * Observable triggered when a button has been released
  80664. */
  80665. onButtonUpObservable: Observable<number>;
  80666. /**
  80667. * Callback triggered when a button has been pressed
  80668. * @param callback Called when a button has been pressed
  80669. */
  80670. onbuttondown(callback: (buttonPressed: number) => void): void;
  80671. /**
  80672. * Callback triggered when a button has been released
  80673. * @param callback Called when a button has been released
  80674. */
  80675. onbuttonup(callback: (buttonReleased: number) => void): void;
  80676. /**
  80677. * Initializes the generic gamepad
  80678. * @param id The id of the generic gamepad
  80679. * @param index The index of the generic gamepad
  80680. * @param browserGamepad The browser gamepad
  80681. */
  80682. constructor(id: string, index: number, browserGamepad: any);
  80683. private _setButtonValue;
  80684. /**
  80685. * Updates the generic gamepad
  80686. */
  80687. update(): void;
  80688. /**
  80689. * Disposes the generic gamepad
  80690. */
  80691. dispose(): void;
  80692. }
  80693. }
  80694. declare module BABYLON {
  80695. interface Engine {
  80696. /**
  80697. * Creates a raw texture
  80698. * @param data defines the data to store in the texture
  80699. * @param width defines the width of the texture
  80700. * @param height defines the height of the texture
  80701. * @param format defines the format of the data
  80702. * @param generateMipMaps defines if the engine should generate the mip levels
  80703. * @param invertY defines if data must be stored with Y axis inverted
  80704. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80705. * @param compression defines the compression used (null by default)
  80706. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80707. * @returns the raw texture inside an InternalTexture
  80708. */
  80709. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80710. /**
  80711. * Update a raw texture
  80712. * @param texture defines the texture to update
  80713. * @param data defines the data to store in the texture
  80714. * @param format defines the format of the data
  80715. * @param invertY defines if data must be stored with Y axis inverted
  80716. */
  80717. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80718. /**
  80719. * Update a raw texture
  80720. * @param texture defines the texture to update
  80721. * @param data defines the data to store in the texture
  80722. * @param format defines the format of the data
  80723. * @param invertY defines if data must be stored with Y axis inverted
  80724. * @param compression defines the compression used (null by default)
  80725. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80726. */
  80727. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80728. /**
  80729. * Creates a new raw cube texture
  80730. * @param data defines the array of data to use to create each face
  80731. * @param size defines the size of the textures
  80732. * @param format defines the format of the data
  80733. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80734. * @param generateMipMaps defines if the engine should generate the mip levels
  80735. * @param invertY defines if data must be stored with Y axis inverted
  80736. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80737. * @param compression defines the compression used (null by default)
  80738. * @returns the cube texture as an InternalTexture
  80739. */
  80740. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80741. /**
  80742. * Update a raw cube texture
  80743. * @param texture defines the texture to udpdate
  80744. * @param data defines the data to store
  80745. * @param format defines the data format
  80746. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80747. * @param invertY defines if data must be stored with Y axis inverted
  80748. */
  80749. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80750. /**
  80751. * Update a raw cube texture
  80752. * @param texture defines the texture to udpdate
  80753. * @param data defines the data to store
  80754. * @param format defines the data format
  80755. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80756. * @param invertY defines if data must be stored with Y axis inverted
  80757. * @param compression defines the compression used (null by default)
  80758. */
  80759. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80760. /**
  80761. * Update a raw cube texture
  80762. * @param texture defines the texture to udpdate
  80763. * @param data defines the data to store
  80764. * @param format defines the data format
  80765. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80766. * @param invertY defines if data must be stored with Y axis inverted
  80767. * @param compression defines the compression used (null by default)
  80768. * @param level defines which level of the texture to update
  80769. */
  80770. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80771. /**
  80772. * Creates a new raw cube texture from a specified url
  80773. * @param url defines the url where the data is located
  80774. * @param scene defines the current scene
  80775. * @param size defines the size of the textures
  80776. * @param format defines the format of the data
  80777. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80778. * @param noMipmap defines if the engine should avoid generating the mip levels
  80779. * @param callback defines a callback used to extract texture data from loaded data
  80780. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80781. * @param onLoad defines a callback called when texture is loaded
  80782. * @param onError defines a callback called if there is an error
  80783. * @returns the cube texture as an InternalTexture
  80784. */
  80785. 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;
  80786. /**
  80787. * Creates a new raw cube texture from a specified url
  80788. * @param url defines the url where the data is located
  80789. * @param scene defines the current scene
  80790. * @param size defines the size of the textures
  80791. * @param format defines the format of the data
  80792. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80793. * @param noMipmap defines if the engine should avoid generating the mip levels
  80794. * @param callback defines a callback used to extract texture data from loaded data
  80795. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80796. * @param onLoad defines a callback called when texture is loaded
  80797. * @param onError defines a callback called if there is an error
  80798. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80799. * @param invertY defines if data must be stored with Y axis inverted
  80800. * @returns the cube texture as an InternalTexture
  80801. */
  80802. 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;
  80803. /**
  80804. * Creates a new raw 3D texture
  80805. * @param data defines the data used to create the texture
  80806. * @param width defines the width of the texture
  80807. * @param height defines the height of the texture
  80808. * @param depth defines the depth of the texture
  80809. * @param format defines the format of the texture
  80810. * @param generateMipMaps defines if the engine must generate mip levels
  80811. * @param invertY defines if data must be stored with Y axis inverted
  80812. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80813. * @param compression defines the compressed used (can be null)
  80814. * @param textureType defines the compressed used (can be null)
  80815. * @returns a new raw 3D texture (stored in an InternalTexture)
  80816. */
  80817. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80818. /**
  80819. * Update a raw 3D texture
  80820. * @param texture defines the texture to update
  80821. * @param data defines the data to store
  80822. * @param format defines the data format
  80823. * @param invertY defines if data must be stored with Y axis inverted
  80824. */
  80825. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80826. /**
  80827. * Update a raw 3D texture
  80828. * @param texture defines the texture to update
  80829. * @param data defines the data to store
  80830. * @param format defines the data format
  80831. * @param invertY defines if data must be stored with Y axis inverted
  80832. * @param compression defines the used compression (can be null)
  80833. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80834. */
  80835. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80836. /**
  80837. * Creates a new raw 2D array texture
  80838. * @param data defines the data used to create the texture
  80839. * @param width defines the width of the texture
  80840. * @param height defines the height of the texture
  80841. * @param depth defines the number of layers of the texture
  80842. * @param format defines the format of the texture
  80843. * @param generateMipMaps defines if the engine must generate mip levels
  80844. * @param invertY defines if data must be stored with Y axis inverted
  80845. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80846. * @param compression defines the compressed used (can be null)
  80847. * @param textureType defines the compressed used (can be null)
  80848. * @returns a new raw 2D array texture (stored in an InternalTexture)
  80849. */
  80850. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80851. /**
  80852. * Update a raw 2D array texture
  80853. * @param texture defines the texture to update
  80854. * @param data defines the data to store
  80855. * @param format defines the data format
  80856. * @param invertY defines if data must be stored with Y axis inverted
  80857. */
  80858. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80859. /**
  80860. * Update a raw 2D array texture
  80861. * @param texture defines the texture to update
  80862. * @param data defines the data to store
  80863. * @param format defines the data format
  80864. * @param invertY defines if data must be stored with Y axis inverted
  80865. * @param compression defines the used compression (can be null)
  80866. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80867. */
  80868. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80869. }
  80870. }
  80871. declare module BABYLON {
  80872. /**
  80873. * Raw texture can help creating a texture directly from an array of data.
  80874. * This can be super useful if you either get the data from an uncompressed source or
  80875. * if you wish to create your texture pixel by pixel.
  80876. */
  80877. export class RawTexture extends Texture {
  80878. /**
  80879. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80880. */
  80881. format: number;
  80882. private _engine;
  80883. /**
  80884. * Instantiates a new RawTexture.
  80885. * Raw texture can help creating a texture directly from an array of data.
  80886. * This can be super useful if you either get the data from an uncompressed source or
  80887. * if you wish to create your texture pixel by pixel.
  80888. * @param data define the array of data to use to create the texture
  80889. * @param width define the width of the texture
  80890. * @param height define the height of the texture
  80891. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80892. * @param scene define the scene the texture belongs to
  80893. * @param generateMipMaps define whether mip maps should be generated or not
  80894. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80895. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80896. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80897. */
  80898. constructor(data: ArrayBufferView, width: number, height: number,
  80899. /**
  80900. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80901. */
  80902. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  80903. /**
  80904. * Updates the texture underlying data.
  80905. * @param data Define the new data of the texture
  80906. */
  80907. update(data: ArrayBufferView): void;
  80908. /**
  80909. * Creates a luminance texture from some data.
  80910. * @param data Define the texture data
  80911. * @param width Define the width of the texture
  80912. * @param height Define the height of the texture
  80913. * @param scene Define the scene the texture belongs to
  80914. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80915. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80916. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80917. * @returns the luminance texture
  80918. */
  80919. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80920. /**
  80921. * Creates a luminance alpha texture from some data.
  80922. * @param data Define the texture data
  80923. * @param width Define the width of the texture
  80924. * @param height Define the height of the texture
  80925. * @param scene Define the scene the texture belongs to
  80926. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80927. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80928. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80929. * @returns the luminance alpha texture
  80930. */
  80931. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80932. /**
  80933. * Creates an alpha texture from some data.
  80934. * @param data Define the texture data
  80935. * @param width Define the width of the texture
  80936. * @param height Define the height of the texture
  80937. * @param scene Define the scene the texture belongs to
  80938. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80939. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80940. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80941. * @returns the alpha texture
  80942. */
  80943. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80944. /**
  80945. * Creates a RGB texture from some data.
  80946. * @param data Define the texture data
  80947. * @param width Define the width of the texture
  80948. * @param height Define the height of the texture
  80949. * @param scene Define the scene the texture belongs to
  80950. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80951. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80952. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80953. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80954. * @returns the RGB alpha texture
  80955. */
  80956. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80957. /**
  80958. * Creates a RGBA texture from some data.
  80959. * @param data Define the texture data
  80960. * @param width Define the width of the texture
  80961. * @param height Define the height of the texture
  80962. * @param scene Define the scene the texture belongs to
  80963. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80964. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80965. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80966. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80967. * @returns the RGBA texture
  80968. */
  80969. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80970. /**
  80971. * Creates a R texture from some data.
  80972. * @param data Define the texture data
  80973. * @param width Define the width of the texture
  80974. * @param height Define the height of the texture
  80975. * @param scene Define the scene the texture belongs to
  80976. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80977. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80978. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80979. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80980. * @returns the R texture
  80981. */
  80982. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80983. }
  80984. }
  80985. declare module BABYLON {
  80986. /**
  80987. * Interface for the size containing width and height
  80988. */
  80989. export interface ISize {
  80990. /**
  80991. * Width
  80992. */
  80993. width: number;
  80994. /**
  80995. * Heighht
  80996. */
  80997. height: number;
  80998. }
  80999. /**
  81000. * Size containing widht and height
  81001. */
  81002. export class Size implements ISize {
  81003. /**
  81004. * Width
  81005. */
  81006. width: number;
  81007. /**
  81008. * Height
  81009. */
  81010. height: number;
  81011. /**
  81012. * Creates a Size object from the given width and height (floats).
  81013. * @param width width of the new size
  81014. * @param height height of the new size
  81015. */
  81016. constructor(width: number, height: number);
  81017. /**
  81018. * Returns a string with the Size width and height
  81019. * @returns a string with the Size width and height
  81020. */
  81021. toString(): string;
  81022. /**
  81023. * "Size"
  81024. * @returns the string "Size"
  81025. */
  81026. getClassName(): string;
  81027. /**
  81028. * Returns the Size hash code.
  81029. * @returns a hash code for a unique width and height
  81030. */
  81031. getHashCode(): number;
  81032. /**
  81033. * Updates the current size from the given one.
  81034. * @param src the given size
  81035. */
  81036. copyFrom(src: Size): void;
  81037. /**
  81038. * Updates in place the current Size from the given floats.
  81039. * @param width width of the new size
  81040. * @param height height of the new size
  81041. * @returns the updated Size.
  81042. */
  81043. copyFromFloats(width: number, height: number): Size;
  81044. /**
  81045. * Updates in place the current Size from the given floats.
  81046. * @param width width to set
  81047. * @param height height to set
  81048. * @returns the updated Size.
  81049. */
  81050. set(width: number, height: number): Size;
  81051. /**
  81052. * Multiplies the width and height by numbers
  81053. * @param w factor to multiple the width by
  81054. * @param h factor to multiple the height by
  81055. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  81056. */
  81057. multiplyByFloats(w: number, h: number): Size;
  81058. /**
  81059. * Clones the size
  81060. * @returns a new Size copied from the given one.
  81061. */
  81062. clone(): Size;
  81063. /**
  81064. * True if the current Size and the given one width and height are strictly equal.
  81065. * @param other the other size to compare against
  81066. * @returns True if the current Size and the given one width and height are strictly equal.
  81067. */
  81068. equals(other: Size): boolean;
  81069. /**
  81070. * The surface of the Size : width * height (float).
  81071. */
  81072. readonly surface: number;
  81073. /**
  81074. * Create a new size of zero
  81075. * @returns a new Size set to (0.0, 0.0)
  81076. */
  81077. static Zero(): Size;
  81078. /**
  81079. * Sums the width and height of two sizes
  81080. * @param otherSize size to add to this size
  81081. * @returns a new Size set as the addition result of the current Size and the given one.
  81082. */
  81083. add(otherSize: Size): Size;
  81084. /**
  81085. * Subtracts the width and height of two
  81086. * @param otherSize size to subtract to this size
  81087. * @returns a new Size set as the subtraction result of the given one from the current Size.
  81088. */
  81089. subtract(otherSize: Size): Size;
  81090. /**
  81091. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  81092. * @param start starting size to lerp between
  81093. * @param end end size to lerp between
  81094. * @param amount amount to lerp between the start and end values
  81095. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  81096. */
  81097. static Lerp(start: Size, end: Size, amount: number): Size;
  81098. }
  81099. }
  81100. declare module BABYLON {
  81101. /**
  81102. * Defines a runtime animation
  81103. */
  81104. export class RuntimeAnimation {
  81105. private _events;
  81106. /**
  81107. * The current frame of the runtime animation
  81108. */
  81109. private _currentFrame;
  81110. /**
  81111. * The animation used by the runtime animation
  81112. */
  81113. private _animation;
  81114. /**
  81115. * The target of the runtime animation
  81116. */
  81117. private _target;
  81118. /**
  81119. * The initiating animatable
  81120. */
  81121. private _host;
  81122. /**
  81123. * The original value of the runtime animation
  81124. */
  81125. private _originalValue;
  81126. /**
  81127. * The original blend value of the runtime animation
  81128. */
  81129. private _originalBlendValue;
  81130. /**
  81131. * The offsets cache of the runtime animation
  81132. */
  81133. private _offsetsCache;
  81134. /**
  81135. * The high limits cache of the runtime animation
  81136. */
  81137. private _highLimitsCache;
  81138. /**
  81139. * Specifies if the runtime animation has been stopped
  81140. */
  81141. private _stopped;
  81142. /**
  81143. * The blending factor of the runtime animation
  81144. */
  81145. private _blendingFactor;
  81146. /**
  81147. * The BabylonJS scene
  81148. */
  81149. private _scene;
  81150. /**
  81151. * The current value of the runtime animation
  81152. */
  81153. private _currentValue;
  81154. /** @hidden */
  81155. _animationState: _IAnimationState;
  81156. /**
  81157. * The active target of the runtime animation
  81158. */
  81159. private _activeTargets;
  81160. private _currentActiveTarget;
  81161. private _directTarget;
  81162. /**
  81163. * The target path of the runtime animation
  81164. */
  81165. private _targetPath;
  81166. /**
  81167. * The weight of the runtime animation
  81168. */
  81169. private _weight;
  81170. /**
  81171. * The ratio offset of the runtime animation
  81172. */
  81173. private _ratioOffset;
  81174. /**
  81175. * The previous delay of the runtime animation
  81176. */
  81177. private _previousDelay;
  81178. /**
  81179. * The previous ratio of the runtime animation
  81180. */
  81181. private _previousRatio;
  81182. private _enableBlending;
  81183. private _keys;
  81184. private _minFrame;
  81185. private _maxFrame;
  81186. private _minValue;
  81187. private _maxValue;
  81188. private _targetIsArray;
  81189. /**
  81190. * Gets the current frame of the runtime animation
  81191. */
  81192. readonly currentFrame: number;
  81193. /**
  81194. * Gets the weight of the runtime animation
  81195. */
  81196. readonly weight: number;
  81197. /**
  81198. * Gets the current value of the runtime animation
  81199. */
  81200. readonly currentValue: any;
  81201. /**
  81202. * Gets the target path of the runtime animation
  81203. */
  81204. readonly targetPath: string;
  81205. /**
  81206. * Gets the actual target of the runtime animation
  81207. */
  81208. readonly target: any;
  81209. /** @hidden */
  81210. _onLoop: () => void;
  81211. /**
  81212. * Create a new RuntimeAnimation object
  81213. * @param target defines the target of the animation
  81214. * @param animation defines the source animation object
  81215. * @param scene defines the hosting scene
  81216. * @param host defines the initiating Animatable
  81217. */
  81218. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  81219. private _preparePath;
  81220. /**
  81221. * Gets the animation from the runtime animation
  81222. */
  81223. readonly animation: Animation;
  81224. /**
  81225. * Resets the runtime animation to the beginning
  81226. * @param restoreOriginal defines whether to restore the target property to the original value
  81227. */
  81228. reset(restoreOriginal?: boolean): void;
  81229. /**
  81230. * Specifies if the runtime animation is stopped
  81231. * @returns Boolean specifying if the runtime animation is stopped
  81232. */
  81233. isStopped(): boolean;
  81234. /**
  81235. * Disposes of the runtime animation
  81236. */
  81237. dispose(): void;
  81238. /**
  81239. * Apply the interpolated value to the target
  81240. * @param currentValue defines the value computed by the animation
  81241. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  81242. */
  81243. setValue(currentValue: any, weight: number): void;
  81244. private _getOriginalValues;
  81245. private _setValue;
  81246. /**
  81247. * Gets the loop pmode of the runtime animation
  81248. * @returns Loop Mode
  81249. */
  81250. private _getCorrectLoopMode;
  81251. /**
  81252. * Move the current animation to a given frame
  81253. * @param frame defines the frame to move to
  81254. */
  81255. goToFrame(frame: number): void;
  81256. /**
  81257. * @hidden Internal use only
  81258. */
  81259. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  81260. /**
  81261. * Execute the current animation
  81262. * @param delay defines the delay to add to the current frame
  81263. * @param from defines the lower bound of the animation range
  81264. * @param to defines the upper bound of the animation range
  81265. * @param loop defines if the current animation must loop
  81266. * @param speedRatio defines the current speed ratio
  81267. * @param weight defines the weight of the animation (default is -1 so no weight)
  81268. * @param onLoop optional callback called when animation loops
  81269. * @returns a boolean indicating if the animation is running
  81270. */
  81271. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  81272. }
  81273. }
  81274. declare module BABYLON {
  81275. /**
  81276. * Class used to store an actual running animation
  81277. */
  81278. export class Animatable {
  81279. /** defines the target object */
  81280. target: any;
  81281. /** defines the starting frame number (default is 0) */
  81282. fromFrame: number;
  81283. /** defines the ending frame number (default is 100) */
  81284. toFrame: number;
  81285. /** defines if the animation must loop (default is false) */
  81286. loopAnimation: boolean;
  81287. /** defines a callback to call when animation ends if it is not looping */
  81288. onAnimationEnd?: (() => void) | null | undefined;
  81289. /** defines a callback to call when animation loops */
  81290. onAnimationLoop?: (() => void) | null | undefined;
  81291. private _localDelayOffset;
  81292. private _pausedDelay;
  81293. private _runtimeAnimations;
  81294. private _paused;
  81295. private _scene;
  81296. private _speedRatio;
  81297. private _weight;
  81298. private _syncRoot;
  81299. /**
  81300. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  81301. * This will only apply for non looping animation (default is true)
  81302. */
  81303. disposeOnEnd: boolean;
  81304. /**
  81305. * Gets a boolean indicating if the animation has started
  81306. */
  81307. animationStarted: boolean;
  81308. /**
  81309. * Observer raised when the animation ends
  81310. */
  81311. onAnimationEndObservable: Observable<Animatable>;
  81312. /**
  81313. * Observer raised when the animation loops
  81314. */
  81315. onAnimationLoopObservable: Observable<Animatable>;
  81316. /**
  81317. * Gets the root Animatable used to synchronize and normalize animations
  81318. */
  81319. readonly syncRoot: Nullable<Animatable>;
  81320. /**
  81321. * Gets the current frame of the first RuntimeAnimation
  81322. * Used to synchronize Animatables
  81323. */
  81324. readonly masterFrame: number;
  81325. /**
  81326. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  81327. */
  81328. weight: number;
  81329. /**
  81330. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  81331. */
  81332. speedRatio: number;
  81333. /**
  81334. * Creates a new Animatable
  81335. * @param scene defines the hosting scene
  81336. * @param target defines the target object
  81337. * @param fromFrame defines the starting frame number (default is 0)
  81338. * @param toFrame defines the ending frame number (default is 100)
  81339. * @param loopAnimation defines if the animation must loop (default is false)
  81340. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  81341. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  81342. * @param animations defines a group of animation to add to the new Animatable
  81343. * @param onAnimationLoop defines a callback to call when animation loops
  81344. */
  81345. constructor(scene: Scene,
  81346. /** defines the target object */
  81347. target: any,
  81348. /** defines the starting frame number (default is 0) */
  81349. fromFrame?: number,
  81350. /** defines the ending frame number (default is 100) */
  81351. toFrame?: number,
  81352. /** defines if the animation must loop (default is false) */
  81353. loopAnimation?: boolean, speedRatio?: number,
  81354. /** defines a callback to call when animation ends if it is not looping */
  81355. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  81356. /** defines a callback to call when animation loops */
  81357. onAnimationLoop?: (() => void) | null | undefined);
  81358. /**
  81359. * Synchronize and normalize current Animatable with a source Animatable
  81360. * This is useful when using animation weights and when animations are not of the same length
  81361. * @param root defines the root Animatable to synchronize with
  81362. * @returns the current Animatable
  81363. */
  81364. syncWith(root: Animatable): Animatable;
  81365. /**
  81366. * Gets the list of runtime animations
  81367. * @returns an array of RuntimeAnimation
  81368. */
  81369. getAnimations(): RuntimeAnimation[];
  81370. /**
  81371. * Adds more animations to the current animatable
  81372. * @param target defines the target of the animations
  81373. * @param animations defines the new animations to add
  81374. */
  81375. appendAnimations(target: any, animations: Animation[]): void;
  81376. /**
  81377. * Gets the source animation for a specific property
  81378. * @param property defines the propertyu to look for
  81379. * @returns null or the source animation for the given property
  81380. */
  81381. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  81382. /**
  81383. * Gets the runtime animation for a specific property
  81384. * @param property defines the propertyu to look for
  81385. * @returns null or the runtime animation for the given property
  81386. */
  81387. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  81388. /**
  81389. * Resets the animatable to its original state
  81390. */
  81391. reset(): void;
  81392. /**
  81393. * Allows the animatable to blend with current running animations
  81394. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81395. * @param blendingSpeed defines the blending speed to use
  81396. */
  81397. enableBlending(blendingSpeed: number): void;
  81398. /**
  81399. * Disable animation blending
  81400. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81401. */
  81402. disableBlending(): void;
  81403. /**
  81404. * Jump directly to a given frame
  81405. * @param frame defines the frame to jump to
  81406. */
  81407. goToFrame(frame: number): void;
  81408. /**
  81409. * Pause the animation
  81410. */
  81411. pause(): void;
  81412. /**
  81413. * Restart the animation
  81414. */
  81415. restart(): void;
  81416. private _raiseOnAnimationEnd;
  81417. /**
  81418. * Stop and delete the current animation
  81419. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  81420. * @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)
  81421. */
  81422. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  81423. /**
  81424. * Wait asynchronously for the animation to end
  81425. * @returns a promise which will be fullfilled when the animation ends
  81426. */
  81427. waitAsync(): Promise<Animatable>;
  81428. /** @hidden */
  81429. _animate(delay: number): boolean;
  81430. }
  81431. interface Scene {
  81432. /** @hidden */
  81433. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  81434. /** @hidden */
  81435. _processLateAnimationBindingsForMatrices(holder: {
  81436. totalWeight: number;
  81437. animations: RuntimeAnimation[];
  81438. originalValue: Matrix;
  81439. }): any;
  81440. /** @hidden */
  81441. _processLateAnimationBindingsForQuaternions(holder: {
  81442. totalWeight: number;
  81443. animations: RuntimeAnimation[];
  81444. originalValue: Quaternion;
  81445. }, refQuaternion: Quaternion): Quaternion;
  81446. /** @hidden */
  81447. _processLateAnimationBindings(): void;
  81448. /**
  81449. * Will start the animation sequence of a given target
  81450. * @param target defines the target
  81451. * @param from defines from which frame should animation start
  81452. * @param to defines until which frame should animation run.
  81453. * @param weight defines the weight to apply to the animation (1.0 by default)
  81454. * @param loop defines if the animation loops
  81455. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81456. * @param onAnimationEnd defines the function to be executed when the animation ends
  81457. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81458. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81459. * @param onAnimationLoop defines the callback to call when an animation loops
  81460. * @returns the animatable object created for this animation
  81461. */
  81462. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81463. /**
  81464. * Will start the animation sequence of a given target
  81465. * @param target defines the target
  81466. * @param from defines from which frame should animation start
  81467. * @param to defines until which frame should animation run.
  81468. * @param loop defines if the animation loops
  81469. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81470. * @param onAnimationEnd defines the function to be executed when the animation ends
  81471. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81472. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81473. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  81474. * @param onAnimationLoop defines the callback to call when an animation loops
  81475. * @returns the animatable object created for this animation
  81476. */
  81477. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81478. /**
  81479. * Will start the animation sequence of a given target and its hierarchy
  81480. * @param target defines the target
  81481. * @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.
  81482. * @param from defines from which frame should animation start
  81483. * @param to defines until which frame should animation run.
  81484. * @param loop defines if the animation loops
  81485. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81486. * @param onAnimationEnd defines the function to be executed when the animation ends
  81487. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81488. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81489. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81490. * @param onAnimationLoop defines the callback to call when an animation loops
  81491. * @returns the list of created animatables
  81492. */
  81493. 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[];
  81494. /**
  81495. * Begin a new animation on a given node
  81496. * @param target defines the target where the animation will take place
  81497. * @param animations defines the list of animations to start
  81498. * @param from defines the initial value
  81499. * @param to defines the final value
  81500. * @param loop defines if you want animation to loop (off by default)
  81501. * @param speedRatio defines the speed ratio to apply to all animations
  81502. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81503. * @param onAnimationLoop defines the callback to call when an animation loops
  81504. * @returns the list of created animatables
  81505. */
  81506. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  81507. /**
  81508. * Begin a new animation on a given node and its hierarchy
  81509. * @param target defines the root node where the animation will take place
  81510. * @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.
  81511. * @param animations defines the list of animations to start
  81512. * @param from defines the initial value
  81513. * @param to defines the final value
  81514. * @param loop defines if you want animation to loop (off by default)
  81515. * @param speedRatio defines the speed ratio to apply to all animations
  81516. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81517. * @param onAnimationLoop defines the callback to call when an animation loops
  81518. * @returns the list of animatables created for all nodes
  81519. */
  81520. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  81521. /**
  81522. * Gets the animatable associated with a specific target
  81523. * @param target defines the target of the animatable
  81524. * @returns the required animatable if found
  81525. */
  81526. getAnimatableByTarget(target: any): Nullable<Animatable>;
  81527. /**
  81528. * Gets all animatables associated with a given target
  81529. * @param target defines the target to look animatables for
  81530. * @returns an array of Animatables
  81531. */
  81532. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  81533. /**
  81534. * Stops and removes all animations that have been applied to the scene
  81535. */
  81536. stopAllAnimations(): void;
  81537. /**
  81538. * Gets the current delta time used by animation engine
  81539. */
  81540. deltaTime: number;
  81541. }
  81542. interface Bone {
  81543. /**
  81544. * Copy an animation range from another bone
  81545. * @param source defines the source bone
  81546. * @param rangeName defines the range name to copy
  81547. * @param frameOffset defines the frame offset
  81548. * @param rescaleAsRequired defines if rescaling must be applied if required
  81549. * @param skelDimensionsRatio defines the scaling ratio
  81550. * @returns true if operation was successful
  81551. */
  81552. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  81553. }
  81554. }
  81555. declare module BABYLON {
  81556. /**
  81557. * Class used to override all child animations of a given target
  81558. */
  81559. export class AnimationPropertiesOverride {
  81560. /**
  81561. * Gets or sets a value indicating if animation blending must be used
  81562. */
  81563. enableBlending: boolean;
  81564. /**
  81565. * Gets or sets the blending speed to use when enableBlending is true
  81566. */
  81567. blendingSpeed: number;
  81568. /**
  81569. * Gets or sets the default loop mode to use
  81570. */
  81571. loopMode: number;
  81572. }
  81573. }
  81574. declare module BABYLON {
  81575. /**
  81576. * Class used to handle skinning animations
  81577. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81578. */
  81579. export class Skeleton implements IAnimatable {
  81580. /** defines the skeleton name */
  81581. name: string;
  81582. /** defines the skeleton Id */
  81583. id: string;
  81584. /**
  81585. * Defines the list of child bones
  81586. */
  81587. bones: Bone[];
  81588. /**
  81589. * Defines an estimate of the dimension of the skeleton at rest
  81590. */
  81591. dimensionsAtRest: Vector3;
  81592. /**
  81593. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  81594. */
  81595. needInitialSkinMatrix: boolean;
  81596. /**
  81597. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  81598. */
  81599. overrideMesh: Nullable<AbstractMesh>;
  81600. /**
  81601. * Gets the list of animations attached to this skeleton
  81602. */
  81603. animations: Array<Animation>;
  81604. private _scene;
  81605. private _isDirty;
  81606. private _transformMatrices;
  81607. private _transformMatrixTexture;
  81608. private _meshesWithPoseMatrix;
  81609. private _animatables;
  81610. private _identity;
  81611. private _synchronizedWithMesh;
  81612. private _ranges;
  81613. private _lastAbsoluteTransformsUpdateId;
  81614. private _canUseTextureForBones;
  81615. private _uniqueId;
  81616. /** @hidden */
  81617. _numBonesWithLinkedTransformNode: number;
  81618. /** @hidden */
  81619. _hasWaitingData: Nullable<boolean>;
  81620. /**
  81621. * Specifies if the skeleton should be serialized
  81622. */
  81623. doNotSerialize: boolean;
  81624. private _useTextureToStoreBoneMatrices;
  81625. /**
  81626. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  81627. * Please note that this option is not available if the hardware does not support it
  81628. */
  81629. useTextureToStoreBoneMatrices: boolean;
  81630. private _animationPropertiesOverride;
  81631. /**
  81632. * Gets or sets the animation properties override
  81633. */
  81634. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81635. /**
  81636. * List of inspectable custom properties (used by the Inspector)
  81637. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81638. */
  81639. inspectableCustomProperties: IInspectable[];
  81640. /**
  81641. * An observable triggered before computing the skeleton's matrices
  81642. */
  81643. onBeforeComputeObservable: Observable<Skeleton>;
  81644. /**
  81645. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  81646. */
  81647. readonly isUsingTextureForMatrices: boolean;
  81648. /**
  81649. * Gets the unique ID of this skeleton
  81650. */
  81651. readonly uniqueId: number;
  81652. /**
  81653. * Creates a new skeleton
  81654. * @param name defines the skeleton name
  81655. * @param id defines the skeleton Id
  81656. * @param scene defines the hosting scene
  81657. */
  81658. constructor(
  81659. /** defines the skeleton name */
  81660. name: string,
  81661. /** defines the skeleton Id */
  81662. id: string, scene: Scene);
  81663. /**
  81664. * Gets the current object class name.
  81665. * @return the class name
  81666. */
  81667. getClassName(): string;
  81668. /**
  81669. * Returns an array containing the root bones
  81670. * @returns an array containing the root bones
  81671. */
  81672. getChildren(): Array<Bone>;
  81673. /**
  81674. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81675. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81676. * @returns a Float32Array containing matrices data
  81677. */
  81678. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  81679. /**
  81680. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  81681. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81682. * @returns a raw texture containing the data
  81683. */
  81684. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  81685. /**
  81686. * Gets the current hosting scene
  81687. * @returns a scene object
  81688. */
  81689. getScene(): Scene;
  81690. /**
  81691. * Gets a string representing the current skeleton data
  81692. * @param fullDetails defines a boolean indicating if we want a verbose version
  81693. * @returns a string representing the current skeleton data
  81694. */
  81695. toString(fullDetails?: boolean): string;
  81696. /**
  81697. * Get bone's index searching by name
  81698. * @param name defines bone's name to search for
  81699. * @return the indice of the bone. Returns -1 if not found
  81700. */
  81701. getBoneIndexByName(name: string): number;
  81702. /**
  81703. * Creater a new animation range
  81704. * @param name defines the name of the range
  81705. * @param from defines the start key
  81706. * @param to defines the end key
  81707. */
  81708. createAnimationRange(name: string, from: number, to: number): void;
  81709. /**
  81710. * Delete a specific animation range
  81711. * @param name defines the name of the range
  81712. * @param deleteFrames defines if frames must be removed as well
  81713. */
  81714. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81715. /**
  81716. * Gets a specific animation range
  81717. * @param name defines the name of the range to look for
  81718. * @returns the requested animation range or null if not found
  81719. */
  81720. getAnimationRange(name: string): Nullable<AnimationRange>;
  81721. /**
  81722. * Gets the list of all animation ranges defined on this skeleton
  81723. * @returns an array
  81724. */
  81725. getAnimationRanges(): Nullable<AnimationRange>[];
  81726. /**
  81727. * Copy animation range from a source skeleton.
  81728. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81729. * @param source defines the source skeleton
  81730. * @param name defines the name of the range to copy
  81731. * @param rescaleAsRequired defines if rescaling must be applied if required
  81732. * @returns true if operation was successful
  81733. */
  81734. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81735. /**
  81736. * Forces the skeleton to go to rest pose
  81737. */
  81738. returnToRest(): void;
  81739. private _getHighestAnimationFrame;
  81740. /**
  81741. * Begin a specific animation range
  81742. * @param name defines the name of the range to start
  81743. * @param loop defines if looping must be turned on (false by default)
  81744. * @param speedRatio defines the speed ratio to apply (1 by default)
  81745. * @param onAnimationEnd defines a callback which will be called when animation will end
  81746. * @returns a new animatable
  81747. */
  81748. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81749. /** @hidden */
  81750. _markAsDirty(): void;
  81751. /** @hidden */
  81752. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81753. /** @hidden */
  81754. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81755. private _computeTransformMatrices;
  81756. /**
  81757. * Build all resources required to render a skeleton
  81758. */
  81759. prepare(): void;
  81760. /**
  81761. * Gets the list of animatables currently running for this skeleton
  81762. * @returns an array of animatables
  81763. */
  81764. getAnimatables(): IAnimatable[];
  81765. /**
  81766. * Clone the current skeleton
  81767. * @param name defines the name of the new skeleton
  81768. * @param id defines the id of the new skeleton
  81769. * @returns the new skeleton
  81770. */
  81771. clone(name: string, id?: string): Skeleton;
  81772. /**
  81773. * Enable animation blending for this skeleton
  81774. * @param blendingSpeed defines the blending speed to apply
  81775. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81776. */
  81777. enableBlending(blendingSpeed?: number): void;
  81778. /**
  81779. * Releases all resources associated with the current skeleton
  81780. */
  81781. dispose(): void;
  81782. /**
  81783. * Serialize the skeleton in a JSON object
  81784. * @returns a JSON object
  81785. */
  81786. serialize(): any;
  81787. /**
  81788. * Creates a new skeleton from serialized data
  81789. * @param parsedSkeleton defines the serialized data
  81790. * @param scene defines the hosting scene
  81791. * @returns a new skeleton
  81792. */
  81793. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  81794. /**
  81795. * Compute all node absolute transforms
  81796. * @param forceUpdate defines if computation must be done even if cache is up to date
  81797. */
  81798. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  81799. /**
  81800. * Gets the root pose matrix
  81801. * @returns a matrix
  81802. */
  81803. getPoseMatrix(): Nullable<Matrix>;
  81804. /**
  81805. * Sorts bones per internal index
  81806. */
  81807. sortBones(): void;
  81808. private _sortBones;
  81809. }
  81810. }
  81811. declare module BABYLON {
  81812. /**
  81813. * Class used to store bone information
  81814. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81815. */
  81816. export class Bone extends Node {
  81817. /**
  81818. * defines the bone name
  81819. */
  81820. name: string;
  81821. private static _tmpVecs;
  81822. private static _tmpQuat;
  81823. private static _tmpMats;
  81824. /**
  81825. * Gets the list of child bones
  81826. */
  81827. children: Bone[];
  81828. /** Gets the animations associated with this bone */
  81829. animations: Animation[];
  81830. /**
  81831. * Gets or sets bone length
  81832. */
  81833. length: number;
  81834. /**
  81835. * @hidden Internal only
  81836. * Set this value to map this bone to a different index in the transform matrices
  81837. * Set this value to -1 to exclude the bone from the transform matrices
  81838. */
  81839. _index: Nullable<number>;
  81840. private _skeleton;
  81841. private _localMatrix;
  81842. private _restPose;
  81843. private _baseMatrix;
  81844. private _absoluteTransform;
  81845. private _invertedAbsoluteTransform;
  81846. private _parent;
  81847. private _scalingDeterminant;
  81848. private _worldTransform;
  81849. private _localScaling;
  81850. private _localRotation;
  81851. private _localPosition;
  81852. private _needToDecompose;
  81853. private _needToCompose;
  81854. /** @hidden */
  81855. _linkedTransformNode: Nullable<TransformNode>;
  81856. /** @hidden */
  81857. _waitingTransformNodeId: Nullable<string>;
  81858. /** @hidden */
  81859. /** @hidden */
  81860. _matrix: Matrix;
  81861. /**
  81862. * Create a new bone
  81863. * @param name defines the bone name
  81864. * @param skeleton defines the parent skeleton
  81865. * @param parentBone defines the parent (can be null if the bone is the root)
  81866. * @param localMatrix defines the local matrix
  81867. * @param restPose defines the rest pose matrix
  81868. * @param baseMatrix defines the base matrix
  81869. * @param index defines index of the bone in the hiearchy
  81870. */
  81871. constructor(
  81872. /**
  81873. * defines the bone name
  81874. */
  81875. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  81876. /**
  81877. * Gets the current object class name.
  81878. * @return the class name
  81879. */
  81880. getClassName(): string;
  81881. /**
  81882. * Gets the parent skeleton
  81883. * @returns a skeleton
  81884. */
  81885. getSkeleton(): Skeleton;
  81886. /**
  81887. * Gets parent bone
  81888. * @returns a bone or null if the bone is the root of the bone hierarchy
  81889. */
  81890. getParent(): Nullable<Bone>;
  81891. /**
  81892. * Returns an array containing the root bones
  81893. * @returns an array containing the root bones
  81894. */
  81895. getChildren(): Array<Bone>;
  81896. /**
  81897. * Gets the node index in matrix array generated for rendering
  81898. * @returns the node index
  81899. */
  81900. getIndex(): number;
  81901. /**
  81902. * Sets the parent bone
  81903. * @param parent defines the parent (can be null if the bone is the root)
  81904. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81905. */
  81906. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  81907. /**
  81908. * Gets the local matrix
  81909. * @returns a matrix
  81910. */
  81911. getLocalMatrix(): Matrix;
  81912. /**
  81913. * Gets the base matrix (initial matrix which remains unchanged)
  81914. * @returns a matrix
  81915. */
  81916. getBaseMatrix(): Matrix;
  81917. /**
  81918. * Gets the rest pose matrix
  81919. * @returns a matrix
  81920. */
  81921. getRestPose(): Matrix;
  81922. /**
  81923. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  81924. */
  81925. getWorldMatrix(): Matrix;
  81926. /**
  81927. * Sets the local matrix to rest pose matrix
  81928. */
  81929. returnToRest(): void;
  81930. /**
  81931. * Gets the inverse of the absolute transform matrix.
  81932. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  81933. * @returns a matrix
  81934. */
  81935. getInvertedAbsoluteTransform(): Matrix;
  81936. /**
  81937. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  81938. * @returns a matrix
  81939. */
  81940. getAbsoluteTransform(): Matrix;
  81941. /**
  81942. * Links with the given transform node.
  81943. * The local matrix of this bone is copied from the transform node every frame.
  81944. * @param transformNode defines the transform node to link to
  81945. */
  81946. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  81947. /**
  81948. * Gets the node used to drive the bone's transformation
  81949. * @returns a transform node or null
  81950. */
  81951. getTransformNode(): Nullable<TransformNode>;
  81952. /** Gets or sets current position (in local space) */
  81953. position: Vector3;
  81954. /** Gets or sets current rotation (in local space) */
  81955. rotation: Vector3;
  81956. /** Gets or sets current rotation quaternion (in local space) */
  81957. rotationQuaternion: Quaternion;
  81958. /** Gets or sets current scaling (in local space) */
  81959. scaling: Vector3;
  81960. /**
  81961. * Gets the animation properties override
  81962. */
  81963. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81964. private _decompose;
  81965. private _compose;
  81966. /**
  81967. * Update the base and local matrices
  81968. * @param matrix defines the new base or local matrix
  81969. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81970. * @param updateLocalMatrix defines if the local matrix should be updated
  81971. */
  81972. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  81973. /** @hidden */
  81974. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  81975. /**
  81976. * Flag the bone as dirty (Forcing it to update everything)
  81977. */
  81978. markAsDirty(): void;
  81979. /** @hidden */
  81980. _markAsDirtyAndCompose(): void;
  81981. private _markAsDirtyAndDecompose;
  81982. /**
  81983. * Translate the bone in local or world space
  81984. * @param vec The amount to translate the bone
  81985. * @param space The space that the translation is in
  81986. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81987. */
  81988. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81989. /**
  81990. * Set the postion of the bone in local or world space
  81991. * @param position The position to set the bone
  81992. * @param space The space that the position is in
  81993. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81994. */
  81995. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81996. /**
  81997. * Set the absolute position of the bone (world space)
  81998. * @param position The position to set the bone
  81999. * @param mesh The mesh that this bone is attached to
  82000. */
  82001. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  82002. /**
  82003. * Scale the bone on the x, y and z axes (in local space)
  82004. * @param x The amount to scale the bone on the x axis
  82005. * @param y The amount to scale the bone on the y axis
  82006. * @param z The amount to scale the bone on the z axis
  82007. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  82008. */
  82009. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  82010. /**
  82011. * Set the bone scaling in local space
  82012. * @param scale defines the scaling vector
  82013. */
  82014. setScale(scale: Vector3): void;
  82015. /**
  82016. * Gets the current scaling in local space
  82017. * @returns the current scaling vector
  82018. */
  82019. getScale(): Vector3;
  82020. /**
  82021. * Gets the current scaling in local space and stores it in a target vector
  82022. * @param result defines the target vector
  82023. */
  82024. getScaleToRef(result: Vector3): void;
  82025. /**
  82026. * Set the yaw, pitch, and roll of the bone in local or world space
  82027. * @param yaw The rotation of the bone on the y axis
  82028. * @param pitch The rotation of the bone on the x axis
  82029. * @param roll The rotation of the bone on the z axis
  82030. * @param space The space that the axes of rotation are in
  82031. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82032. */
  82033. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  82034. /**
  82035. * Add a rotation to the bone on an axis in local or world space
  82036. * @param axis The axis to rotate the bone on
  82037. * @param amount The amount to rotate the bone
  82038. * @param space The space that the axis is in
  82039. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82040. */
  82041. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  82042. /**
  82043. * Set the rotation of the bone to a particular axis angle in local or world space
  82044. * @param axis The axis to rotate the bone on
  82045. * @param angle The angle that the bone should be rotated to
  82046. * @param space The space that the axis is in
  82047. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82048. */
  82049. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  82050. /**
  82051. * Set the euler rotation of the bone in local of world space
  82052. * @param rotation The euler rotation that the bone should be set to
  82053. * @param space The space that the rotation is in
  82054. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82055. */
  82056. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82057. /**
  82058. * Set the quaternion rotation of the bone in local of world space
  82059. * @param quat The quaternion rotation that the bone should be set to
  82060. * @param space The space that the rotation is in
  82061. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82062. */
  82063. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  82064. /**
  82065. * Set the rotation matrix of the bone in local of world space
  82066. * @param rotMat The rotation matrix that the bone should be set to
  82067. * @param space The space that the rotation is in
  82068. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82069. */
  82070. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  82071. private _rotateWithMatrix;
  82072. private _getNegativeRotationToRef;
  82073. /**
  82074. * Get the position of the bone in local or world space
  82075. * @param space The space that the returned position is in
  82076. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82077. * @returns The position of the bone
  82078. */
  82079. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82080. /**
  82081. * Copy the position of the bone to a vector3 in local or world space
  82082. * @param space The space that the returned position is in
  82083. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82084. * @param result The vector3 to copy the position to
  82085. */
  82086. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  82087. /**
  82088. * Get the absolute position of the bone (world space)
  82089. * @param mesh The mesh that this bone is attached to
  82090. * @returns The absolute position of the bone
  82091. */
  82092. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  82093. /**
  82094. * Copy the absolute position of the bone (world space) to the result param
  82095. * @param mesh The mesh that this bone is attached to
  82096. * @param result The vector3 to copy the absolute position to
  82097. */
  82098. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  82099. /**
  82100. * Compute the absolute transforms of this bone and its children
  82101. */
  82102. computeAbsoluteTransforms(): void;
  82103. /**
  82104. * Get the world direction from an axis that is in the local space of the bone
  82105. * @param localAxis The local direction that is used to compute the world direction
  82106. * @param mesh The mesh that this bone is attached to
  82107. * @returns The world direction
  82108. */
  82109. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82110. /**
  82111. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  82112. * @param localAxis The local direction that is used to compute the world direction
  82113. * @param mesh The mesh that this bone is attached to
  82114. * @param result The vector3 that the world direction will be copied to
  82115. */
  82116. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82117. /**
  82118. * Get the euler rotation of the bone in local or world space
  82119. * @param space The space that the rotation should be in
  82120. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82121. * @returns The euler rotation
  82122. */
  82123. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82124. /**
  82125. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  82126. * @param space The space that the rotation should be in
  82127. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82128. * @param result The vector3 that the rotation should be copied to
  82129. */
  82130. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82131. /**
  82132. * Get the quaternion rotation of the bone in either local or world space
  82133. * @param space The space that the rotation should be in
  82134. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82135. * @returns The quaternion rotation
  82136. */
  82137. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  82138. /**
  82139. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  82140. * @param space The space that the rotation should be in
  82141. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82142. * @param result The quaternion that the rotation should be copied to
  82143. */
  82144. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  82145. /**
  82146. * Get the rotation matrix of the bone in local or world space
  82147. * @param space The space that the rotation should be in
  82148. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82149. * @returns The rotation matrix
  82150. */
  82151. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  82152. /**
  82153. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  82154. * @param space The space that the rotation should be in
  82155. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82156. * @param result The quaternion that the rotation should be copied to
  82157. */
  82158. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  82159. /**
  82160. * Get the world position of a point that is in the local space of the bone
  82161. * @param position The local position
  82162. * @param mesh The mesh that this bone is attached to
  82163. * @returns The world position
  82164. */
  82165. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82166. /**
  82167. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  82168. * @param position The local position
  82169. * @param mesh The mesh that this bone is attached to
  82170. * @param result The vector3 that the world position should be copied to
  82171. */
  82172. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82173. /**
  82174. * Get the local position of a point that is in world space
  82175. * @param position The world position
  82176. * @param mesh The mesh that this bone is attached to
  82177. * @returns The local position
  82178. */
  82179. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82180. /**
  82181. * Get the local position of a point that is in world space and copy it to the result param
  82182. * @param position The world position
  82183. * @param mesh The mesh that this bone is attached to
  82184. * @param result The vector3 that the local position should be copied to
  82185. */
  82186. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82187. }
  82188. }
  82189. declare module BABYLON {
  82190. /**
  82191. * 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.
  82192. * @see https://doc.babylonjs.com/how_to/transformnode
  82193. */
  82194. export class TransformNode extends Node {
  82195. /**
  82196. * Object will not rotate to face the camera
  82197. */
  82198. static BILLBOARDMODE_NONE: number;
  82199. /**
  82200. * Object will rotate to face the camera but only on the x axis
  82201. */
  82202. static BILLBOARDMODE_X: number;
  82203. /**
  82204. * Object will rotate to face the camera but only on the y axis
  82205. */
  82206. static BILLBOARDMODE_Y: number;
  82207. /**
  82208. * Object will rotate to face the camera but only on the z axis
  82209. */
  82210. static BILLBOARDMODE_Z: number;
  82211. /**
  82212. * Object will rotate to face the camera
  82213. */
  82214. static BILLBOARDMODE_ALL: number;
  82215. /**
  82216. * Object will rotate to face the camera's position instead of orientation
  82217. */
  82218. static BILLBOARDMODE_USE_POSITION: number;
  82219. private _forward;
  82220. private _forwardInverted;
  82221. private _up;
  82222. private _right;
  82223. private _rightInverted;
  82224. private _position;
  82225. private _rotation;
  82226. private _rotationQuaternion;
  82227. protected _scaling: Vector3;
  82228. protected _isDirty: boolean;
  82229. private _transformToBoneReferal;
  82230. private _isAbsoluteSynced;
  82231. private _billboardMode;
  82232. /**
  82233. * Gets or sets the billboard mode. Default is 0.
  82234. *
  82235. * | Value | Type | Description |
  82236. * | --- | --- | --- |
  82237. * | 0 | BILLBOARDMODE_NONE | |
  82238. * | 1 | BILLBOARDMODE_X | |
  82239. * | 2 | BILLBOARDMODE_Y | |
  82240. * | 4 | BILLBOARDMODE_Z | |
  82241. * | 7 | BILLBOARDMODE_ALL | |
  82242. *
  82243. */
  82244. billboardMode: number;
  82245. private _preserveParentRotationForBillboard;
  82246. /**
  82247. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  82248. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  82249. */
  82250. preserveParentRotationForBillboard: boolean;
  82251. /**
  82252. * 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
  82253. */
  82254. scalingDeterminant: number;
  82255. private _infiniteDistance;
  82256. /**
  82257. * Gets or sets the distance of the object to max, often used by skybox
  82258. */
  82259. infiniteDistance: boolean;
  82260. /**
  82261. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  82262. * By default the system will update normals to compensate
  82263. */
  82264. ignoreNonUniformScaling: boolean;
  82265. /**
  82266. * 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
  82267. */
  82268. reIntegrateRotationIntoRotationQuaternion: boolean;
  82269. /** @hidden */
  82270. _poseMatrix: Nullable<Matrix>;
  82271. /** @hidden */
  82272. _localMatrix: Matrix;
  82273. private _usePivotMatrix;
  82274. private _absolutePosition;
  82275. private _absoluteScaling;
  82276. private _absoluteRotationQuaternion;
  82277. private _pivotMatrix;
  82278. private _pivotMatrixInverse;
  82279. protected _postMultiplyPivotMatrix: boolean;
  82280. protected _isWorldMatrixFrozen: boolean;
  82281. /** @hidden */
  82282. _indexInSceneTransformNodesArray: number;
  82283. /**
  82284. * An event triggered after the world matrix is updated
  82285. */
  82286. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  82287. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  82288. /**
  82289. * Gets a string identifying the name of the class
  82290. * @returns "TransformNode" string
  82291. */
  82292. getClassName(): string;
  82293. /**
  82294. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  82295. */
  82296. position: Vector3;
  82297. /**
  82298. * 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)).
  82299. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  82300. */
  82301. rotation: Vector3;
  82302. /**
  82303. * 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)).
  82304. */
  82305. scaling: Vector3;
  82306. /**
  82307. * 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).
  82308. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  82309. */
  82310. rotationQuaternion: Nullable<Quaternion>;
  82311. /**
  82312. * The forward direction of that transform in world space.
  82313. */
  82314. readonly forward: Vector3;
  82315. /**
  82316. * The up direction of that transform in world space.
  82317. */
  82318. readonly up: Vector3;
  82319. /**
  82320. * The right direction of that transform in world space.
  82321. */
  82322. readonly right: Vector3;
  82323. /**
  82324. * Copies the parameter passed Matrix into the mesh Pose matrix.
  82325. * @param matrix the matrix to copy the pose from
  82326. * @returns this TransformNode.
  82327. */
  82328. updatePoseMatrix(matrix: Matrix): TransformNode;
  82329. /**
  82330. * Returns the mesh Pose matrix.
  82331. * @returns the pose matrix
  82332. */
  82333. getPoseMatrix(): Matrix;
  82334. /** @hidden */
  82335. _isSynchronized(): boolean;
  82336. /** @hidden */
  82337. _initCache(): void;
  82338. /**
  82339. * Flag the transform node as dirty (Forcing it to update everything)
  82340. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  82341. * @returns this transform node
  82342. */
  82343. markAsDirty(property: string): TransformNode;
  82344. /**
  82345. * Returns the current mesh absolute position.
  82346. * Returns a Vector3.
  82347. */
  82348. readonly absolutePosition: Vector3;
  82349. /**
  82350. * Returns the current mesh absolute scaling.
  82351. * Returns a Vector3.
  82352. */
  82353. readonly absoluteScaling: Vector3;
  82354. /**
  82355. * Returns the current mesh absolute rotation.
  82356. * Returns a Quaternion.
  82357. */
  82358. readonly absoluteRotationQuaternion: Quaternion;
  82359. /**
  82360. * Sets a new matrix to apply before all other transformation
  82361. * @param matrix defines the transform matrix
  82362. * @returns the current TransformNode
  82363. */
  82364. setPreTransformMatrix(matrix: Matrix): TransformNode;
  82365. /**
  82366. * Sets a new pivot matrix to the current node
  82367. * @param matrix defines the new pivot matrix to use
  82368. * @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
  82369. * @returns the current TransformNode
  82370. */
  82371. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  82372. /**
  82373. * Returns the mesh pivot matrix.
  82374. * Default : Identity.
  82375. * @returns the matrix
  82376. */
  82377. getPivotMatrix(): Matrix;
  82378. /**
  82379. * Instantiate (when possible) or clone that node with its hierarchy
  82380. * @param newParent defines the new parent to use for the instance (or clone)
  82381. * @param options defines options to configure how copy is done
  82382. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  82383. * @returns an instance (or a clone) of the current node with its hiearchy
  82384. */
  82385. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  82386. doNotInstantiate: boolean;
  82387. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  82388. /**
  82389. * Prevents the World matrix to be computed any longer
  82390. * @param newWorldMatrix defines an optional matrix to use as world matrix
  82391. * @returns the TransformNode.
  82392. */
  82393. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  82394. /**
  82395. * Allows back the World matrix computation.
  82396. * @returns the TransformNode.
  82397. */
  82398. unfreezeWorldMatrix(): this;
  82399. /**
  82400. * True if the World matrix has been frozen.
  82401. */
  82402. readonly isWorldMatrixFrozen: boolean;
  82403. /**
  82404. * Retuns the mesh absolute position in the World.
  82405. * @returns a Vector3.
  82406. */
  82407. getAbsolutePosition(): Vector3;
  82408. /**
  82409. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  82410. * @param absolutePosition the absolute position to set
  82411. * @returns the TransformNode.
  82412. */
  82413. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  82414. /**
  82415. * Sets the mesh position in its local space.
  82416. * @param vector3 the position to set in localspace
  82417. * @returns the TransformNode.
  82418. */
  82419. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  82420. /**
  82421. * Returns the mesh position in the local space from the current World matrix values.
  82422. * @returns a new Vector3.
  82423. */
  82424. getPositionExpressedInLocalSpace(): Vector3;
  82425. /**
  82426. * Translates the mesh along the passed Vector3 in its local space.
  82427. * @param vector3 the distance to translate in localspace
  82428. * @returns the TransformNode.
  82429. */
  82430. locallyTranslate(vector3: Vector3): TransformNode;
  82431. private static _lookAtVectorCache;
  82432. /**
  82433. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  82434. * @param targetPoint the position (must be in same space as current mesh) to look at
  82435. * @param yawCor optional yaw (y-axis) correction in radians
  82436. * @param pitchCor optional pitch (x-axis) correction in radians
  82437. * @param rollCor optional roll (z-axis) correction in radians
  82438. * @param space the choosen space of the target
  82439. * @returns the TransformNode.
  82440. */
  82441. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  82442. /**
  82443. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82444. * This Vector3 is expressed in the World space.
  82445. * @param localAxis axis to rotate
  82446. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82447. */
  82448. getDirection(localAxis: Vector3): Vector3;
  82449. /**
  82450. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  82451. * localAxis is expressed in the mesh local space.
  82452. * result is computed in the Wordl space from the mesh World matrix.
  82453. * @param localAxis axis to rotate
  82454. * @param result the resulting transformnode
  82455. * @returns this TransformNode.
  82456. */
  82457. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  82458. /**
  82459. * Sets this transform node rotation to the given local axis.
  82460. * @param localAxis the axis in local space
  82461. * @param yawCor optional yaw (y-axis) correction in radians
  82462. * @param pitchCor optional pitch (x-axis) correction in radians
  82463. * @param rollCor optional roll (z-axis) correction in radians
  82464. * @returns this TransformNode
  82465. */
  82466. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  82467. /**
  82468. * Sets a new pivot point to the current node
  82469. * @param point defines the new pivot point to use
  82470. * @param space defines if the point is in world or local space (local by default)
  82471. * @returns the current TransformNode
  82472. */
  82473. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  82474. /**
  82475. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  82476. * @returns the pivot point
  82477. */
  82478. getPivotPoint(): Vector3;
  82479. /**
  82480. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  82481. * @param result the vector3 to store the result
  82482. * @returns this TransformNode.
  82483. */
  82484. getPivotPointToRef(result: Vector3): TransformNode;
  82485. /**
  82486. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  82487. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  82488. */
  82489. getAbsolutePivotPoint(): Vector3;
  82490. /**
  82491. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  82492. * @param result vector3 to store the result
  82493. * @returns this TransformNode.
  82494. */
  82495. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  82496. /**
  82497. * Defines the passed node as the parent of the current node.
  82498. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  82499. * @see https://doc.babylonjs.com/how_to/parenting
  82500. * @param node the node ot set as the parent
  82501. * @returns this TransformNode.
  82502. */
  82503. setParent(node: Nullable<Node>): TransformNode;
  82504. private _nonUniformScaling;
  82505. /**
  82506. * True if the scaling property of this object is non uniform eg. (1,2,1)
  82507. */
  82508. readonly nonUniformScaling: boolean;
  82509. /** @hidden */
  82510. _updateNonUniformScalingState(value: boolean): boolean;
  82511. /**
  82512. * Attach the current TransformNode to another TransformNode associated with a bone
  82513. * @param bone Bone affecting the TransformNode
  82514. * @param affectedTransformNode TransformNode associated with the bone
  82515. * @returns this object
  82516. */
  82517. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  82518. /**
  82519. * Detach the transform node if its associated with a bone
  82520. * @returns this object
  82521. */
  82522. detachFromBone(): TransformNode;
  82523. private static _rotationAxisCache;
  82524. /**
  82525. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  82526. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82527. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82528. * The passed axis is also normalized.
  82529. * @param axis the axis to rotate around
  82530. * @param amount the amount to rotate in radians
  82531. * @param space Space to rotate in (Default: local)
  82532. * @returns the TransformNode.
  82533. */
  82534. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  82535. /**
  82536. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  82537. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82538. * The passed axis is also normalized. .
  82539. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  82540. * @param point the point to rotate around
  82541. * @param axis the axis to rotate around
  82542. * @param amount the amount to rotate in radians
  82543. * @returns the TransformNode
  82544. */
  82545. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  82546. /**
  82547. * Translates the mesh along the axis vector for the passed distance in the given space.
  82548. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82549. * @param axis the axis to translate in
  82550. * @param distance the distance to translate
  82551. * @param space Space to rotate in (Default: local)
  82552. * @returns the TransformNode.
  82553. */
  82554. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  82555. /**
  82556. * Adds a rotation step to the mesh current rotation.
  82557. * x, y, z are Euler angles expressed in radians.
  82558. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  82559. * This means this rotation is made in the mesh local space only.
  82560. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  82561. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  82562. * ```javascript
  82563. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  82564. * ```
  82565. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  82566. * 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.
  82567. * @param x Rotation to add
  82568. * @param y Rotation to add
  82569. * @param z Rotation to add
  82570. * @returns the TransformNode.
  82571. */
  82572. addRotation(x: number, y: number, z: number): TransformNode;
  82573. /**
  82574. * @hidden
  82575. */
  82576. protected _getEffectiveParent(): Nullable<Node>;
  82577. /**
  82578. * Computes the world matrix of the node
  82579. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82580. * @returns the world matrix
  82581. */
  82582. computeWorldMatrix(force?: boolean): Matrix;
  82583. protected _afterComputeWorldMatrix(): void;
  82584. /**
  82585. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  82586. * @param func callback function to add
  82587. *
  82588. * @returns the TransformNode.
  82589. */
  82590. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82591. /**
  82592. * Removes a registered callback function.
  82593. * @param func callback function to remove
  82594. * @returns the TransformNode.
  82595. */
  82596. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82597. /**
  82598. * Gets the position of the current mesh in camera space
  82599. * @param camera defines the camera to use
  82600. * @returns a position
  82601. */
  82602. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  82603. /**
  82604. * Returns the distance from the mesh to the active camera
  82605. * @param camera defines the camera to use
  82606. * @returns the distance
  82607. */
  82608. getDistanceToCamera(camera?: Nullable<Camera>): number;
  82609. /**
  82610. * Clone the current transform node
  82611. * @param name Name of the new clone
  82612. * @param newParent New parent for the clone
  82613. * @param doNotCloneChildren Do not clone children hierarchy
  82614. * @returns the new transform node
  82615. */
  82616. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  82617. /**
  82618. * Serializes the objects information.
  82619. * @param currentSerializationObject defines the object to serialize in
  82620. * @returns the serialized object
  82621. */
  82622. serialize(currentSerializationObject?: any): any;
  82623. /**
  82624. * Returns a new TransformNode object parsed from the source provided.
  82625. * @param parsedTransformNode is the source.
  82626. * @param scene the scne the object belongs to
  82627. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  82628. * @returns a new TransformNode object parsed from the source provided.
  82629. */
  82630. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  82631. /**
  82632. * Get all child-transformNodes of this node
  82633. * @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
  82634. * @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
  82635. * @returns an array of TransformNode
  82636. */
  82637. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  82638. /**
  82639. * Releases resources associated with this transform node.
  82640. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82641. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82642. */
  82643. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82644. /**
  82645. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  82646. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  82647. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  82648. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  82649. * @returns the current mesh
  82650. */
  82651. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  82652. private _syncAbsoluteScalingAndRotation;
  82653. }
  82654. }
  82655. declare module BABYLON {
  82656. /**
  82657. * Defines the types of pose enabled controllers that are supported
  82658. */
  82659. export enum PoseEnabledControllerType {
  82660. /**
  82661. * HTC Vive
  82662. */
  82663. VIVE = 0,
  82664. /**
  82665. * Oculus Rift
  82666. */
  82667. OCULUS = 1,
  82668. /**
  82669. * Windows mixed reality
  82670. */
  82671. WINDOWS = 2,
  82672. /**
  82673. * Samsung gear VR
  82674. */
  82675. GEAR_VR = 3,
  82676. /**
  82677. * Google Daydream
  82678. */
  82679. DAYDREAM = 4,
  82680. /**
  82681. * Generic
  82682. */
  82683. GENERIC = 5
  82684. }
  82685. /**
  82686. * Defines the MutableGamepadButton interface for the state of a gamepad button
  82687. */
  82688. export interface MutableGamepadButton {
  82689. /**
  82690. * Value of the button/trigger
  82691. */
  82692. value: number;
  82693. /**
  82694. * If the button/trigger is currently touched
  82695. */
  82696. touched: boolean;
  82697. /**
  82698. * If the button/trigger is currently pressed
  82699. */
  82700. pressed: boolean;
  82701. }
  82702. /**
  82703. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82704. * @hidden
  82705. */
  82706. export interface ExtendedGamepadButton extends GamepadButton {
  82707. /**
  82708. * If the button/trigger is currently pressed
  82709. */
  82710. readonly pressed: boolean;
  82711. /**
  82712. * If the button/trigger is currently touched
  82713. */
  82714. readonly touched: boolean;
  82715. /**
  82716. * Value of the button/trigger
  82717. */
  82718. readonly value: number;
  82719. }
  82720. /** @hidden */
  82721. export interface _GamePadFactory {
  82722. /**
  82723. * Returns wether or not the current gamepad can be created for this type of controller.
  82724. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82725. * @returns true if it can be created, otherwise false
  82726. */
  82727. canCreate(gamepadInfo: any): boolean;
  82728. /**
  82729. * Creates a new instance of the Gamepad.
  82730. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82731. * @returns the new gamepad instance
  82732. */
  82733. create(gamepadInfo: any): Gamepad;
  82734. }
  82735. /**
  82736. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82737. */
  82738. export class PoseEnabledControllerHelper {
  82739. /** @hidden */
  82740. static _ControllerFactories: _GamePadFactory[];
  82741. /** @hidden */
  82742. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82743. /**
  82744. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82745. * @param vrGamepad the gamepad to initialized
  82746. * @returns a vr controller of the type the gamepad identified as
  82747. */
  82748. static InitiateController(vrGamepad: any): Gamepad;
  82749. }
  82750. /**
  82751. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82752. */
  82753. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82754. /**
  82755. * If the controller is used in a webXR session
  82756. */
  82757. isXR: boolean;
  82758. private _deviceRoomPosition;
  82759. private _deviceRoomRotationQuaternion;
  82760. /**
  82761. * The device position in babylon space
  82762. */
  82763. devicePosition: Vector3;
  82764. /**
  82765. * The device rotation in babylon space
  82766. */
  82767. deviceRotationQuaternion: Quaternion;
  82768. /**
  82769. * The scale factor of the device in babylon space
  82770. */
  82771. deviceScaleFactor: number;
  82772. /**
  82773. * (Likely devicePosition should be used instead) The device position in its room space
  82774. */
  82775. position: Vector3;
  82776. /**
  82777. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82778. */
  82779. rotationQuaternion: Quaternion;
  82780. /**
  82781. * The type of controller (Eg. Windows mixed reality)
  82782. */
  82783. controllerType: PoseEnabledControllerType;
  82784. protected _calculatedPosition: Vector3;
  82785. private _calculatedRotation;
  82786. /**
  82787. * The raw pose from the device
  82788. */
  82789. rawPose: DevicePose;
  82790. private _trackPosition;
  82791. private _maxRotationDistFromHeadset;
  82792. private _draggedRoomRotation;
  82793. /**
  82794. * @hidden
  82795. */
  82796. _disableTrackPosition(fixedPosition: Vector3): void;
  82797. /**
  82798. * Internal, the mesh attached to the controller
  82799. * @hidden
  82800. */
  82801. _mesh: Nullable<AbstractMesh>;
  82802. private _poseControlledCamera;
  82803. private _leftHandSystemQuaternion;
  82804. /**
  82805. * Internal, matrix used to convert room space to babylon space
  82806. * @hidden
  82807. */
  82808. _deviceToWorld: Matrix;
  82809. /**
  82810. * Node to be used when casting a ray from the controller
  82811. * @hidden
  82812. */
  82813. _pointingPoseNode: Nullable<TransformNode>;
  82814. /**
  82815. * Name of the child mesh that can be used to cast a ray from the controller
  82816. */
  82817. static readonly POINTING_POSE: string;
  82818. /**
  82819. * Creates a new PoseEnabledController from a gamepad
  82820. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82821. */
  82822. constructor(browserGamepad: any);
  82823. private _workingMatrix;
  82824. /**
  82825. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82826. */
  82827. update(): void;
  82828. /**
  82829. * Updates only the pose device and mesh without doing any button event checking
  82830. */
  82831. protected _updatePoseAndMesh(): void;
  82832. /**
  82833. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82834. * @param poseData raw pose fromthe device
  82835. */
  82836. updateFromDevice(poseData: DevicePose): void;
  82837. /**
  82838. * @hidden
  82839. */
  82840. _meshAttachedObservable: Observable<AbstractMesh>;
  82841. /**
  82842. * Attaches a mesh to the controller
  82843. * @param mesh the mesh to be attached
  82844. */
  82845. attachToMesh(mesh: AbstractMesh): void;
  82846. /**
  82847. * Attaches the controllers mesh to a camera
  82848. * @param camera the camera the mesh should be attached to
  82849. */
  82850. attachToPoseControlledCamera(camera: TargetCamera): void;
  82851. /**
  82852. * Disposes of the controller
  82853. */
  82854. dispose(): void;
  82855. /**
  82856. * The mesh that is attached to the controller
  82857. */
  82858. readonly mesh: Nullable<AbstractMesh>;
  82859. /**
  82860. * Gets the ray of the controller in the direction the controller is pointing
  82861. * @param length the length the resulting ray should be
  82862. * @returns a ray in the direction the controller is pointing
  82863. */
  82864. getForwardRay(length?: number): Ray;
  82865. }
  82866. }
  82867. declare module BABYLON {
  82868. /**
  82869. * Defines the WebVRController object that represents controllers tracked in 3D space
  82870. */
  82871. export abstract class WebVRController extends PoseEnabledController {
  82872. /**
  82873. * Internal, the default controller model for the controller
  82874. */
  82875. protected _defaultModel: Nullable<AbstractMesh>;
  82876. /**
  82877. * Fired when the trigger state has changed
  82878. */
  82879. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  82880. /**
  82881. * Fired when the main button state has changed
  82882. */
  82883. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82884. /**
  82885. * Fired when the secondary button state has changed
  82886. */
  82887. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82888. /**
  82889. * Fired when the pad state has changed
  82890. */
  82891. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  82892. /**
  82893. * Fired when controllers stick values have changed
  82894. */
  82895. onPadValuesChangedObservable: Observable<StickValues>;
  82896. /**
  82897. * Array of button availible on the controller
  82898. */
  82899. protected _buttons: Array<MutableGamepadButton>;
  82900. private _onButtonStateChange;
  82901. /**
  82902. * Fired when a controller button's state has changed
  82903. * @param callback the callback containing the button that was modified
  82904. */
  82905. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  82906. /**
  82907. * X and Y axis corresponding to the controllers joystick
  82908. */
  82909. pad: StickValues;
  82910. /**
  82911. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  82912. */
  82913. hand: string;
  82914. /**
  82915. * The default controller model for the controller
  82916. */
  82917. readonly defaultModel: Nullable<AbstractMesh>;
  82918. /**
  82919. * Creates a new WebVRController from a gamepad
  82920. * @param vrGamepad the gamepad that the WebVRController should be created from
  82921. */
  82922. constructor(vrGamepad: any);
  82923. /**
  82924. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82925. */
  82926. update(): void;
  82927. /**
  82928. * Function to be called when a button is modified
  82929. */
  82930. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  82931. /**
  82932. * Loads a mesh and attaches it to the controller
  82933. * @param scene the scene the mesh should be added to
  82934. * @param meshLoaded callback for when the mesh has been loaded
  82935. */
  82936. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  82937. private _setButtonValue;
  82938. private _changes;
  82939. private _checkChanges;
  82940. /**
  82941. * Disposes of th webVRCOntroller
  82942. */
  82943. dispose(): void;
  82944. }
  82945. }
  82946. declare module BABYLON {
  82947. /**
  82948. * The HemisphericLight simulates the ambient environment light,
  82949. * so the passed direction is the light reflection direction, not the incoming direction.
  82950. */
  82951. export class HemisphericLight extends Light {
  82952. /**
  82953. * The groundColor is the light in the opposite direction to the one specified during creation.
  82954. * 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.
  82955. */
  82956. groundColor: Color3;
  82957. /**
  82958. * The light reflection direction, not the incoming direction.
  82959. */
  82960. direction: Vector3;
  82961. /**
  82962. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  82963. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  82964. * The HemisphericLight can't cast shadows.
  82965. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82966. * @param name The friendly name of the light
  82967. * @param direction The direction of the light reflection
  82968. * @param scene The scene the light belongs to
  82969. */
  82970. constructor(name: string, direction: Vector3, scene: Scene);
  82971. protected _buildUniformLayout(): void;
  82972. /**
  82973. * Returns the string "HemisphericLight".
  82974. * @return The class name
  82975. */
  82976. getClassName(): string;
  82977. /**
  82978. * Sets the HemisphericLight direction towards the passed target (Vector3).
  82979. * Returns the updated direction.
  82980. * @param target The target the direction should point to
  82981. * @return The computed direction
  82982. */
  82983. setDirectionToTarget(target: Vector3): Vector3;
  82984. /**
  82985. * Returns the shadow generator associated to the light.
  82986. * @returns Always null for hemispheric lights because it does not support shadows.
  82987. */
  82988. getShadowGenerator(): Nullable<IShadowGenerator>;
  82989. /**
  82990. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  82991. * @param effect The effect to update
  82992. * @param lightIndex The index of the light in the effect to update
  82993. * @returns The hemispheric light
  82994. */
  82995. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  82996. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  82997. /**
  82998. * Computes the world matrix of the node
  82999. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  83000. * @param useWasUpdatedFlag defines a reserved property
  83001. * @returns the world matrix
  83002. */
  83003. computeWorldMatrix(): Matrix;
  83004. /**
  83005. * Returns the integer 3.
  83006. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  83007. */
  83008. getTypeID(): number;
  83009. /**
  83010. * Prepares the list of defines specific to the light type.
  83011. * @param defines the list of defines
  83012. * @param lightIndex defines the index of the light for the effect
  83013. */
  83014. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  83015. }
  83016. }
  83017. declare module BABYLON {
  83018. /** @hidden */
  83019. export var vrMultiviewToSingleviewPixelShader: {
  83020. name: string;
  83021. shader: string;
  83022. };
  83023. }
  83024. declare module BABYLON {
  83025. /**
  83026. * Renders to multiple views with a single draw call
  83027. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  83028. */
  83029. export class MultiviewRenderTarget extends RenderTargetTexture {
  83030. /**
  83031. * Creates a multiview render target
  83032. * @param scene scene used with the render target
  83033. * @param size the size of the render target (used for each view)
  83034. */
  83035. constructor(scene: Scene, size?: number | {
  83036. width: number;
  83037. height: number;
  83038. } | {
  83039. ratio: number;
  83040. });
  83041. /**
  83042. * @hidden
  83043. * @param faceIndex the face index, if its a cube texture
  83044. */
  83045. _bindFrameBuffer(faceIndex?: number): void;
  83046. /**
  83047. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83048. * @returns the view count
  83049. */
  83050. getViewCount(): number;
  83051. }
  83052. }
  83053. declare module BABYLON {
  83054. /**
  83055. * Represents a camera frustum
  83056. */
  83057. export class Frustum {
  83058. /**
  83059. * Gets the planes representing the frustum
  83060. * @param transform matrix to be applied to the returned planes
  83061. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  83062. */
  83063. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  83064. /**
  83065. * Gets the near frustum plane transformed by the transform matrix
  83066. * @param transform transformation matrix to be applied to the resulting frustum plane
  83067. * @param frustumPlane the resuling frustum plane
  83068. */
  83069. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83070. /**
  83071. * Gets the far frustum plane transformed by the transform matrix
  83072. * @param transform transformation matrix to be applied to the resulting frustum plane
  83073. * @param frustumPlane the resuling frustum plane
  83074. */
  83075. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83076. /**
  83077. * Gets the left frustum plane transformed by the transform matrix
  83078. * @param transform transformation matrix to be applied to the resulting frustum plane
  83079. * @param frustumPlane the resuling frustum plane
  83080. */
  83081. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83082. /**
  83083. * Gets the right frustum plane transformed by the transform matrix
  83084. * @param transform transformation matrix to be applied to the resulting frustum plane
  83085. * @param frustumPlane the resuling frustum plane
  83086. */
  83087. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83088. /**
  83089. * Gets the top frustum plane transformed by the transform matrix
  83090. * @param transform transformation matrix to be applied to the resulting frustum plane
  83091. * @param frustumPlane the resuling frustum plane
  83092. */
  83093. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83094. /**
  83095. * Gets the bottom frustum plane transformed by the transform matrix
  83096. * @param transform transformation matrix to be applied to the resulting frustum plane
  83097. * @param frustumPlane the resuling frustum plane
  83098. */
  83099. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83100. /**
  83101. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  83102. * @param transform transformation matrix to be applied to the resulting frustum planes
  83103. * @param frustumPlanes the resuling frustum planes
  83104. */
  83105. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  83106. }
  83107. }
  83108. declare module BABYLON {
  83109. interface Engine {
  83110. /**
  83111. * Creates a new multiview render target
  83112. * @param width defines the width of the texture
  83113. * @param height defines the height of the texture
  83114. * @returns the created multiview texture
  83115. */
  83116. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  83117. /**
  83118. * Binds a multiview framebuffer to be drawn to
  83119. * @param multiviewTexture texture to bind
  83120. */
  83121. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  83122. }
  83123. interface Camera {
  83124. /**
  83125. * @hidden
  83126. * 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)
  83127. */
  83128. _useMultiviewToSingleView: boolean;
  83129. /**
  83130. * @hidden
  83131. * 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)
  83132. */
  83133. _multiviewTexture: Nullable<RenderTargetTexture>;
  83134. /**
  83135. * @hidden
  83136. * ensures the multiview texture of the camera exists and has the specified width/height
  83137. * @param width height to set on the multiview texture
  83138. * @param height width to set on the multiview texture
  83139. */
  83140. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  83141. }
  83142. interface Scene {
  83143. /** @hidden */
  83144. _transformMatrixR: Matrix;
  83145. /** @hidden */
  83146. _multiviewSceneUbo: Nullable<UniformBuffer>;
  83147. /** @hidden */
  83148. _createMultiviewUbo(): void;
  83149. /** @hidden */
  83150. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  83151. /** @hidden */
  83152. _renderMultiviewToSingleView(camera: Camera): void;
  83153. }
  83154. }
  83155. declare module BABYLON {
  83156. /**
  83157. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  83158. * This will not be used for webXR as it supports displaying texture arrays directly
  83159. */
  83160. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  83161. /**
  83162. * Initializes a VRMultiviewToSingleview
  83163. * @param name name of the post process
  83164. * @param camera camera to be applied to
  83165. * @param scaleFactor scaling factor to the size of the output texture
  83166. */
  83167. constructor(name: string, camera: Camera, scaleFactor: number);
  83168. }
  83169. }
  83170. declare module BABYLON {
  83171. /**
  83172. * Interface used to define additional presentation attributes
  83173. */
  83174. export interface IVRPresentationAttributes {
  83175. /**
  83176. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  83177. */
  83178. highRefreshRate: boolean;
  83179. /**
  83180. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  83181. */
  83182. foveationLevel: number;
  83183. }
  83184. interface Engine {
  83185. /** @hidden */
  83186. _vrDisplay: any;
  83187. /** @hidden */
  83188. _vrSupported: boolean;
  83189. /** @hidden */
  83190. _oldSize: Size;
  83191. /** @hidden */
  83192. _oldHardwareScaleFactor: number;
  83193. /** @hidden */
  83194. _vrExclusivePointerMode: boolean;
  83195. /** @hidden */
  83196. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  83197. /** @hidden */
  83198. _onVRDisplayPointerRestricted: () => void;
  83199. /** @hidden */
  83200. _onVRDisplayPointerUnrestricted: () => void;
  83201. /** @hidden */
  83202. _onVrDisplayConnect: Nullable<(display: any) => void>;
  83203. /** @hidden */
  83204. _onVrDisplayDisconnect: Nullable<() => void>;
  83205. /** @hidden */
  83206. _onVrDisplayPresentChange: Nullable<() => void>;
  83207. /**
  83208. * Observable signaled when VR display mode changes
  83209. */
  83210. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  83211. /**
  83212. * Observable signaled when VR request present is complete
  83213. */
  83214. onVRRequestPresentComplete: Observable<boolean>;
  83215. /**
  83216. * Observable signaled when VR request present starts
  83217. */
  83218. onVRRequestPresentStart: Observable<Engine>;
  83219. /**
  83220. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  83221. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  83222. */
  83223. isInVRExclusivePointerMode: boolean;
  83224. /**
  83225. * Gets a boolean indicating if a webVR device was detected
  83226. * @returns true if a webVR device was detected
  83227. */
  83228. isVRDevicePresent(): boolean;
  83229. /**
  83230. * Gets the current webVR device
  83231. * @returns the current webVR device (or null)
  83232. */
  83233. getVRDevice(): any;
  83234. /**
  83235. * Initializes a webVR display and starts listening to display change events
  83236. * The onVRDisplayChangedObservable will be notified upon these changes
  83237. * @returns A promise containing a VRDisplay and if vr is supported
  83238. */
  83239. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  83240. /** @hidden */
  83241. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  83242. /**
  83243. * Gets or sets the presentation attributes used to configure VR rendering
  83244. */
  83245. vrPresentationAttributes?: IVRPresentationAttributes;
  83246. /**
  83247. * Call this function to switch to webVR mode
  83248. * Will do nothing if webVR is not supported or if there is no webVR device
  83249. * @param options the webvr options provided to the camera. mainly used for multiview
  83250. * @see http://doc.babylonjs.com/how_to/webvr_camera
  83251. */
  83252. enableVR(options: WebVROptions): void;
  83253. /** @hidden */
  83254. _onVRFullScreenTriggered(): void;
  83255. }
  83256. }
  83257. declare module BABYLON {
  83258. /**
  83259. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  83260. * IMPORTANT!! The data is right-hand data.
  83261. * @export
  83262. * @interface DevicePose
  83263. */
  83264. export interface DevicePose {
  83265. /**
  83266. * The position of the device, values in array are [x,y,z].
  83267. */
  83268. readonly position: Nullable<Float32Array>;
  83269. /**
  83270. * The linearVelocity of the device, values in array are [x,y,z].
  83271. */
  83272. readonly linearVelocity: Nullable<Float32Array>;
  83273. /**
  83274. * The linearAcceleration of the device, values in array are [x,y,z].
  83275. */
  83276. readonly linearAcceleration: Nullable<Float32Array>;
  83277. /**
  83278. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  83279. */
  83280. readonly orientation: Nullable<Float32Array>;
  83281. /**
  83282. * The angularVelocity of the device, values in array are [x,y,z].
  83283. */
  83284. readonly angularVelocity: Nullable<Float32Array>;
  83285. /**
  83286. * The angularAcceleration of the device, values in array are [x,y,z].
  83287. */
  83288. readonly angularAcceleration: Nullable<Float32Array>;
  83289. }
  83290. /**
  83291. * Interface representing a pose controlled object in Babylon.
  83292. * A pose controlled object has both regular pose values as well as pose values
  83293. * from an external device such as a VR head mounted display
  83294. */
  83295. export interface PoseControlled {
  83296. /**
  83297. * The position of the object in babylon space.
  83298. */
  83299. position: Vector3;
  83300. /**
  83301. * The rotation quaternion of the object in babylon space.
  83302. */
  83303. rotationQuaternion: Quaternion;
  83304. /**
  83305. * The position of the device in babylon space.
  83306. */
  83307. devicePosition?: Vector3;
  83308. /**
  83309. * The rotation quaternion of the device in babylon space.
  83310. */
  83311. deviceRotationQuaternion: Quaternion;
  83312. /**
  83313. * The raw pose coming from the device.
  83314. */
  83315. rawPose: Nullable<DevicePose>;
  83316. /**
  83317. * The scale of the device to be used when translating from device space to babylon space.
  83318. */
  83319. deviceScaleFactor: number;
  83320. /**
  83321. * Updates the poseControlled values based on the input device pose.
  83322. * @param poseData the pose data to update the object with
  83323. */
  83324. updateFromDevice(poseData: DevicePose): void;
  83325. }
  83326. /**
  83327. * Set of options to customize the webVRCamera
  83328. */
  83329. export interface WebVROptions {
  83330. /**
  83331. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  83332. */
  83333. trackPosition?: boolean;
  83334. /**
  83335. * Sets the scale of the vrDevice in babylon space. (default: 1)
  83336. */
  83337. positionScale?: number;
  83338. /**
  83339. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  83340. */
  83341. displayName?: string;
  83342. /**
  83343. * Should the native controller meshes be initialized. (default: true)
  83344. */
  83345. controllerMeshes?: boolean;
  83346. /**
  83347. * Creating a default HemiLight only on controllers. (default: true)
  83348. */
  83349. defaultLightingOnControllers?: boolean;
  83350. /**
  83351. * If you don't want to use the default VR button of the helper. (default: false)
  83352. */
  83353. useCustomVRButton?: boolean;
  83354. /**
  83355. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  83356. */
  83357. customVRButton?: HTMLButtonElement;
  83358. /**
  83359. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  83360. */
  83361. rayLength?: number;
  83362. /**
  83363. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  83364. */
  83365. defaultHeight?: number;
  83366. /**
  83367. * If multiview should be used if availible (default: false)
  83368. */
  83369. useMultiview?: boolean;
  83370. }
  83371. /**
  83372. * This represents a WebVR camera.
  83373. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  83374. * @example http://doc.babylonjs.com/how_to/webvr_camera
  83375. */
  83376. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  83377. private webVROptions;
  83378. /**
  83379. * @hidden
  83380. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  83381. */
  83382. _vrDevice: any;
  83383. /**
  83384. * The rawPose of the vrDevice.
  83385. */
  83386. rawPose: Nullable<DevicePose>;
  83387. private _onVREnabled;
  83388. private _specsVersion;
  83389. private _attached;
  83390. private _frameData;
  83391. protected _descendants: Array<Node>;
  83392. private _deviceRoomPosition;
  83393. /** @hidden */
  83394. _deviceRoomRotationQuaternion: Quaternion;
  83395. private _standingMatrix;
  83396. /**
  83397. * Represents device position in babylon space.
  83398. */
  83399. devicePosition: Vector3;
  83400. /**
  83401. * Represents device rotation in babylon space.
  83402. */
  83403. deviceRotationQuaternion: Quaternion;
  83404. /**
  83405. * The scale of the device to be used when translating from device space to babylon space.
  83406. */
  83407. deviceScaleFactor: number;
  83408. private _deviceToWorld;
  83409. private _worldToDevice;
  83410. /**
  83411. * References to the webVR controllers for the vrDevice.
  83412. */
  83413. controllers: Array<WebVRController>;
  83414. /**
  83415. * Emits an event when a controller is attached.
  83416. */
  83417. onControllersAttachedObservable: Observable<WebVRController[]>;
  83418. /**
  83419. * Emits an event when a controller's mesh has been loaded;
  83420. */
  83421. onControllerMeshLoadedObservable: Observable<WebVRController>;
  83422. /**
  83423. * Emits an event when the HMD's pose has been updated.
  83424. */
  83425. onPoseUpdatedFromDeviceObservable: Observable<any>;
  83426. private _poseSet;
  83427. /**
  83428. * If the rig cameras be used as parent instead of this camera.
  83429. */
  83430. rigParenting: boolean;
  83431. private _lightOnControllers;
  83432. private _defaultHeight?;
  83433. /**
  83434. * Instantiates a WebVRFreeCamera.
  83435. * @param name The name of the WebVRFreeCamera
  83436. * @param position The starting anchor position for the camera
  83437. * @param scene The scene the camera belongs to
  83438. * @param webVROptions a set of customizable options for the webVRCamera
  83439. */
  83440. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  83441. /**
  83442. * Gets the device distance from the ground in meters.
  83443. * @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.
  83444. */
  83445. deviceDistanceToRoomGround(): number;
  83446. /**
  83447. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83448. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  83449. */
  83450. useStandingMatrix(callback?: (bool: boolean) => void): void;
  83451. /**
  83452. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83453. * @returns A promise with a boolean set to if the standing matrix is supported.
  83454. */
  83455. useStandingMatrixAsync(): Promise<boolean>;
  83456. /**
  83457. * Disposes the camera
  83458. */
  83459. dispose(): void;
  83460. /**
  83461. * Gets a vrController by name.
  83462. * @param name The name of the controller to retreive
  83463. * @returns the controller matching the name specified or null if not found
  83464. */
  83465. getControllerByName(name: string): Nullable<WebVRController>;
  83466. private _leftController;
  83467. /**
  83468. * The controller corresponding to the users left hand.
  83469. */
  83470. readonly leftController: Nullable<WebVRController>;
  83471. private _rightController;
  83472. /**
  83473. * The controller corresponding to the users right hand.
  83474. */
  83475. readonly rightController: Nullable<WebVRController>;
  83476. /**
  83477. * Casts a ray forward from the vrCamera's gaze.
  83478. * @param length Length of the ray (default: 100)
  83479. * @returns the ray corresponding to the gaze
  83480. */
  83481. getForwardRay(length?: number): Ray;
  83482. /**
  83483. * @hidden
  83484. * Updates the camera based on device's frame data
  83485. */
  83486. _checkInputs(): void;
  83487. /**
  83488. * Updates the poseControlled values based on the input device pose.
  83489. * @param poseData Pose coming from the device
  83490. */
  83491. updateFromDevice(poseData: DevicePose): void;
  83492. private _htmlElementAttached;
  83493. private _detachIfAttached;
  83494. /**
  83495. * WebVR's attach control will start broadcasting frames to the device.
  83496. * Note that in certain browsers (chrome for example) this function must be called
  83497. * within a user-interaction callback. Example:
  83498. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  83499. *
  83500. * @param element html element to attach the vrDevice to
  83501. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  83502. */
  83503. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  83504. /**
  83505. * Detaches the camera from the html element and disables VR
  83506. *
  83507. * @param element html element to detach from
  83508. */
  83509. detachControl(element: HTMLElement): void;
  83510. /**
  83511. * @returns the name of this class
  83512. */
  83513. getClassName(): string;
  83514. /**
  83515. * Calls resetPose on the vrDisplay
  83516. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  83517. */
  83518. resetToCurrentRotation(): void;
  83519. /**
  83520. * @hidden
  83521. * Updates the rig cameras (left and right eye)
  83522. */
  83523. _updateRigCameras(): void;
  83524. private _workingVector;
  83525. private _oneVector;
  83526. private _workingMatrix;
  83527. private updateCacheCalled;
  83528. private _correctPositionIfNotTrackPosition;
  83529. /**
  83530. * @hidden
  83531. * Updates the cached values of the camera
  83532. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  83533. */
  83534. _updateCache(ignoreParentClass?: boolean): void;
  83535. /**
  83536. * @hidden
  83537. * Get current device position in babylon world
  83538. */
  83539. _computeDevicePosition(): void;
  83540. /**
  83541. * Updates the current device position and rotation in the babylon world
  83542. */
  83543. update(): void;
  83544. /**
  83545. * @hidden
  83546. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  83547. * @returns an identity matrix
  83548. */
  83549. _getViewMatrix(): Matrix;
  83550. private _tmpMatrix;
  83551. /**
  83552. * This function is called by the two RIG cameras.
  83553. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  83554. * @hidden
  83555. */
  83556. _getWebVRViewMatrix(): Matrix;
  83557. /** @hidden */
  83558. _getWebVRProjectionMatrix(): Matrix;
  83559. private _onGamepadConnectedObserver;
  83560. private _onGamepadDisconnectedObserver;
  83561. private _updateCacheWhenTrackingDisabledObserver;
  83562. /**
  83563. * Initializes the controllers and their meshes
  83564. */
  83565. initControllers(): void;
  83566. }
  83567. }
  83568. declare module BABYLON {
  83569. /**
  83570. * Size options for a post process
  83571. */
  83572. export type PostProcessOptions = {
  83573. width: number;
  83574. height: number;
  83575. };
  83576. /**
  83577. * PostProcess can be used to apply a shader to a texture after it has been rendered
  83578. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83579. */
  83580. export class PostProcess {
  83581. /** Name of the PostProcess. */
  83582. name: string;
  83583. /**
  83584. * Gets or sets the unique id of the post process
  83585. */
  83586. uniqueId: number;
  83587. /**
  83588. * Width of the texture to apply the post process on
  83589. */
  83590. width: number;
  83591. /**
  83592. * Height of the texture to apply the post process on
  83593. */
  83594. height: number;
  83595. /**
  83596. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  83597. * @hidden
  83598. */
  83599. _outputTexture: Nullable<InternalTexture>;
  83600. /**
  83601. * Sampling mode used by the shader
  83602. * See https://doc.babylonjs.com/classes/3.1/texture
  83603. */
  83604. renderTargetSamplingMode: number;
  83605. /**
  83606. * Clear color to use when screen clearing
  83607. */
  83608. clearColor: Color4;
  83609. /**
  83610. * If the buffer needs to be cleared before applying the post process. (default: true)
  83611. * Should be set to false if shader will overwrite all previous pixels.
  83612. */
  83613. autoClear: boolean;
  83614. /**
  83615. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  83616. */
  83617. alphaMode: number;
  83618. /**
  83619. * Sets the setAlphaBlendConstants of the babylon engine
  83620. */
  83621. alphaConstants: Color4;
  83622. /**
  83623. * Animations to be used for the post processing
  83624. */
  83625. animations: Animation[];
  83626. /**
  83627. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  83628. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  83629. */
  83630. enablePixelPerfectMode: boolean;
  83631. /**
  83632. * Force the postprocess to be applied without taking in account viewport
  83633. */
  83634. forceFullscreenViewport: boolean;
  83635. /**
  83636. * List of inspectable custom properties (used by the Inspector)
  83637. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83638. */
  83639. inspectableCustomProperties: IInspectable[];
  83640. /**
  83641. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  83642. *
  83643. * | Value | Type | Description |
  83644. * | ----- | ----------------------------------- | ----------- |
  83645. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  83646. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  83647. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  83648. *
  83649. */
  83650. scaleMode: number;
  83651. /**
  83652. * Force textures to be a power of two (default: false)
  83653. */
  83654. alwaysForcePOT: boolean;
  83655. private _samples;
  83656. /**
  83657. * Number of sample textures (default: 1)
  83658. */
  83659. samples: number;
  83660. /**
  83661. * Modify the scale of the post process to be the same as the viewport (default: false)
  83662. */
  83663. adaptScaleToCurrentViewport: boolean;
  83664. private _camera;
  83665. private _scene;
  83666. private _engine;
  83667. private _options;
  83668. private _reusable;
  83669. private _textureType;
  83670. /**
  83671. * Smart array of input and output textures for the post process.
  83672. * @hidden
  83673. */
  83674. _textures: SmartArray<InternalTexture>;
  83675. /**
  83676. * The index in _textures that corresponds to the output texture.
  83677. * @hidden
  83678. */
  83679. _currentRenderTextureInd: number;
  83680. private _effect;
  83681. private _samplers;
  83682. private _fragmentUrl;
  83683. private _vertexUrl;
  83684. private _parameters;
  83685. private _scaleRatio;
  83686. protected _indexParameters: any;
  83687. private _shareOutputWithPostProcess;
  83688. private _texelSize;
  83689. private _forcedOutputTexture;
  83690. /**
  83691. * Returns the fragment url or shader name used in the post process.
  83692. * @returns the fragment url or name in the shader store.
  83693. */
  83694. getEffectName(): string;
  83695. /**
  83696. * An event triggered when the postprocess is activated.
  83697. */
  83698. onActivateObservable: Observable<Camera>;
  83699. private _onActivateObserver;
  83700. /**
  83701. * A function that is added to the onActivateObservable
  83702. */
  83703. onActivate: Nullable<(camera: Camera) => void>;
  83704. /**
  83705. * An event triggered when the postprocess changes its size.
  83706. */
  83707. onSizeChangedObservable: Observable<PostProcess>;
  83708. private _onSizeChangedObserver;
  83709. /**
  83710. * A function that is added to the onSizeChangedObservable
  83711. */
  83712. onSizeChanged: (postProcess: PostProcess) => void;
  83713. /**
  83714. * An event triggered when the postprocess applies its effect.
  83715. */
  83716. onApplyObservable: Observable<Effect>;
  83717. private _onApplyObserver;
  83718. /**
  83719. * A function that is added to the onApplyObservable
  83720. */
  83721. onApply: (effect: Effect) => void;
  83722. /**
  83723. * An event triggered before rendering the postprocess
  83724. */
  83725. onBeforeRenderObservable: Observable<Effect>;
  83726. private _onBeforeRenderObserver;
  83727. /**
  83728. * A function that is added to the onBeforeRenderObservable
  83729. */
  83730. onBeforeRender: (effect: Effect) => void;
  83731. /**
  83732. * An event triggered after rendering the postprocess
  83733. */
  83734. onAfterRenderObservable: Observable<Effect>;
  83735. private _onAfterRenderObserver;
  83736. /**
  83737. * A function that is added to the onAfterRenderObservable
  83738. */
  83739. onAfterRender: (efect: Effect) => void;
  83740. /**
  83741. * 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
  83742. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83743. */
  83744. inputTexture: InternalTexture;
  83745. /**
  83746. * Gets the camera which post process is applied to.
  83747. * @returns The camera the post process is applied to.
  83748. */
  83749. getCamera(): Camera;
  83750. /**
  83751. * Gets the texel size of the postprocess.
  83752. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83753. */
  83754. readonly texelSize: Vector2;
  83755. /**
  83756. * Creates a new instance PostProcess
  83757. * @param name The name of the PostProcess.
  83758. * @param fragmentUrl The url of the fragment shader to be used.
  83759. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83760. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83761. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83762. * @param camera The camera to apply the render pass to.
  83763. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83764. * @param engine The engine which the post process will be applied. (default: current engine)
  83765. * @param reusable If the post process can be reused on the same frame. (default: false)
  83766. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83767. * @param textureType Type of textures used when performing the post process. (default: 0)
  83768. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83769. * @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
  83770. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83771. */
  83772. constructor(
  83773. /** Name of the PostProcess. */
  83774. 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);
  83775. /**
  83776. * Gets a string idenfifying the name of the class
  83777. * @returns "PostProcess" string
  83778. */
  83779. getClassName(): string;
  83780. /**
  83781. * Gets the engine which this post process belongs to.
  83782. * @returns The engine the post process was enabled with.
  83783. */
  83784. getEngine(): Engine;
  83785. /**
  83786. * The effect that is created when initializing the post process.
  83787. * @returns The created effect corresponding the the postprocess.
  83788. */
  83789. getEffect(): Effect;
  83790. /**
  83791. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  83792. * @param postProcess The post process to share the output with.
  83793. * @returns This post process.
  83794. */
  83795. shareOutputWith(postProcess: PostProcess): PostProcess;
  83796. /**
  83797. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  83798. * This should be called if the post process that shares output with this post process is disabled/disposed.
  83799. */
  83800. useOwnOutput(): void;
  83801. /**
  83802. * Updates the effect with the current post process compile time values and recompiles the shader.
  83803. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83804. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83805. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83806. * @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
  83807. * @param onCompiled Called when the shader has been compiled.
  83808. * @param onError Called if there is an error when compiling a shader.
  83809. */
  83810. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83811. /**
  83812. * The post process is reusable if it can be used multiple times within one frame.
  83813. * @returns If the post process is reusable
  83814. */
  83815. isReusable(): boolean;
  83816. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  83817. markTextureDirty(): void;
  83818. /**
  83819. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  83820. * 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.
  83821. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  83822. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  83823. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  83824. * @returns The target texture that was bound to be written to.
  83825. */
  83826. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  83827. /**
  83828. * If the post process is supported.
  83829. */
  83830. readonly isSupported: boolean;
  83831. /**
  83832. * The aspect ratio of the output texture.
  83833. */
  83834. readonly aspectRatio: number;
  83835. /**
  83836. * Get a value indicating if the post-process is ready to be used
  83837. * @returns true if the post-process is ready (shader is compiled)
  83838. */
  83839. isReady(): boolean;
  83840. /**
  83841. * Binds all textures and uniforms to the shader, this will be run on every pass.
  83842. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  83843. */
  83844. apply(): Nullable<Effect>;
  83845. private _disposeTextures;
  83846. /**
  83847. * Disposes the post process.
  83848. * @param camera The camera to dispose the post process on.
  83849. */
  83850. dispose(camera?: Camera): void;
  83851. }
  83852. }
  83853. declare module BABYLON {
  83854. /** @hidden */
  83855. export var kernelBlurVaryingDeclaration: {
  83856. name: string;
  83857. shader: string;
  83858. };
  83859. }
  83860. declare module BABYLON {
  83861. /** @hidden */
  83862. export var kernelBlurFragment: {
  83863. name: string;
  83864. shader: string;
  83865. };
  83866. }
  83867. declare module BABYLON {
  83868. /** @hidden */
  83869. export var kernelBlurFragment2: {
  83870. name: string;
  83871. shader: string;
  83872. };
  83873. }
  83874. declare module BABYLON {
  83875. /** @hidden */
  83876. export var kernelBlurPixelShader: {
  83877. name: string;
  83878. shader: string;
  83879. };
  83880. }
  83881. declare module BABYLON {
  83882. /** @hidden */
  83883. export var kernelBlurVertex: {
  83884. name: string;
  83885. shader: string;
  83886. };
  83887. }
  83888. declare module BABYLON {
  83889. /** @hidden */
  83890. export var kernelBlurVertexShader: {
  83891. name: string;
  83892. shader: string;
  83893. };
  83894. }
  83895. declare module BABYLON {
  83896. /**
  83897. * The Blur Post Process which blurs an image based on a kernel and direction.
  83898. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  83899. */
  83900. export class BlurPostProcess extends PostProcess {
  83901. /** The direction in which to blur the image. */
  83902. direction: Vector2;
  83903. private blockCompilation;
  83904. protected _kernel: number;
  83905. protected _idealKernel: number;
  83906. protected _packedFloat: boolean;
  83907. private _staticDefines;
  83908. /**
  83909. * Sets the length in pixels of the blur sample region
  83910. */
  83911. /**
  83912. * Gets the length in pixels of the blur sample region
  83913. */
  83914. kernel: number;
  83915. /**
  83916. * Sets wether or not the blur needs to unpack/repack floats
  83917. */
  83918. /**
  83919. * Gets wether or not the blur is unpacking/repacking floats
  83920. */
  83921. packedFloat: boolean;
  83922. /**
  83923. * Creates a new instance BlurPostProcess
  83924. * @param name The name of the effect.
  83925. * @param direction The direction in which to blur the image.
  83926. * @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.
  83927. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83928. * @param camera The camera to apply the render pass to.
  83929. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83930. * @param engine The engine which the post process will be applied. (default: current engine)
  83931. * @param reusable If the post process can be reused on the same frame. (default: false)
  83932. * @param textureType Type of textures used when performing the post process. (default: 0)
  83933. * @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)
  83934. */
  83935. constructor(name: string,
  83936. /** The direction in which to blur the image. */
  83937. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  83938. /**
  83939. * Updates the effect with the current post process compile time values and recompiles the shader.
  83940. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83941. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83942. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83943. * @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
  83944. * @param onCompiled Called when the shader has been compiled.
  83945. * @param onError Called if there is an error when compiling a shader.
  83946. */
  83947. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83948. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83949. /**
  83950. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  83951. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  83952. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  83953. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  83954. * The gaps between physical kernels are compensated for in the weighting of the samples
  83955. * @param idealKernel Ideal blur kernel.
  83956. * @return Nearest best kernel.
  83957. */
  83958. protected _nearestBestKernel(idealKernel: number): number;
  83959. /**
  83960. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  83961. * @param x The point on the Gaussian distribution to sample.
  83962. * @return the value of the Gaussian function at x.
  83963. */
  83964. protected _gaussianWeight(x: number): number;
  83965. /**
  83966. * Generates a string that can be used as a floating point number in GLSL.
  83967. * @param x Value to print.
  83968. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  83969. * @return GLSL float string.
  83970. */
  83971. protected _glslFloat(x: number, decimalFigures?: number): string;
  83972. }
  83973. }
  83974. declare module BABYLON {
  83975. /**
  83976. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83977. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83978. * You can then easily use it as a reflectionTexture on a flat surface.
  83979. * In case the surface is not a plane, please consider relying on reflection probes.
  83980. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83981. */
  83982. export class MirrorTexture extends RenderTargetTexture {
  83983. private scene;
  83984. /**
  83985. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  83986. * 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.
  83987. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83988. */
  83989. mirrorPlane: Plane;
  83990. /**
  83991. * Define the blur ratio used to blur the reflection if needed.
  83992. */
  83993. blurRatio: number;
  83994. /**
  83995. * Define the adaptive blur kernel used to blur the reflection if needed.
  83996. * This will autocompute the closest best match for the `blurKernel`
  83997. */
  83998. adaptiveBlurKernel: number;
  83999. /**
  84000. * Define the blur kernel used to blur the reflection if needed.
  84001. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84002. */
  84003. blurKernel: number;
  84004. /**
  84005. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  84006. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84007. */
  84008. blurKernelX: number;
  84009. /**
  84010. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  84011. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84012. */
  84013. blurKernelY: number;
  84014. private _autoComputeBlurKernel;
  84015. protected _onRatioRescale(): void;
  84016. private _updateGammaSpace;
  84017. private _imageProcessingConfigChangeObserver;
  84018. private _transformMatrix;
  84019. private _mirrorMatrix;
  84020. private _savedViewMatrix;
  84021. private _blurX;
  84022. private _blurY;
  84023. private _adaptiveBlurKernel;
  84024. private _blurKernelX;
  84025. private _blurKernelY;
  84026. private _blurRatio;
  84027. /**
  84028. * Instantiates a Mirror Texture.
  84029. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84030. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84031. * You can then easily use it as a reflectionTexture on a flat surface.
  84032. * In case the surface is not a plane, please consider relying on reflection probes.
  84033. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84034. * @param name
  84035. * @param size
  84036. * @param scene
  84037. * @param generateMipMaps
  84038. * @param type
  84039. * @param samplingMode
  84040. * @param generateDepthBuffer
  84041. */
  84042. constructor(name: string, size: number | {
  84043. width: number;
  84044. height: number;
  84045. } | {
  84046. ratio: number;
  84047. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  84048. private _preparePostProcesses;
  84049. /**
  84050. * Clone the mirror texture.
  84051. * @returns the cloned texture
  84052. */
  84053. clone(): MirrorTexture;
  84054. /**
  84055. * Serialize the texture to a JSON representation you could use in Parse later on
  84056. * @returns the serialized JSON representation
  84057. */
  84058. serialize(): any;
  84059. /**
  84060. * Dispose the texture and release its associated resources.
  84061. */
  84062. dispose(): void;
  84063. }
  84064. }
  84065. declare module BABYLON {
  84066. /**
  84067. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84068. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84069. */
  84070. export class Texture extends BaseTexture {
  84071. /**
  84072. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  84073. */
  84074. static SerializeBuffers: boolean;
  84075. /** @hidden */
  84076. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  84077. /** @hidden */
  84078. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  84079. /** @hidden */
  84080. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  84081. /** nearest is mag = nearest and min = nearest and mip = linear */
  84082. static readonly NEAREST_SAMPLINGMODE: number;
  84083. /** nearest is mag = nearest and min = nearest and mip = linear */
  84084. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  84085. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84086. static readonly BILINEAR_SAMPLINGMODE: number;
  84087. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84088. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  84089. /** Trilinear is mag = linear and min = linear and mip = linear */
  84090. static readonly TRILINEAR_SAMPLINGMODE: number;
  84091. /** Trilinear is mag = linear and min = linear and mip = linear */
  84092. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  84093. /** mag = nearest and min = nearest and mip = nearest */
  84094. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  84095. /** mag = nearest and min = linear and mip = nearest */
  84096. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  84097. /** mag = nearest and min = linear and mip = linear */
  84098. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  84099. /** mag = nearest and min = linear and mip = none */
  84100. static readonly NEAREST_LINEAR: number;
  84101. /** mag = nearest and min = nearest and mip = none */
  84102. static readonly NEAREST_NEAREST: number;
  84103. /** mag = linear and min = nearest and mip = nearest */
  84104. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  84105. /** mag = linear and min = nearest and mip = linear */
  84106. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  84107. /** mag = linear and min = linear and mip = none */
  84108. static readonly LINEAR_LINEAR: number;
  84109. /** mag = linear and min = nearest and mip = none */
  84110. static readonly LINEAR_NEAREST: number;
  84111. /** Explicit coordinates mode */
  84112. static readonly EXPLICIT_MODE: number;
  84113. /** Spherical coordinates mode */
  84114. static readonly SPHERICAL_MODE: number;
  84115. /** Planar coordinates mode */
  84116. static readonly PLANAR_MODE: number;
  84117. /** Cubic coordinates mode */
  84118. static readonly CUBIC_MODE: number;
  84119. /** Projection coordinates mode */
  84120. static readonly PROJECTION_MODE: number;
  84121. /** Inverse Cubic coordinates mode */
  84122. static readonly SKYBOX_MODE: number;
  84123. /** Inverse Cubic coordinates mode */
  84124. static readonly INVCUBIC_MODE: number;
  84125. /** Equirectangular coordinates mode */
  84126. static readonly EQUIRECTANGULAR_MODE: number;
  84127. /** Equirectangular Fixed coordinates mode */
  84128. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  84129. /** Equirectangular Fixed Mirrored coordinates mode */
  84130. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  84131. /** Texture is not repeating outside of 0..1 UVs */
  84132. static readonly CLAMP_ADDRESSMODE: number;
  84133. /** Texture is repeating outside of 0..1 UVs */
  84134. static readonly WRAP_ADDRESSMODE: number;
  84135. /** Texture is repeating and mirrored */
  84136. static readonly MIRROR_ADDRESSMODE: number;
  84137. /**
  84138. * 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
  84139. */
  84140. static UseSerializedUrlIfAny: boolean;
  84141. /**
  84142. * Define the url of the texture.
  84143. */
  84144. url: Nullable<string>;
  84145. /**
  84146. * Define an offset on the texture to offset the u coordinates of the UVs
  84147. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84148. */
  84149. uOffset: number;
  84150. /**
  84151. * Define an offset on the texture to offset the v coordinates of the UVs
  84152. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84153. */
  84154. vOffset: number;
  84155. /**
  84156. * Define an offset on the texture to scale the u coordinates of the UVs
  84157. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84158. */
  84159. uScale: number;
  84160. /**
  84161. * Define an offset on the texture to scale the v coordinates of the UVs
  84162. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84163. */
  84164. vScale: number;
  84165. /**
  84166. * Define an offset on the texture to rotate around the u coordinates of the UVs
  84167. * @see http://doc.babylonjs.com/how_to/more_materials
  84168. */
  84169. uAng: number;
  84170. /**
  84171. * Define an offset on the texture to rotate around the v coordinates of the UVs
  84172. * @see http://doc.babylonjs.com/how_to/more_materials
  84173. */
  84174. vAng: number;
  84175. /**
  84176. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  84177. * @see http://doc.babylonjs.com/how_to/more_materials
  84178. */
  84179. wAng: number;
  84180. /**
  84181. * Defines the center of rotation (U)
  84182. */
  84183. uRotationCenter: number;
  84184. /**
  84185. * Defines the center of rotation (V)
  84186. */
  84187. vRotationCenter: number;
  84188. /**
  84189. * Defines the center of rotation (W)
  84190. */
  84191. wRotationCenter: number;
  84192. /**
  84193. * Are mip maps generated for this texture or not.
  84194. */
  84195. readonly noMipmap: boolean;
  84196. /**
  84197. * List of inspectable custom properties (used by the Inspector)
  84198. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84199. */
  84200. inspectableCustomProperties: Nullable<IInspectable[]>;
  84201. private _noMipmap;
  84202. /** @hidden */
  84203. _invertY: boolean;
  84204. private _rowGenerationMatrix;
  84205. private _cachedTextureMatrix;
  84206. private _projectionModeMatrix;
  84207. private _t0;
  84208. private _t1;
  84209. private _t2;
  84210. private _cachedUOffset;
  84211. private _cachedVOffset;
  84212. private _cachedUScale;
  84213. private _cachedVScale;
  84214. private _cachedUAng;
  84215. private _cachedVAng;
  84216. private _cachedWAng;
  84217. private _cachedProjectionMatrixId;
  84218. private _cachedCoordinatesMode;
  84219. /** @hidden */
  84220. protected _initialSamplingMode: number;
  84221. /** @hidden */
  84222. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  84223. private _deleteBuffer;
  84224. protected _format: Nullable<number>;
  84225. private _delayedOnLoad;
  84226. private _delayedOnError;
  84227. private _mimeType?;
  84228. /**
  84229. * Observable triggered once the texture has been loaded.
  84230. */
  84231. onLoadObservable: Observable<Texture>;
  84232. protected _isBlocking: boolean;
  84233. /**
  84234. * Is the texture preventing material to render while loading.
  84235. * If false, a default texture will be used instead of the loading one during the preparation step.
  84236. */
  84237. isBlocking: boolean;
  84238. /**
  84239. * Get the current sampling mode associated with the texture.
  84240. */
  84241. readonly samplingMode: number;
  84242. /**
  84243. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  84244. */
  84245. readonly invertY: boolean;
  84246. /**
  84247. * Instantiates a new texture.
  84248. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84249. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84250. * @param url defines the url of the picture to load as a texture
  84251. * @param scene defines the scene or engine the texture will belong to
  84252. * @param noMipmap defines if the texture will require mip maps or not
  84253. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  84254. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84255. * @param onLoad defines a callback triggered when the texture has been loaded
  84256. * @param onError defines a callback triggered when an error occurred during the loading session
  84257. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  84258. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  84259. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84260. * @param mimeType defines an optional mime type information
  84261. */
  84262. 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);
  84263. /**
  84264. * Update the url (and optional buffer) of this texture if url was null during construction.
  84265. * @param url the url of the texture
  84266. * @param buffer the buffer of the texture (defaults to null)
  84267. * @param onLoad callback called when the texture is loaded (defaults to null)
  84268. */
  84269. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  84270. /**
  84271. * Finish the loading sequence of a texture flagged as delayed load.
  84272. * @hidden
  84273. */
  84274. delayLoad(): void;
  84275. private _prepareRowForTextureGeneration;
  84276. /**
  84277. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  84278. * @returns the transform matrix of the texture.
  84279. */
  84280. getTextureMatrix(): Matrix;
  84281. /**
  84282. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  84283. * @returns The reflection texture transform
  84284. */
  84285. getReflectionTextureMatrix(): Matrix;
  84286. /**
  84287. * Clones the texture.
  84288. * @returns the cloned texture
  84289. */
  84290. clone(): Texture;
  84291. /**
  84292. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84293. * @returns The JSON representation of the texture
  84294. */
  84295. serialize(): any;
  84296. /**
  84297. * Get the current class name of the texture useful for serialization or dynamic coding.
  84298. * @returns "Texture"
  84299. */
  84300. getClassName(): string;
  84301. /**
  84302. * Dispose the texture and release its associated resources.
  84303. */
  84304. dispose(): void;
  84305. /**
  84306. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  84307. * @param parsedTexture Define the JSON representation of the texture
  84308. * @param scene Define the scene the parsed texture should be instantiated in
  84309. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  84310. * @returns The parsed texture if successful
  84311. */
  84312. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  84313. /**
  84314. * Creates a texture from its base 64 representation.
  84315. * @param data Define the base64 payload without the data: prefix
  84316. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84317. * @param scene Define the scene the texture should belong to
  84318. * @param noMipmap Forces the texture to not create mip map information if true
  84319. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84320. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84321. * @param onLoad define a callback triggered when the texture has been loaded
  84322. * @param onError define a callback triggered when an error occurred during the loading session
  84323. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84324. * @returns the created texture
  84325. */
  84326. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  84327. /**
  84328. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  84329. * @param data Define the base64 payload without the data: prefix
  84330. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84331. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  84332. * @param scene Define the scene the texture should belong to
  84333. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  84334. * @param noMipmap Forces the texture to not create mip map information if true
  84335. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84336. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84337. * @param onLoad define a callback triggered when the texture has been loaded
  84338. * @param onError define a callback triggered when an error occurred during the loading session
  84339. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84340. * @returns the created texture
  84341. */
  84342. 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;
  84343. }
  84344. }
  84345. declare module BABYLON {
  84346. /**
  84347. * PostProcessManager is used to manage one or more post processes or post process pipelines
  84348. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  84349. */
  84350. export class PostProcessManager {
  84351. private _scene;
  84352. private _indexBuffer;
  84353. private _vertexBuffers;
  84354. /**
  84355. * Creates a new instance PostProcess
  84356. * @param scene The scene that the post process is associated with.
  84357. */
  84358. constructor(scene: Scene);
  84359. private _prepareBuffers;
  84360. private _buildIndexBuffer;
  84361. /**
  84362. * Rebuilds the vertex buffers of the manager.
  84363. * @hidden
  84364. */
  84365. _rebuild(): void;
  84366. /**
  84367. * Prepares a frame to be run through a post process.
  84368. * @param sourceTexture The input texture to the post procesess. (default: null)
  84369. * @param postProcesses An array of post processes to be run. (default: null)
  84370. * @returns True if the post processes were able to be run.
  84371. * @hidden
  84372. */
  84373. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  84374. /**
  84375. * Manually render a set of post processes to a texture.
  84376. * @param postProcesses An array of post processes to be run.
  84377. * @param targetTexture The target texture to render to.
  84378. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  84379. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  84380. * @param lodLevel defines which lod of the texture to render to
  84381. */
  84382. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  84383. /**
  84384. * Finalize the result of the output of the postprocesses.
  84385. * @param doNotPresent If true the result will not be displayed to the screen.
  84386. * @param targetTexture The target texture to render to.
  84387. * @param faceIndex The index of the face to bind the target texture to.
  84388. * @param postProcesses The array of post processes to render.
  84389. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  84390. * @hidden
  84391. */
  84392. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  84393. /**
  84394. * Disposes of the post process manager.
  84395. */
  84396. dispose(): void;
  84397. }
  84398. }
  84399. declare module BABYLON {
  84400. /** Interface used by value gradients (color, factor, ...) */
  84401. export interface IValueGradient {
  84402. /**
  84403. * Gets or sets the gradient value (between 0 and 1)
  84404. */
  84405. gradient: number;
  84406. }
  84407. /** Class used to store color4 gradient */
  84408. export class ColorGradient implements IValueGradient {
  84409. /**
  84410. * Gets or sets the gradient value (between 0 and 1)
  84411. */
  84412. gradient: number;
  84413. /**
  84414. * Gets or sets first associated color
  84415. */
  84416. color1: Color4;
  84417. /**
  84418. * Gets or sets second associated color
  84419. */
  84420. color2?: Color4;
  84421. /**
  84422. * Will get a color picked randomly between color1 and color2.
  84423. * If color2 is undefined then color1 will be used
  84424. * @param result defines the target Color4 to store the result in
  84425. */
  84426. getColorToRef(result: Color4): void;
  84427. }
  84428. /** Class used to store color 3 gradient */
  84429. export class Color3Gradient implements IValueGradient {
  84430. /**
  84431. * Gets or sets the gradient value (between 0 and 1)
  84432. */
  84433. gradient: number;
  84434. /**
  84435. * Gets or sets the associated color
  84436. */
  84437. color: Color3;
  84438. }
  84439. /** Class used to store factor gradient */
  84440. export class FactorGradient implements IValueGradient {
  84441. /**
  84442. * Gets or sets the gradient value (between 0 and 1)
  84443. */
  84444. gradient: number;
  84445. /**
  84446. * Gets or sets first associated factor
  84447. */
  84448. factor1: number;
  84449. /**
  84450. * Gets or sets second associated factor
  84451. */
  84452. factor2?: number;
  84453. /**
  84454. * Will get a number picked randomly between factor1 and factor2.
  84455. * If factor2 is undefined then factor1 will be used
  84456. * @returns the picked number
  84457. */
  84458. getFactor(): number;
  84459. }
  84460. /**
  84461. * Helper used to simplify some generic gradient tasks
  84462. */
  84463. export class GradientHelper {
  84464. /**
  84465. * Gets the current gradient from an array of IValueGradient
  84466. * @param ratio defines the current ratio to get
  84467. * @param gradients defines the array of IValueGradient
  84468. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  84469. */
  84470. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  84471. }
  84472. }
  84473. declare module BABYLON {
  84474. interface ThinEngine {
  84475. /**
  84476. * Creates a dynamic texture
  84477. * @param width defines the width of the texture
  84478. * @param height defines the height of the texture
  84479. * @param generateMipMaps defines if the engine should generate the mip levels
  84480. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  84481. * @returns the dynamic texture inside an InternalTexture
  84482. */
  84483. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  84484. /**
  84485. * Update the content of a dynamic texture
  84486. * @param texture defines the texture to update
  84487. * @param canvas defines the canvas containing the source
  84488. * @param invertY defines if data must be stored with Y axis inverted
  84489. * @param premulAlpha defines if alpha is stored as premultiplied
  84490. * @param format defines the format of the data
  84491. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  84492. */
  84493. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  84494. }
  84495. }
  84496. declare module BABYLON {
  84497. /**
  84498. * Helper class used to generate a canvas to manipulate images
  84499. */
  84500. export class CanvasGenerator {
  84501. /**
  84502. * Create a new canvas (or offscreen canvas depending on the context)
  84503. * @param width defines the expected width
  84504. * @param height defines the expected height
  84505. * @return a new canvas or offscreen canvas
  84506. */
  84507. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  84508. }
  84509. }
  84510. declare module BABYLON {
  84511. /**
  84512. * A class extending Texture allowing drawing on a texture
  84513. * @see http://doc.babylonjs.com/how_to/dynamictexture
  84514. */
  84515. export class DynamicTexture extends Texture {
  84516. private _generateMipMaps;
  84517. private _canvas;
  84518. private _context;
  84519. private _engine;
  84520. /**
  84521. * Creates a DynamicTexture
  84522. * @param name defines the name of the texture
  84523. * @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
  84524. * @param scene defines the scene where you want the texture
  84525. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  84526. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  84527. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  84528. */
  84529. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  84530. /**
  84531. * Get the current class name of the texture useful for serialization or dynamic coding.
  84532. * @returns "DynamicTexture"
  84533. */
  84534. getClassName(): string;
  84535. /**
  84536. * Gets the current state of canRescale
  84537. */
  84538. readonly canRescale: boolean;
  84539. private _recreate;
  84540. /**
  84541. * Scales the texture
  84542. * @param ratio the scale factor to apply to both width and height
  84543. */
  84544. scale(ratio: number): void;
  84545. /**
  84546. * Resizes the texture
  84547. * @param width the new width
  84548. * @param height the new height
  84549. */
  84550. scaleTo(width: number, height: number): void;
  84551. /**
  84552. * Gets the context of the canvas used by the texture
  84553. * @returns the canvas context of the dynamic texture
  84554. */
  84555. getContext(): CanvasRenderingContext2D;
  84556. /**
  84557. * Clears the texture
  84558. */
  84559. clear(): void;
  84560. /**
  84561. * Updates the texture
  84562. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84563. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  84564. */
  84565. update(invertY?: boolean, premulAlpha?: boolean): void;
  84566. /**
  84567. * Draws text onto the texture
  84568. * @param text defines the text to be drawn
  84569. * @param x defines the placement of the text from the left
  84570. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  84571. * @param font defines the font to be used with font-style, font-size, font-name
  84572. * @param color defines the color used for the text
  84573. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  84574. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84575. * @param update defines whether texture is immediately update (default is true)
  84576. */
  84577. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  84578. /**
  84579. * Clones the texture
  84580. * @returns the clone of the texture.
  84581. */
  84582. clone(): DynamicTexture;
  84583. /**
  84584. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  84585. * @returns a serialized dynamic texture object
  84586. */
  84587. serialize(): any;
  84588. /** @hidden */
  84589. _rebuild(): void;
  84590. }
  84591. }
  84592. declare module BABYLON {
  84593. interface AbstractScene {
  84594. /**
  84595. * The list of procedural textures added to the scene
  84596. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84597. */
  84598. proceduralTextures: Array<ProceduralTexture>;
  84599. }
  84600. /**
  84601. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  84602. * in a given scene.
  84603. */
  84604. export class ProceduralTextureSceneComponent implements ISceneComponent {
  84605. /**
  84606. * The component name helpfull to identify the component in the list of scene components.
  84607. */
  84608. readonly name: string;
  84609. /**
  84610. * The scene the component belongs to.
  84611. */
  84612. scene: Scene;
  84613. /**
  84614. * Creates a new instance of the component for the given scene
  84615. * @param scene Defines the scene to register the component in
  84616. */
  84617. constructor(scene: Scene);
  84618. /**
  84619. * Registers the component in a given scene
  84620. */
  84621. register(): void;
  84622. /**
  84623. * Rebuilds the elements related to this component in case of
  84624. * context lost for instance.
  84625. */
  84626. rebuild(): void;
  84627. /**
  84628. * Disposes the component and the associated ressources.
  84629. */
  84630. dispose(): void;
  84631. private _beforeClear;
  84632. }
  84633. }
  84634. declare module BABYLON {
  84635. interface ThinEngine {
  84636. /**
  84637. * Creates a new render target cube texture
  84638. * @param size defines the size of the texture
  84639. * @param options defines the options used to create the texture
  84640. * @returns a new render target cube texture stored in an InternalTexture
  84641. */
  84642. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  84643. }
  84644. }
  84645. declare module BABYLON {
  84646. /** @hidden */
  84647. export var proceduralVertexShader: {
  84648. name: string;
  84649. shader: string;
  84650. };
  84651. }
  84652. declare module BABYLON {
  84653. /**
  84654. * 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.
  84655. * This is the base class of any Procedural texture and contains most of the shareable code.
  84656. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84657. */
  84658. export class ProceduralTexture extends Texture {
  84659. isCube: boolean;
  84660. /**
  84661. * Define if the texture is enabled or not (disabled texture will not render)
  84662. */
  84663. isEnabled: boolean;
  84664. /**
  84665. * Define if the texture must be cleared before rendering (default is true)
  84666. */
  84667. autoClear: boolean;
  84668. /**
  84669. * Callback called when the texture is generated
  84670. */
  84671. onGenerated: () => void;
  84672. /**
  84673. * Event raised when the texture is generated
  84674. */
  84675. onGeneratedObservable: Observable<ProceduralTexture>;
  84676. /** @hidden */
  84677. _generateMipMaps: boolean;
  84678. /** @hidden **/
  84679. _effect: Effect;
  84680. /** @hidden */
  84681. _textures: {
  84682. [key: string]: Texture;
  84683. };
  84684. private _size;
  84685. private _currentRefreshId;
  84686. private _refreshRate;
  84687. private _vertexBuffers;
  84688. private _indexBuffer;
  84689. private _uniforms;
  84690. private _samplers;
  84691. private _fragment;
  84692. private _floats;
  84693. private _ints;
  84694. private _floatsArrays;
  84695. private _colors3;
  84696. private _colors4;
  84697. private _vectors2;
  84698. private _vectors3;
  84699. private _matrices;
  84700. private _fallbackTexture;
  84701. private _fallbackTextureUsed;
  84702. private _engine;
  84703. private _cachedDefines;
  84704. private _contentUpdateId;
  84705. private _contentData;
  84706. /**
  84707. * Instantiates a new procedural texture.
  84708. * 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.
  84709. * This is the base class of any Procedural texture and contains most of the shareable code.
  84710. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84711. * @param name Define the name of the texture
  84712. * @param size Define the size of the texture to create
  84713. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84714. * @param scene Define the scene the texture belongs to
  84715. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84716. * @param generateMipMaps Define if the texture should creates mip maps or not
  84717. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84718. */
  84719. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84720. /**
  84721. * The effect that is created when initializing the post process.
  84722. * @returns The created effect corresponding the the postprocess.
  84723. */
  84724. getEffect(): Effect;
  84725. /**
  84726. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84727. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84728. */
  84729. getContent(): Nullable<ArrayBufferView>;
  84730. private _createIndexBuffer;
  84731. /** @hidden */
  84732. _rebuild(): void;
  84733. /**
  84734. * Resets the texture in order to recreate its associated resources.
  84735. * This can be called in case of context loss
  84736. */
  84737. reset(): void;
  84738. protected _getDefines(): string;
  84739. /**
  84740. * Is the texture ready to be used ? (rendered at least once)
  84741. * @returns true if ready, otherwise, false.
  84742. */
  84743. isReady(): boolean;
  84744. /**
  84745. * Resets the refresh counter of the texture and start bak from scratch.
  84746. * Could be useful to regenerate the texture if it is setup to render only once.
  84747. */
  84748. resetRefreshCounter(): void;
  84749. /**
  84750. * Set the fragment shader to use in order to render the texture.
  84751. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84752. */
  84753. setFragment(fragment: any): void;
  84754. /**
  84755. * Define the refresh rate of the texture or the rendering frequency.
  84756. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84757. */
  84758. refreshRate: number;
  84759. /** @hidden */
  84760. _shouldRender(): boolean;
  84761. /**
  84762. * Get the size the texture is rendering at.
  84763. * @returns the size (texture is always squared)
  84764. */
  84765. getRenderSize(): number;
  84766. /**
  84767. * Resize the texture to new value.
  84768. * @param size Define the new size the texture should have
  84769. * @param generateMipMaps Define whether the new texture should create mip maps
  84770. */
  84771. resize(size: number, generateMipMaps: boolean): void;
  84772. private _checkUniform;
  84773. /**
  84774. * Set a texture in the shader program used to render.
  84775. * @param name Define the name of the uniform samplers as defined in the shader
  84776. * @param texture Define the texture to bind to this sampler
  84777. * @return the texture itself allowing "fluent" like uniform updates
  84778. */
  84779. setTexture(name: string, texture: Texture): ProceduralTexture;
  84780. /**
  84781. * Set a float in the shader.
  84782. * @param name Define the name of the uniform as defined in the shader
  84783. * @param value Define the value to give to the uniform
  84784. * @return the texture itself allowing "fluent" like uniform updates
  84785. */
  84786. setFloat(name: string, value: number): ProceduralTexture;
  84787. /**
  84788. * Set a int in the shader.
  84789. * @param name Define the name of the uniform as defined in the shader
  84790. * @param value Define the value to give to the uniform
  84791. * @return the texture itself allowing "fluent" like uniform updates
  84792. */
  84793. setInt(name: string, value: number): ProceduralTexture;
  84794. /**
  84795. * Set an array of floats in the shader.
  84796. * @param name Define the name of the uniform as defined in the shader
  84797. * @param value Define the value to give to the uniform
  84798. * @return the texture itself allowing "fluent" like uniform updates
  84799. */
  84800. setFloats(name: string, value: number[]): ProceduralTexture;
  84801. /**
  84802. * Set a vec3 in the shader from a Color3.
  84803. * @param name Define the name of the uniform as defined in the shader
  84804. * @param value Define the value to give to the uniform
  84805. * @return the texture itself allowing "fluent" like uniform updates
  84806. */
  84807. setColor3(name: string, value: Color3): ProceduralTexture;
  84808. /**
  84809. * Set a vec4 in the shader from a Color4.
  84810. * @param name Define the name of the uniform as defined in the shader
  84811. * @param value Define the value to give to the uniform
  84812. * @return the texture itself allowing "fluent" like uniform updates
  84813. */
  84814. setColor4(name: string, value: Color4): ProceduralTexture;
  84815. /**
  84816. * Set a vec2 in the shader from a Vector2.
  84817. * @param name Define the name of the uniform as defined in the shader
  84818. * @param value Define the value to give to the uniform
  84819. * @return the texture itself allowing "fluent" like uniform updates
  84820. */
  84821. setVector2(name: string, value: Vector2): ProceduralTexture;
  84822. /**
  84823. * Set a vec3 in the shader from a Vector3.
  84824. * @param name Define the name of the uniform as defined in the shader
  84825. * @param value Define the value to give to the uniform
  84826. * @return the texture itself allowing "fluent" like uniform updates
  84827. */
  84828. setVector3(name: string, value: Vector3): ProceduralTexture;
  84829. /**
  84830. * Set a mat4 in the shader from a MAtrix.
  84831. * @param name Define the name of the uniform as defined in the shader
  84832. * @param value Define the value to give to the uniform
  84833. * @return the texture itself allowing "fluent" like uniform updates
  84834. */
  84835. setMatrix(name: string, value: Matrix): ProceduralTexture;
  84836. /**
  84837. * Render the texture to its associated render target.
  84838. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  84839. */
  84840. render(useCameraPostProcess?: boolean): void;
  84841. /**
  84842. * Clone the texture.
  84843. * @returns the cloned texture
  84844. */
  84845. clone(): ProceduralTexture;
  84846. /**
  84847. * Dispose the texture and release its asoociated resources.
  84848. */
  84849. dispose(): void;
  84850. }
  84851. }
  84852. declare module BABYLON {
  84853. /**
  84854. * This represents the base class for particle system in Babylon.
  84855. * 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.
  84856. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84857. * @example https://doc.babylonjs.com/babylon101/particles
  84858. */
  84859. export class BaseParticleSystem {
  84860. /**
  84861. * Source color is added to the destination color without alpha affecting the result
  84862. */
  84863. static BLENDMODE_ONEONE: number;
  84864. /**
  84865. * Blend current color and particle color using particle’s alpha
  84866. */
  84867. static BLENDMODE_STANDARD: number;
  84868. /**
  84869. * Add current color and particle color multiplied by particle’s alpha
  84870. */
  84871. static BLENDMODE_ADD: number;
  84872. /**
  84873. * Multiply current color with particle color
  84874. */
  84875. static BLENDMODE_MULTIPLY: number;
  84876. /**
  84877. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  84878. */
  84879. static BLENDMODE_MULTIPLYADD: number;
  84880. /**
  84881. * List of animations used by the particle system.
  84882. */
  84883. animations: Animation[];
  84884. /**
  84885. * The id of the Particle system.
  84886. */
  84887. id: string;
  84888. /**
  84889. * The friendly name of the Particle system.
  84890. */
  84891. name: string;
  84892. /**
  84893. * The rendering group used by the Particle system to chose when to render.
  84894. */
  84895. renderingGroupId: number;
  84896. /**
  84897. * The emitter represents the Mesh or position we are attaching the particle system to.
  84898. */
  84899. emitter: Nullable<AbstractMesh | Vector3>;
  84900. /**
  84901. * The maximum number of particles to emit per frame
  84902. */
  84903. emitRate: number;
  84904. /**
  84905. * If you want to launch only a few particles at once, that can be done, as well.
  84906. */
  84907. manualEmitCount: number;
  84908. /**
  84909. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  84910. */
  84911. updateSpeed: number;
  84912. /**
  84913. * The amount of time the particle system is running (depends of the overall update speed).
  84914. */
  84915. targetStopDuration: number;
  84916. /**
  84917. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  84918. */
  84919. disposeOnStop: boolean;
  84920. /**
  84921. * Minimum power of emitting particles.
  84922. */
  84923. minEmitPower: number;
  84924. /**
  84925. * Maximum power of emitting particles.
  84926. */
  84927. maxEmitPower: number;
  84928. /**
  84929. * Minimum life time of emitting particles.
  84930. */
  84931. minLifeTime: number;
  84932. /**
  84933. * Maximum life time of emitting particles.
  84934. */
  84935. maxLifeTime: number;
  84936. /**
  84937. * Minimum Size of emitting particles.
  84938. */
  84939. minSize: number;
  84940. /**
  84941. * Maximum Size of emitting particles.
  84942. */
  84943. maxSize: number;
  84944. /**
  84945. * Minimum scale of emitting particles on X axis.
  84946. */
  84947. minScaleX: number;
  84948. /**
  84949. * Maximum scale of emitting particles on X axis.
  84950. */
  84951. maxScaleX: number;
  84952. /**
  84953. * Minimum scale of emitting particles on Y axis.
  84954. */
  84955. minScaleY: number;
  84956. /**
  84957. * Maximum scale of emitting particles on Y axis.
  84958. */
  84959. maxScaleY: number;
  84960. /**
  84961. * Gets or sets the minimal initial rotation in radians.
  84962. */
  84963. minInitialRotation: number;
  84964. /**
  84965. * Gets or sets the maximal initial rotation in radians.
  84966. */
  84967. maxInitialRotation: number;
  84968. /**
  84969. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  84970. */
  84971. minAngularSpeed: number;
  84972. /**
  84973. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  84974. */
  84975. maxAngularSpeed: number;
  84976. /**
  84977. * The texture used to render each particle. (this can be a spritesheet)
  84978. */
  84979. particleTexture: Nullable<Texture>;
  84980. /**
  84981. * The layer mask we are rendering the particles through.
  84982. */
  84983. layerMask: number;
  84984. /**
  84985. * This can help using your own shader to render the particle system.
  84986. * The according effect will be created
  84987. */
  84988. customShader: any;
  84989. /**
  84990. * By default particle system starts as soon as they are created. This prevents the
  84991. * automatic start to happen and let you decide when to start emitting particles.
  84992. */
  84993. preventAutoStart: boolean;
  84994. private _noiseTexture;
  84995. /**
  84996. * Gets or sets a texture used to add random noise to particle positions
  84997. */
  84998. noiseTexture: Nullable<ProceduralTexture>;
  84999. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  85000. noiseStrength: Vector3;
  85001. /**
  85002. * Callback triggered when the particle animation is ending.
  85003. */
  85004. onAnimationEnd: Nullable<() => void>;
  85005. /**
  85006. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  85007. */
  85008. blendMode: number;
  85009. /**
  85010. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  85011. * to override the particles.
  85012. */
  85013. forceDepthWrite: boolean;
  85014. /** 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 */
  85015. preWarmCycles: number;
  85016. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  85017. preWarmStepOffset: number;
  85018. /**
  85019. * 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)
  85020. */
  85021. spriteCellChangeSpeed: number;
  85022. /**
  85023. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  85024. */
  85025. startSpriteCellID: number;
  85026. /**
  85027. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  85028. */
  85029. endSpriteCellID: number;
  85030. /**
  85031. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  85032. */
  85033. spriteCellWidth: number;
  85034. /**
  85035. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  85036. */
  85037. spriteCellHeight: number;
  85038. /**
  85039. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  85040. */
  85041. spriteRandomStartCell: boolean;
  85042. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  85043. translationPivot: Vector2;
  85044. /** @hidden */
  85045. protected _isAnimationSheetEnabled: boolean;
  85046. /**
  85047. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  85048. */
  85049. beginAnimationOnStart: boolean;
  85050. /**
  85051. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  85052. */
  85053. beginAnimationFrom: number;
  85054. /**
  85055. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  85056. */
  85057. beginAnimationTo: number;
  85058. /**
  85059. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  85060. */
  85061. beginAnimationLoop: boolean;
  85062. /**
  85063. * Gets or sets a world offset applied to all particles
  85064. */
  85065. worldOffset: Vector3;
  85066. /**
  85067. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  85068. */
  85069. isAnimationSheetEnabled: boolean;
  85070. /**
  85071. * Get hosting scene
  85072. * @returns the scene
  85073. */
  85074. getScene(): Scene;
  85075. /**
  85076. * You can use gravity if you want to give an orientation to your particles.
  85077. */
  85078. gravity: Vector3;
  85079. protected _colorGradients: Nullable<Array<ColorGradient>>;
  85080. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  85081. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  85082. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  85083. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  85084. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  85085. protected _dragGradients: Nullable<Array<FactorGradient>>;
  85086. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  85087. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  85088. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  85089. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  85090. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  85091. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  85092. /**
  85093. * Defines the delay in milliseconds before starting the system (0 by default)
  85094. */
  85095. startDelay: number;
  85096. /**
  85097. * Gets the current list of drag gradients.
  85098. * You must use addDragGradient and removeDragGradient to udpate this list
  85099. * @returns the list of drag gradients
  85100. */
  85101. getDragGradients(): Nullable<Array<FactorGradient>>;
  85102. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  85103. limitVelocityDamping: number;
  85104. /**
  85105. * Gets the current list of limit velocity gradients.
  85106. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  85107. * @returns the list of limit velocity gradients
  85108. */
  85109. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  85110. /**
  85111. * Gets the current list of color gradients.
  85112. * You must use addColorGradient and removeColorGradient to udpate this list
  85113. * @returns the list of color gradients
  85114. */
  85115. getColorGradients(): Nullable<Array<ColorGradient>>;
  85116. /**
  85117. * Gets the current list of size gradients.
  85118. * You must use addSizeGradient and removeSizeGradient to udpate this list
  85119. * @returns the list of size gradients
  85120. */
  85121. getSizeGradients(): Nullable<Array<FactorGradient>>;
  85122. /**
  85123. * Gets the current list of color remap gradients.
  85124. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  85125. * @returns the list of color remap gradients
  85126. */
  85127. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  85128. /**
  85129. * Gets the current list of alpha remap gradients.
  85130. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  85131. * @returns the list of alpha remap gradients
  85132. */
  85133. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  85134. /**
  85135. * Gets the current list of life time gradients.
  85136. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  85137. * @returns the list of life time gradients
  85138. */
  85139. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  85140. /**
  85141. * Gets the current list of angular speed gradients.
  85142. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  85143. * @returns the list of angular speed gradients
  85144. */
  85145. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  85146. /**
  85147. * Gets the current list of velocity gradients.
  85148. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  85149. * @returns the list of velocity gradients
  85150. */
  85151. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  85152. /**
  85153. * Gets the current list of start size gradients.
  85154. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  85155. * @returns the list of start size gradients
  85156. */
  85157. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  85158. /**
  85159. * Gets the current list of emit rate gradients.
  85160. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  85161. * @returns the list of emit rate gradients
  85162. */
  85163. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  85164. /**
  85165. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85166. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85167. */
  85168. direction1: Vector3;
  85169. /**
  85170. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85171. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85172. */
  85173. direction2: Vector3;
  85174. /**
  85175. * 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.
  85176. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85177. */
  85178. minEmitBox: Vector3;
  85179. /**
  85180. * 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.
  85181. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85182. */
  85183. maxEmitBox: Vector3;
  85184. /**
  85185. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85186. */
  85187. color1: Color4;
  85188. /**
  85189. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85190. */
  85191. color2: Color4;
  85192. /**
  85193. * Color the particle will have at the end of its lifetime
  85194. */
  85195. colorDead: Color4;
  85196. /**
  85197. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  85198. */
  85199. textureMask: Color4;
  85200. /**
  85201. * The particle emitter type defines the emitter used by the particle system.
  85202. * It can be for example box, sphere, or cone...
  85203. */
  85204. particleEmitterType: IParticleEmitterType;
  85205. /** @hidden */
  85206. _isSubEmitter: boolean;
  85207. /**
  85208. * Gets or sets the billboard mode to use when isBillboardBased = true.
  85209. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  85210. */
  85211. billboardMode: number;
  85212. protected _isBillboardBased: boolean;
  85213. /**
  85214. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  85215. */
  85216. isBillboardBased: boolean;
  85217. /**
  85218. * The scene the particle system belongs to.
  85219. */
  85220. protected _scene: Scene;
  85221. /**
  85222. * Local cache of defines for image processing.
  85223. */
  85224. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  85225. /**
  85226. * Default configuration related to image processing available in the standard Material.
  85227. */
  85228. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  85229. /**
  85230. * Gets the image processing configuration used either in this material.
  85231. */
  85232. /**
  85233. * Sets the Default image processing configuration used either in the this material.
  85234. *
  85235. * If sets to null, the scene one is in use.
  85236. */
  85237. imageProcessingConfiguration: ImageProcessingConfiguration;
  85238. /**
  85239. * Attaches a new image processing configuration to the Standard Material.
  85240. * @param configuration
  85241. */
  85242. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  85243. /** @hidden */
  85244. protected _reset(): void;
  85245. /** @hidden */
  85246. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  85247. /**
  85248. * Instantiates a particle system.
  85249. * 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.
  85250. * @param name The name of the particle system
  85251. */
  85252. constructor(name: string);
  85253. /**
  85254. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  85255. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85256. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85257. * @returns the emitter
  85258. */
  85259. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  85260. /**
  85261. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  85262. * @param radius The radius of the hemisphere to emit from
  85263. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85264. * @returns the emitter
  85265. */
  85266. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  85267. /**
  85268. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  85269. * @param radius The radius of the sphere to emit from
  85270. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85271. * @returns the emitter
  85272. */
  85273. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  85274. /**
  85275. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  85276. * @param radius The radius of the sphere to emit from
  85277. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  85278. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  85279. * @returns the emitter
  85280. */
  85281. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  85282. /**
  85283. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  85284. * @param radius The radius of the emission cylinder
  85285. * @param height The height of the emission cylinder
  85286. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  85287. * @param directionRandomizer How much to randomize the particle direction [0-1]
  85288. * @returns the emitter
  85289. */
  85290. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  85291. /**
  85292. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  85293. * @param radius The radius of the cylinder to emit from
  85294. * @param height The height of the emission cylinder
  85295. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85296. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  85297. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  85298. * @returns the emitter
  85299. */
  85300. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  85301. /**
  85302. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  85303. * @param radius The radius of the cone to emit from
  85304. * @param angle The base angle of the cone
  85305. * @returns the emitter
  85306. */
  85307. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  85308. /**
  85309. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  85310. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85311. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85312. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85313. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85314. * @returns the emitter
  85315. */
  85316. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  85317. }
  85318. }
  85319. declare module BABYLON {
  85320. /**
  85321. * Type of sub emitter
  85322. */
  85323. export enum SubEmitterType {
  85324. /**
  85325. * Attached to the particle over it's lifetime
  85326. */
  85327. ATTACHED = 0,
  85328. /**
  85329. * Created when the particle dies
  85330. */
  85331. END = 1
  85332. }
  85333. /**
  85334. * Sub emitter class used to emit particles from an existing particle
  85335. */
  85336. export class SubEmitter {
  85337. /**
  85338. * the particle system to be used by the sub emitter
  85339. */
  85340. particleSystem: ParticleSystem;
  85341. /**
  85342. * Type of the submitter (Default: END)
  85343. */
  85344. type: SubEmitterType;
  85345. /**
  85346. * 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)
  85347. * Note: This only is supported when using an emitter of type Mesh
  85348. */
  85349. inheritDirection: boolean;
  85350. /**
  85351. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  85352. */
  85353. inheritedVelocityAmount: number;
  85354. /**
  85355. * Creates a sub emitter
  85356. * @param particleSystem the particle system to be used by the sub emitter
  85357. */
  85358. constructor(
  85359. /**
  85360. * the particle system to be used by the sub emitter
  85361. */
  85362. particleSystem: ParticleSystem);
  85363. /**
  85364. * Clones the sub emitter
  85365. * @returns the cloned sub emitter
  85366. */
  85367. clone(): SubEmitter;
  85368. /**
  85369. * Serialize current object to a JSON object
  85370. * @returns the serialized object
  85371. */
  85372. serialize(): any;
  85373. /** @hidden */
  85374. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  85375. /**
  85376. * Creates a new SubEmitter from a serialized JSON version
  85377. * @param serializationObject defines the JSON object to read from
  85378. * @param scene defines the hosting scene
  85379. * @param rootUrl defines the rootUrl for data loading
  85380. * @returns a new SubEmitter
  85381. */
  85382. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  85383. /** Release associated resources */
  85384. dispose(): void;
  85385. }
  85386. }
  85387. declare module BABYLON {
  85388. /** @hidden */
  85389. export var clipPlaneFragmentDeclaration: {
  85390. name: string;
  85391. shader: string;
  85392. };
  85393. }
  85394. declare module BABYLON {
  85395. /** @hidden */
  85396. export var imageProcessingDeclaration: {
  85397. name: string;
  85398. shader: string;
  85399. };
  85400. }
  85401. declare module BABYLON {
  85402. /** @hidden */
  85403. export var imageProcessingFunctions: {
  85404. name: string;
  85405. shader: string;
  85406. };
  85407. }
  85408. declare module BABYLON {
  85409. /** @hidden */
  85410. export var clipPlaneFragment: {
  85411. name: string;
  85412. shader: string;
  85413. };
  85414. }
  85415. declare module BABYLON {
  85416. /** @hidden */
  85417. export var particlesPixelShader: {
  85418. name: string;
  85419. shader: string;
  85420. };
  85421. }
  85422. declare module BABYLON {
  85423. /** @hidden */
  85424. export var clipPlaneVertexDeclaration: {
  85425. name: string;
  85426. shader: string;
  85427. };
  85428. }
  85429. declare module BABYLON {
  85430. /** @hidden */
  85431. export var clipPlaneVertex: {
  85432. name: string;
  85433. shader: string;
  85434. };
  85435. }
  85436. declare module BABYLON {
  85437. /** @hidden */
  85438. export var particlesVertexShader: {
  85439. name: string;
  85440. shader: string;
  85441. };
  85442. }
  85443. declare module BABYLON {
  85444. /**
  85445. * This represents a particle system in Babylon.
  85446. * 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.
  85447. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85448. * @example https://doc.babylonjs.com/babylon101/particles
  85449. */
  85450. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  85451. /**
  85452. * Billboard mode will only apply to Y axis
  85453. */
  85454. static readonly BILLBOARDMODE_Y: number;
  85455. /**
  85456. * Billboard mode will apply to all axes
  85457. */
  85458. static readonly BILLBOARDMODE_ALL: number;
  85459. /**
  85460. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  85461. */
  85462. static readonly BILLBOARDMODE_STRETCHED: number;
  85463. /**
  85464. * This function can be defined to provide custom update for active particles.
  85465. * This function will be called instead of regular update (age, position, color, etc.).
  85466. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  85467. */
  85468. updateFunction: (particles: Particle[]) => void;
  85469. private _emitterWorldMatrix;
  85470. /**
  85471. * This function can be defined to specify initial direction for every new particle.
  85472. * It by default use the emitterType defined function
  85473. */
  85474. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  85475. /**
  85476. * This function can be defined to specify initial position for every new particle.
  85477. * It by default use the emitterType defined function
  85478. */
  85479. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  85480. /**
  85481. * @hidden
  85482. */
  85483. _inheritedVelocityOffset: Vector3;
  85484. /**
  85485. * An event triggered when the system is disposed
  85486. */
  85487. onDisposeObservable: Observable<ParticleSystem>;
  85488. private _onDisposeObserver;
  85489. /**
  85490. * Sets a callback that will be triggered when the system is disposed
  85491. */
  85492. onDispose: () => void;
  85493. private _particles;
  85494. private _epsilon;
  85495. private _capacity;
  85496. private _stockParticles;
  85497. private _newPartsExcess;
  85498. private _vertexData;
  85499. private _vertexBuffer;
  85500. private _vertexBuffers;
  85501. private _spriteBuffer;
  85502. private _indexBuffer;
  85503. private _effect;
  85504. private _customEffect;
  85505. private _cachedDefines;
  85506. private _scaledColorStep;
  85507. private _colorDiff;
  85508. private _scaledDirection;
  85509. private _scaledGravity;
  85510. private _currentRenderId;
  85511. private _alive;
  85512. private _useInstancing;
  85513. private _started;
  85514. private _stopped;
  85515. private _actualFrame;
  85516. private _scaledUpdateSpeed;
  85517. private _vertexBufferSize;
  85518. /** @hidden */
  85519. _currentEmitRateGradient: Nullable<FactorGradient>;
  85520. /** @hidden */
  85521. _currentEmitRate1: number;
  85522. /** @hidden */
  85523. _currentEmitRate2: number;
  85524. /** @hidden */
  85525. _currentStartSizeGradient: Nullable<FactorGradient>;
  85526. /** @hidden */
  85527. _currentStartSize1: number;
  85528. /** @hidden */
  85529. _currentStartSize2: number;
  85530. private readonly _rawTextureWidth;
  85531. private _rampGradientsTexture;
  85532. private _useRampGradients;
  85533. /** Gets or sets a boolean indicating that ramp gradients must be used
  85534. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  85535. */
  85536. useRampGradients: boolean;
  85537. /**
  85538. * 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.
  85539. * 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: [])
  85540. */
  85541. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  85542. private _subEmitters;
  85543. /**
  85544. * @hidden
  85545. * If the particle systems emitter should be disposed when the particle system is disposed
  85546. */
  85547. _disposeEmitterOnDispose: boolean;
  85548. /**
  85549. * The current active Sub-systems, this property is used by the root particle system only.
  85550. */
  85551. activeSubSystems: Array<ParticleSystem>;
  85552. private _rootParticleSystem;
  85553. /**
  85554. * Gets the current list of active particles
  85555. */
  85556. readonly particles: Particle[];
  85557. /**
  85558. * Returns the string "ParticleSystem"
  85559. * @returns a string containing the class name
  85560. */
  85561. getClassName(): string;
  85562. /**
  85563. * Instantiates a particle system.
  85564. * 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.
  85565. * @param name The name of the particle system
  85566. * @param capacity The max number of particles alive at the same time
  85567. * @param scene The scene the particle system belongs to
  85568. * @param customEffect a custom effect used to change the way particles are rendered by default
  85569. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  85570. * @param epsilon Offset used to render the particles
  85571. */
  85572. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  85573. private _addFactorGradient;
  85574. private _removeFactorGradient;
  85575. /**
  85576. * Adds a new life time gradient
  85577. * @param gradient defines the gradient to use (between 0 and 1)
  85578. * @param factor defines the life time factor to affect to the specified gradient
  85579. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85580. * @returns the current particle system
  85581. */
  85582. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85583. /**
  85584. * Remove a specific life time gradient
  85585. * @param gradient defines the gradient to remove
  85586. * @returns the current particle system
  85587. */
  85588. removeLifeTimeGradient(gradient: number): IParticleSystem;
  85589. /**
  85590. * Adds a new size gradient
  85591. * @param gradient defines the gradient to use (between 0 and 1)
  85592. * @param factor defines the size factor to affect to the specified gradient
  85593. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85594. * @returns the current particle system
  85595. */
  85596. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85597. /**
  85598. * Remove a specific size gradient
  85599. * @param gradient defines the gradient to remove
  85600. * @returns the current particle system
  85601. */
  85602. removeSizeGradient(gradient: number): IParticleSystem;
  85603. /**
  85604. * Adds a new color remap gradient
  85605. * @param gradient defines the gradient to use (between 0 and 1)
  85606. * @param min defines the color remap minimal range
  85607. * @param max defines the color remap maximal range
  85608. * @returns the current particle system
  85609. */
  85610. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85611. /**
  85612. * Remove a specific color remap gradient
  85613. * @param gradient defines the gradient to remove
  85614. * @returns the current particle system
  85615. */
  85616. removeColorRemapGradient(gradient: number): IParticleSystem;
  85617. /**
  85618. * Adds a new alpha remap gradient
  85619. * @param gradient defines the gradient to use (between 0 and 1)
  85620. * @param min defines the alpha remap minimal range
  85621. * @param max defines the alpha remap maximal range
  85622. * @returns the current particle system
  85623. */
  85624. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85625. /**
  85626. * Remove a specific alpha remap gradient
  85627. * @param gradient defines the gradient to remove
  85628. * @returns the current particle system
  85629. */
  85630. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  85631. /**
  85632. * Adds a new angular speed gradient
  85633. * @param gradient defines the gradient to use (between 0 and 1)
  85634. * @param factor defines the angular speed to affect to the specified gradient
  85635. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85636. * @returns the current particle system
  85637. */
  85638. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85639. /**
  85640. * Remove a specific angular speed gradient
  85641. * @param gradient defines the gradient to remove
  85642. * @returns the current particle system
  85643. */
  85644. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  85645. /**
  85646. * Adds a new velocity gradient
  85647. * @param gradient defines the gradient to use (between 0 and 1)
  85648. * @param factor defines the velocity to affect to the specified gradient
  85649. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85650. * @returns the current particle system
  85651. */
  85652. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85653. /**
  85654. * Remove a specific velocity gradient
  85655. * @param gradient defines the gradient to remove
  85656. * @returns the current particle system
  85657. */
  85658. removeVelocityGradient(gradient: number): IParticleSystem;
  85659. /**
  85660. * Adds a new limit velocity gradient
  85661. * @param gradient defines the gradient to use (between 0 and 1)
  85662. * @param factor defines the limit velocity value to affect to the specified gradient
  85663. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85664. * @returns the current particle system
  85665. */
  85666. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85667. /**
  85668. * Remove a specific limit velocity gradient
  85669. * @param gradient defines the gradient to remove
  85670. * @returns the current particle system
  85671. */
  85672. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85673. /**
  85674. * Adds a new drag gradient
  85675. * @param gradient defines the gradient to use (between 0 and 1)
  85676. * @param factor defines the drag value to affect to the specified gradient
  85677. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85678. * @returns the current particle system
  85679. */
  85680. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85681. /**
  85682. * Remove a specific drag gradient
  85683. * @param gradient defines the gradient to remove
  85684. * @returns the current particle system
  85685. */
  85686. removeDragGradient(gradient: number): IParticleSystem;
  85687. /**
  85688. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  85689. * @param gradient defines the gradient to use (between 0 and 1)
  85690. * @param factor defines the emit rate value to affect to the specified gradient
  85691. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85692. * @returns the current particle system
  85693. */
  85694. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85695. /**
  85696. * Remove a specific emit rate gradient
  85697. * @param gradient defines the gradient to remove
  85698. * @returns the current particle system
  85699. */
  85700. removeEmitRateGradient(gradient: number): IParticleSystem;
  85701. /**
  85702. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85703. * @param gradient defines the gradient to use (between 0 and 1)
  85704. * @param factor defines the start size value to affect to the specified gradient
  85705. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85706. * @returns the current particle system
  85707. */
  85708. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85709. /**
  85710. * Remove a specific start size gradient
  85711. * @param gradient defines the gradient to remove
  85712. * @returns the current particle system
  85713. */
  85714. removeStartSizeGradient(gradient: number): IParticleSystem;
  85715. private _createRampGradientTexture;
  85716. /**
  85717. * Gets the current list of ramp gradients.
  85718. * You must use addRampGradient and removeRampGradient to udpate this list
  85719. * @returns the list of ramp gradients
  85720. */
  85721. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85722. /**
  85723. * Adds a new ramp gradient used to remap particle colors
  85724. * @param gradient defines the gradient to use (between 0 and 1)
  85725. * @param color defines the color to affect to the specified gradient
  85726. * @returns the current particle system
  85727. */
  85728. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85729. /**
  85730. * Remove a specific ramp gradient
  85731. * @param gradient defines the gradient to remove
  85732. * @returns the current particle system
  85733. */
  85734. removeRampGradient(gradient: number): ParticleSystem;
  85735. /**
  85736. * Adds a new color gradient
  85737. * @param gradient defines the gradient to use (between 0 and 1)
  85738. * @param color1 defines the color to affect to the specified gradient
  85739. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85740. * @returns this particle system
  85741. */
  85742. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85743. /**
  85744. * Remove a specific color gradient
  85745. * @param gradient defines the gradient to remove
  85746. * @returns this particle system
  85747. */
  85748. removeColorGradient(gradient: number): IParticleSystem;
  85749. private _fetchR;
  85750. protected _reset(): void;
  85751. private _resetEffect;
  85752. private _createVertexBuffers;
  85753. private _createIndexBuffer;
  85754. /**
  85755. * Gets the maximum number of particles active at the same time.
  85756. * @returns The max number of active particles.
  85757. */
  85758. getCapacity(): number;
  85759. /**
  85760. * Gets whether there are still active particles in the system.
  85761. * @returns True if it is alive, otherwise false.
  85762. */
  85763. isAlive(): boolean;
  85764. /**
  85765. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85766. * @returns True if it has been started, otherwise false.
  85767. */
  85768. isStarted(): boolean;
  85769. private _prepareSubEmitterInternalArray;
  85770. /**
  85771. * Starts the particle system and begins to emit
  85772. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85773. */
  85774. start(delay?: number): void;
  85775. /**
  85776. * Stops the particle system.
  85777. * @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.
  85778. */
  85779. stop(stopSubEmitters?: boolean): void;
  85780. /**
  85781. * Remove all active particles
  85782. */
  85783. reset(): void;
  85784. /**
  85785. * @hidden (for internal use only)
  85786. */
  85787. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85788. /**
  85789. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  85790. * Its lifetime will start back at 0.
  85791. */
  85792. recycleParticle: (particle: Particle) => void;
  85793. private _stopSubEmitters;
  85794. private _createParticle;
  85795. private _removeFromRoot;
  85796. private _emitFromParticle;
  85797. private _update;
  85798. /** @hidden */
  85799. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  85800. /** @hidden */
  85801. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  85802. /** @hidden */
  85803. private _getEffect;
  85804. /**
  85805. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  85806. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  85807. */
  85808. animate(preWarmOnly?: boolean): void;
  85809. private _appendParticleVertices;
  85810. /**
  85811. * Rebuilds the particle system.
  85812. */
  85813. rebuild(): void;
  85814. /**
  85815. * Is this system ready to be used/rendered
  85816. * @return true if the system is ready
  85817. */
  85818. isReady(): boolean;
  85819. private _render;
  85820. /**
  85821. * Renders the particle system in its current state.
  85822. * @returns the current number of particles
  85823. */
  85824. render(): number;
  85825. /**
  85826. * Disposes the particle system and free the associated resources
  85827. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85828. */
  85829. dispose(disposeTexture?: boolean): void;
  85830. /**
  85831. * Clones the particle system.
  85832. * @param name The name of the cloned object
  85833. * @param newEmitter The new emitter to use
  85834. * @returns the cloned particle system
  85835. */
  85836. clone(name: string, newEmitter: any): ParticleSystem;
  85837. /**
  85838. * Serializes the particle system to a JSON object.
  85839. * @returns the JSON object
  85840. */
  85841. serialize(): any;
  85842. /** @hidden */
  85843. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  85844. /** @hidden */
  85845. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  85846. /**
  85847. * Parses a JSON object to create a particle system.
  85848. * @param parsedParticleSystem The JSON object to parse
  85849. * @param scene The scene to create the particle system in
  85850. * @param rootUrl The root url to use to load external dependencies like texture
  85851. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  85852. * @returns the Parsed particle system
  85853. */
  85854. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  85855. }
  85856. }
  85857. declare module BABYLON {
  85858. /**
  85859. * A particle represents one of the element emitted by a particle system.
  85860. * This is mainly define by its coordinates, direction, velocity and age.
  85861. */
  85862. export class Particle {
  85863. /**
  85864. * The particle system the particle belongs to.
  85865. */
  85866. particleSystem: ParticleSystem;
  85867. private static _Count;
  85868. /**
  85869. * Unique ID of the particle
  85870. */
  85871. id: number;
  85872. /**
  85873. * The world position of the particle in the scene.
  85874. */
  85875. position: Vector3;
  85876. /**
  85877. * The world direction of the particle in the scene.
  85878. */
  85879. direction: Vector3;
  85880. /**
  85881. * The color of the particle.
  85882. */
  85883. color: Color4;
  85884. /**
  85885. * The color change of the particle per step.
  85886. */
  85887. colorStep: Color4;
  85888. /**
  85889. * Defines how long will the life of the particle be.
  85890. */
  85891. lifeTime: number;
  85892. /**
  85893. * The current age of the particle.
  85894. */
  85895. age: number;
  85896. /**
  85897. * The current size of the particle.
  85898. */
  85899. size: number;
  85900. /**
  85901. * The current scale of the particle.
  85902. */
  85903. scale: Vector2;
  85904. /**
  85905. * The current angle of the particle.
  85906. */
  85907. angle: number;
  85908. /**
  85909. * Defines how fast is the angle changing.
  85910. */
  85911. angularSpeed: number;
  85912. /**
  85913. * Defines the cell index used by the particle to be rendered from a sprite.
  85914. */
  85915. cellIndex: number;
  85916. /**
  85917. * The information required to support color remapping
  85918. */
  85919. remapData: Vector4;
  85920. /** @hidden */
  85921. _randomCellOffset?: number;
  85922. /** @hidden */
  85923. _initialDirection: Nullable<Vector3>;
  85924. /** @hidden */
  85925. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  85926. /** @hidden */
  85927. _initialStartSpriteCellID: number;
  85928. /** @hidden */
  85929. _initialEndSpriteCellID: number;
  85930. /** @hidden */
  85931. _currentColorGradient: Nullable<ColorGradient>;
  85932. /** @hidden */
  85933. _currentColor1: Color4;
  85934. /** @hidden */
  85935. _currentColor2: Color4;
  85936. /** @hidden */
  85937. _currentSizeGradient: Nullable<FactorGradient>;
  85938. /** @hidden */
  85939. _currentSize1: number;
  85940. /** @hidden */
  85941. _currentSize2: number;
  85942. /** @hidden */
  85943. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  85944. /** @hidden */
  85945. _currentAngularSpeed1: number;
  85946. /** @hidden */
  85947. _currentAngularSpeed2: number;
  85948. /** @hidden */
  85949. _currentVelocityGradient: Nullable<FactorGradient>;
  85950. /** @hidden */
  85951. _currentVelocity1: number;
  85952. /** @hidden */
  85953. _currentVelocity2: number;
  85954. /** @hidden */
  85955. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  85956. /** @hidden */
  85957. _currentLimitVelocity1: number;
  85958. /** @hidden */
  85959. _currentLimitVelocity2: number;
  85960. /** @hidden */
  85961. _currentDragGradient: Nullable<FactorGradient>;
  85962. /** @hidden */
  85963. _currentDrag1: number;
  85964. /** @hidden */
  85965. _currentDrag2: number;
  85966. /** @hidden */
  85967. _randomNoiseCoordinates1: Vector3;
  85968. /** @hidden */
  85969. _randomNoiseCoordinates2: Vector3;
  85970. /**
  85971. * Creates a new instance Particle
  85972. * @param particleSystem the particle system the particle belongs to
  85973. */
  85974. constructor(
  85975. /**
  85976. * The particle system the particle belongs to.
  85977. */
  85978. particleSystem: ParticleSystem);
  85979. private updateCellInfoFromSystem;
  85980. /**
  85981. * Defines how the sprite cell index is updated for the particle
  85982. */
  85983. updateCellIndex(): void;
  85984. /** @hidden */
  85985. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  85986. /** @hidden */
  85987. _inheritParticleInfoToSubEmitters(): void;
  85988. /** @hidden */
  85989. _reset(): void;
  85990. /**
  85991. * Copy the properties of particle to another one.
  85992. * @param other the particle to copy the information to.
  85993. */
  85994. copyTo(other: Particle): void;
  85995. }
  85996. }
  85997. declare module BABYLON {
  85998. /**
  85999. * Particle emitter represents a volume emitting particles.
  86000. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  86001. */
  86002. export interface IParticleEmitterType {
  86003. /**
  86004. * Called by the particle System when the direction is computed for the created particle.
  86005. * @param worldMatrix is the world matrix of the particle system
  86006. * @param directionToUpdate is the direction vector to update with the result
  86007. * @param particle is the particle we are computed the direction for
  86008. */
  86009. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86010. /**
  86011. * Called by the particle System when the position is computed for the created particle.
  86012. * @param worldMatrix is the world matrix of the particle system
  86013. * @param positionToUpdate is the position vector to update with the result
  86014. * @param particle is the particle we are computed the position for
  86015. */
  86016. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86017. /**
  86018. * Clones the current emitter and returns a copy of it
  86019. * @returns the new emitter
  86020. */
  86021. clone(): IParticleEmitterType;
  86022. /**
  86023. * Called by the GPUParticleSystem to setup the update shader
  86024. * @param effect defines the update shader
  86025. */
  86026. applyToShader(effect: Effect): void;
  86027. /**
  86028. * Returns a string to use to update the GPU particles update shader
  86029. * @returns the effect defines string
  86030. */
  86031. getEffectDefines(): string;
  86032. /**
  86033. * Returns a string representing the class name
  86034. * @returns a string containing the class name
  86035. */
  86036. getClassName(): string;
  86037. /**
  86038. * Serializes the particle system to a JSON object.
  86039. * @returns the JSON object
  86040. */
  86041. serialize(): any;
  86042. /**
  86043. * Parse properties from a JSON object
  86044. * @param serializationObject defines the JSON object
  86045. */
  86046. parse(serializationObject: any): void;
  86047. }
  86048. }
  86049. declare module BABYLON {
  86050. /**
  86051. * Particle emitter emitting particles from the inside of a box.
  86052. * It emits the particles randomly between 2 given directions.
  86053. */
  86054. export class BoxParticleEmitter implements IParticleEmitterType {
  86055. /**
  86056. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86057. */
  86058. direction1: Vector3;
  86059. /**
  86060. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86061. */
  86062. direction2: Vector3;
  86063. /**
  86064. * 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.
  86065. */
  86066. minEmitBox: Vector3;
  86067. /**
  86068. * 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.
  86069. */
  86070. maxEmitBox: Vector3;
  86071. /**
  86072. * Creates a new instance BoxParticleEmitter
  86073. */
  86074. constructor();
  86075. /**
  86076. * Called by the particle System when the direction is computed for the created particle.
  86077. * @param worldMatrix is the world matrix of the particle system
  86078. * @param directionToUpdate is the direction vector to update with the result
  86079. * @param particle is the particle we are computed the direction for
  86080. */
  86081. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86082. /**
  86083. * Called by the particle System when the position is computed for the created particle.
  86084. * @param worldMatrix is the world matrix of the particle system
  86085. * @param positionToUpdate is the position vector to update with the result
  86086. * @param particle is the particle we are computed the position for
  86087. */
  86088. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86089. /**
  86090. * Clones the current emitter and returns a copy of it
  86091. * @returns the new emitter
  86092. */
  86093. clone(): BoxParticleEmitter;
  86094. /**
  86095. * Called by the GPUParticleSystem to setup the update shader
  86096. * @param effect defines the update shader
  86097. */
  86098. applyToShader(effect: Effect): void;
  86099. /**
  86100. * Returns a string to use to update the GPU particles update shader
  86101. * @returns a string containng the defines string
  86102. */
  86103. getEffectDefines(): string;
  86104. /**
  86105. * Returns the string "BoxParticleEmitter"
  86106. * @returns a string containing the class name
  86107. */
  86108. getClassName(): string;
  86109. /**
  86110. * Serializes the particle system to a JSON object.
  86111. * @returns the JSON object
  86112. */
  86113. serialize(): any;
  86114. /**
  86115. * Parse properties from a JSON object
  86116. * @param serializationObject defines the JSON object
  86117. */
  86118. parse(serializationObject: any): void;
  86119. }
  86120. }
  86121. declare module BABYLON {
  86122. /**
  86123. * Particle emitter emitting particles from the inside of a cone.
  86124. * It emits the particles alongside the cone volume from the base to the particle.
  86125. * The emission direction might be randomized.
  86126. */
  86127. export class ConeParticleEmitter implements IParticleEmitterType {
  86128. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86129. directionRandomizer: number;
  86130. private _radius;
  86131. private _angle;
  86132. private _height;
  86133. /**
  86134. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  86135. */
  86136. radiusRange: number;
  86137. /**
  86138. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  86139. */
  86140. heightRange: number;
  86141. /**
  86142. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  86143. */
  86144. emitFromSpawnPointOnly: boolean;
  86145. /**
  86146. * Gets or sets the radius of the emission cone
  86147. */
  86148. radius: number;
  86149. /**
  86150. * Gets or sets the angle of the emission cone
  86151. */
  86152. angle: number;
  86153. private _buildHeight;
  86154. /**
  86155. * Creates a new instance ConeParticleEmitter
  86156. * @param radius the radius of the emission cone (1 by default)
  86157. * @param angle the cone base angle (PI by default)
  86158. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  86159. */
  86160. constructor(radius?: number, angle?: number,
  86161. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86162. directionRandomizer?: number);
  86163. /**
  86164. * Called by the particle System when the direction is computed for the created particle.
  86165. * @param worldMatrix is the world matrix of the particle system
  86166. * @param directionToUpdate is the direction vector to update with the result
  86167. * @param particle is the particle we are computed the direction for
  86168. */
  86169. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86170. /**
  86171. * Called by the particle System when the position is computed for the created particle.
  86172. * @param worldMatrix is the world matrix of the particle system
  86173. * @param positionToUpdate is the position vector to update with the result
  86174. * @param particle is the particle we are computed the position for
  86175. */
  86176. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86177. /**
  86178. * Clones the current emitter and returns a copy of it
  86179. * @returns the new emitter
  86180. */
  86181. clone(): ConeParticleEmitter;
  86182. /**
  86183. * Called by the GPUParticleSystem to setup the update shader
  86184. * @param effect defines the update shader
  86185. */
  86186. applyToShader(effect: Effect): void;
  86187. /**
  86188. * Returns a string to use to update the GPU particles update shader
  86189. * @returns a string containng the defines string
  86190. */
  86191. getEffectDefines(): string;
  86192. /**
  86193. * Returns the string "ConeParticleEmitter"
  86194. * @returns a string containing the class name
  86195. */
  86196. getClassName(): string;
  86197. /**
  86198. * Serializes the particle system to a JSON object.
  86199. * @returns the JSON object
  86200. */
  86201. serialize(): any;
  86202. /**
  86203. * Parse properties from a JSON object
  86204. * @param serializationObject defines the JSON object
  86205. */
  86206. parse(serializationObject: any): void;
  86207. }
  86208. }
  86209. declare module BABYLON {
  86210. /**
  86211. * Particle emitter emitting particles from the inside of a cylinder.
  86212. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  86213. */
  86214. export class CylinderParticleEmitter implements IParticleEmitterType {
  86215. /**
  86216. * The radius of the emission cylinder.
  86217. */
  86218. radius: number;
  86219. /**
  86220. * The height of the emission cylinder.
  86221. */
  86222. height: number;
  86223. /**
  86224. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86225. */
  86226. radiusRange: number;
  86227. /**
  86228. * How much to randomize the particle direction [0-1].
  86229. */
  86230. directionRandomizer: number;
  86231. /**
  86232. * Creates a new instance CylinderParticleEmitter
  86233. * @param radius the radius of the emission cylinder (1 by default)
  86234. * @param height the height of the emission cylinder (1 by default)
  86235. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86236. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86237. */
  86238. constructor(
  86239. /**
  86240. * The radius of the emission cylinder.
  86241. */
  86242. radius?: number,
  86243. /**
  86244. * The height of the emission cylinder.
  86245. */
  86246. height?: number,
  86247. /**
  86248. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86249. */
  86250. radiusRange?: number,
  86251. /**
  86252. * How much to randomize the particle direction [0-1].
  86253. */
  86254. directionRandomizer?: number);
  86255. /**
  86256. * Called by the particle System when the direction is computed for the created particle.
  86257. * @param worldMatrix is the world matrix of the particle system
  86258. * @param directionToUpdate is the direction vector to update with the result
  86259. * @param particle is the particle we are computed the direction for
  86260. */
  86261. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86262. /**
  86263. * Called by the particle System when the position is computed for the created particle.
  86264. * @param worldMatrix is the world matrix of the particle system
  86265. * @param positionToUpdate is the position vector to update with the result
  86266. * @param particle is the particle we are computed the position for
  86267. */
  86268. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86269. /**
  86270. * Clones the current emitter and returns a copy of it
  86271. * @returns the new emitter
  86272. */
  86273. clone(): CylinderParticleEmitter;
  86274. /**
  86275. * Called by the GPUParticleSystem to setup the update shader
  86276. * @param effect defines the update shader
  86277. */
  86278. applyToShader(effect: Effect): void;
  86279. /**
  86280. * Returns a string to use to update the GPU particles update shader
  86281. * @returns a string containng the defines string
  86282. */
  86283. getEffectDefines(): string;
  86284. /**
  86285. * Returns the string "CylinderParticleEmitter"
  86286. * @returns a string containing the class name
  86287. */
  86288. getClassName(): string;
  86289. /**
  86290. * Serializes the particle system to a JSON object.
  86291. * @returns the JSON object
  86292. */
  86293. serialize(): any;
  86294. /**
  86295. * Parse properties from a JSON object
  86296. * @param serializationObject defines the JSON object
  86297. */
  86298. parse(serializationObject: any): void;
  86299. }
  86300. /**
  86301. * Particle emitter emitting particles from the inside of a cylinder.
  86302. * It emits the particles randomly between two vectors.
  86303. */
  86304. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  86305. /**
  86306. * The min limit of the emission direction.
  86307. */
  86308. direction1: Vector3;
  86309. /**
  86310. * The max limit of the emission direction.
  86311. */
  86312. direction2: Vector3;
  86313. /**
  86314. * Creates a new instance CylinderDirectedParticleEmitter
  86315. * @param radius the radius of the emission cylinder (1 by default)
  86316. * @param height the height of the emission cylinder (1 by default)
  86317. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86318. * @param direction1 the min limit of the emission direction (up vector by default)
  86319. * @param direction2 the max limit of the emission direction (up vector by default)
  86320. */
  86321. constructor(radius?: number, height?: number, radiusRange?: number,
  86322. /**
  86323. * The min limit of the emission direction.
  86324. */
  86325. direction1?: Vector3,
  86326. /**
  86327. * The max limit of the emission direction.
  86328. */
  86329. direction2?: Vector3);
  86330. /**
  86331. * Called by the particle System when the direction is computed for the created particle.
  86332. * @param worldMatrix is the world matrix of the particle system
  86333. * @param directionToUpdate is the direction vector to update with the result
  86334. * @param particle is the particle we are computed the direction for
  86335. */
  86336. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86337. /**
  86338. * Clones the current emitter and returns a copy of it
  86339. * @returns the new emitter
  86340. */
  86341. clone(): CylinderDirectedParticleEmitter;
  86342. /**
  86343. * Called by the GPUParticleSystem to setup the update shader
  86344. * @param effect defines the update shader
  86345. */
  86346. applyToShader(effect: Effect): void;
  86347. /**
  86348. * Returns a string to use to update the GPU particles update shader
  86349. * @returns a string containng the defines string
  86350. */
  86351. getEffectDefines(): string;
  86352. /**
  86353. * Returns the string "CylinderDirectedParticleEmitter"
  86354. * @returns a string containing the class name
  86355. */
  86356. getClassName(): string;
  86357. /**
  86358. * Serializes the particle system to a JSON object.
  86359. * @returns the JSON object
  86360. */
  86361. serialize(): any;
  86362. /**
  86363. * Parse properties from a JSON object
  86364. * @param serializationObject defines the JSON object
  86365. */
  86366. parse(serializationObject: any): void;
  86367. }
  86368. }
  86369. declare module BABYLON {
  86370. /**
  86371. * Particle emitter emitting particles from the inside of a hemisphere.
  86372. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  86373. */
  86374. export class HemisphericParticleEmitter implements IParticleEmitterType {
  86375. /**
  86376. * The radius of the emission hemisphere.
  86377. */
  86378. radius: number;
  86379. /**
  86380. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86381. */
  86382. radiusRange: number;
  86383. /**
  86384. * How much to randomize the particle direction [0-1].
  86385. */
  86386. directionRandomizer: number;
  86387. /**
  86388. * Creates a new instance HemisphericParticleEmitter
  86389. * @param radius the radius of the emission hemisphere (1 by default)
  86390. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86391. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86392. */
  86393. constructor(
  86394. /**
  86395. * The radius of the emission hemisphere.
  86396. */
  86397. radius?: number,
  86398. /**
  86399. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86400. */
  86401. radiusRange?: number,
  86402. /**
  86403. * How much to randomize the particle direction [0-1].
  86404. */
  86405. directionRandomizer?: number);
  86406. /**
  86407. * Called by the particle System when the direction is computed for the created particle.
  86408. * @param worldMatrix is the world matrix of the particle system
  86409. * @param directionToUpdate is the direction vector to update with the result
  86410. * @param particle is the particle we are computed the direction for
  86411. */
  86412. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86413. /**
  86414. * Called by the particle System when the position is computed for the created particle.
  86415. * @param worldMatrix is the world matrix of the particle system
  86416. * @param positionToUpdate is the position vector to update with the result
  86417. * @param particle is the particle we are computed the position for
  86418. */
  86419. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86420. /**
  86421. * Clones the current emitter and returns a copy of it
  86422. * @returns the new emitter
  86423. */
  86424. clone(): HemisphericParticleEmitter;
  86425. /**
  86426. * Called by the GPUParticleSystem to setup the update shader
  86427. * @param effect defines the update shader
  86428. */
  86429. applyToShader(effect: Effect): void;
  86430. /**
  86431. * Returns a string to use to update the GPU particles update shader
  86432. * @returns a string containng the defines string
  86433. */
  86434. getEffectDefines(): string;
  86435. /**
  86436. * Returns the string "HemisphericParticleEmitter"
  86437. * @returns a string containing the class name
  86438. */
  86439. getClassName(): string;
  86440. /**
  86441. * Serializes the particle system to a JSON object.
  86442. * @returns the JSON object
  86443. */
  86444. serialize(): any;
  86445. /**
  86446. * Parse properties from a JSON object
  86447. * @param serializationObject defines the JSON object
  86448. */
  86449. parse(serializationObject: any): void;
  86450. }
  86451. }
  86452. declare module BABYLON {
  86453. /**
  86454. * Particle emitter emitting particles from a point.
  86455. * It emits the particles randomly between 2 given directions.
  86456. */
  86457. export class PointParticleEmitter implements IParticleEmitterType {
  86458. /**
  86459. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86460. */
  86461. direction1: Vector3;
  86462. /**
  86463. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86464. */
  86465. direction2: Vector3;
  86466. /**
  86467. * Creates a new instance PointParticleEmitter
  86468. */
  86469. constructor();
  86470. /**
  86471. * Called by the particle System when the direction is computed for the created particle.
  86472. * @param worldMatrix is the world matrix of the particle system
  86473. * @param directionToUpdate is the direction vector to update with the result
  86474. * @param particle is the particle we are computed the direction for
  86475. */
  86476. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86477. /**
  86478. * Called by the particle System when the position is computed for the created particle.
  86479. * @param worldMatrix is the world matrix of the particle system
  86480. * @param positionToUpdate is the position vector to update with the result
  86481. * @param particle is the particle we are computed the position for
  86482. */
  86483. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86484. /**
  86485. * Clones the current emitter and returns a copy of it
  86486. * @returns the new emitter
  86487. */
  86488. clone(): PointParticleEmitter;
  86489. /**
  86490. * Called by the GPUParticleSystem to setup the update shader
  86491. * @param effect defines the update shader
  86492. */
  86493. applyToShader(effect: Effect): void;
  86494. /**
  86495. * Returns a string to use to update the GPU particles update shader
  86496. * @returns a string containng the defines string
  86497. */
  86498. getEffectDefines(): string;
  86499. /**
  86500. * Returns the string "PointParticleEmitter"
  86501. * @returns a string containing the class name
  86502. */
  86503. getClassName(): string;
  86504. /**
  86505. * Serializes the particle system to a JSON object.
  86506. * @returns the JSON object
  86507. */
  86508. serialize(): any;
  86509. /**
  86510. * Parse properties from a JSON object
  86511. * @param serializationObject defines the JSON object
  86512. */
  86513. parse(serializationObject: any): void;
  86514. }
  86515. }
  86516. declare module BABYLON {
  86517. /**
  86518. * Particle emitter emitting particles from the inside of a sphere.
  86519. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  86520. */
  86521. export class SphereParticleEmitter implements IParticleEmitterType {
  86522. /**
  86523. * The radius of the emission sphere.
  86524. */
  86525. radius: number;
  86526. /**
  86527. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86528. */
  86529. radiusRange: number;
  86530. /**
  86531. * How much to randomize the particle direction [0-1].
  86532. */
  86533. directionRandomizer: number;
  86534. /**
  86535. * Creates a new instance SphereParticleEmitter
  86536. * @param radius the radius of the emission sphere (1 by default)
  86537. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86538. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86539. */
  86540. constructor(
  86541. /**
  86542. * The radius of the emission sphere.
  86543. */
  86544. radius?: number,
  86545. /**
  86546. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86547. */
  86548. radiusRange?: number,
  86549. /**
  86550. * How much to randomize the particle direction [0-1].
  86551. */
  86552. directionRandomizer?: number);
  86553. /**
  86554. * Called by the particle System when the direction is computed for the created particle.
  86555. * @param worldMatrix is the world matrix of the particle system
  86556. * @param directionToUpdate is the direction vector to update with the result
  86557. * @param particle is the particle we are computed the direction for
  86558. */
  86559. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86560. /**
  86561. * Called by the particle System when the position is computed for the created particle.
  86562. * @param worldMatrix is the world matrix of the particle system
  86563. * @param positionToUpdate is the position vector to update with the result
  86564. * @param particle is the particle we are computed the position for
  86565. */
  86566. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86567. /**
  86568. * Clones the current emitter and returns a copy of it
  86569. * @returns the new emitter
  86570. */
  86571. clone(): SphereParticleEmitter;
  86572. /**
  86573. * Called by the GPUParticleSystem to setup the update shader
  86574. * @param effect defines the update shader
  86575. */
  86576. applyToShader(effect: Effect): void;
  86577. /**
  86578. * Returns a string to use to update the GPU particles update shader
  86579. * @returns a string containng the defines string
  86580. */
  86581. getEffectDefines(): string;
  86582. /**
  86583. * Returns the string "SphereParticleEmitter"
  86584. * @returns a string containing the class name
  86585. */
  86586. getClassName(): string;
  86587. /**
  86588. * Serializes the particle system to a JSON object.
  86589. * @returns the JSON object
  86590. */
  86591. serialize(): any;
  86592. /**
  86593. * Parse properties from a JSON object
  86594. * @param serializationObject defines the JSON object
  86595. */
  86596. parse(serializationObject: any): void;
  86597. }
  86598. /**
  86599. * Particle emitter emitting particles from the inside of a sphere.
  86600. * It emits the particles randomly between two vectors.
  86601. */
  86602. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  86603. /**
  86604. * The min limit of the emission direction.
  86605. */
  86606. direction1: Vector3;
  86607. /**
  86608. * The max limit of the emission direction.
  86609. */
  86610. direction2: Vector3;
  86611. /**
  86612. * Creates a new instance SphereDirectedParticleEmitter
  86613. * @param radius the radius of the emission sphere (1 by default)
  86614. * @param direction1 the min limit of the emission direction (up vector by default)
  86615. * @param direction2 the max limit of the emission direction (up vector by default)
  86616. */
  86617. constructor(radius?: number,
  86618. /**
  86619. * The min limit of the emission direction.
  86620. */
  86621. direction1?: Vector3,
  86622. /**
  86623. * The max limit of the emission direction.
  86624. */
  86625. direction2?: Vector3);
  86626. /**
  86627. * Called by the particle System when the direction is computed for the created particle.
  86628. * @param worldMatrix is the world matrix of the particle system
  86629. * @param directionToUpdate is the direction vector to update with the result
  86630. * @param particle is the particle we are computed the direction for
  86631. */
  86632. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86633. /**
  86634. * Clones the current emitter and returns a copy of it
  86635. * @returns the new emitter
  86636. */
  86637. clone(): SphereDirectedParticleEmitter;
  86638. /**
  86639. * Called by the GPUParticleSystem to setup the update shader
  86640. * @param effect defines the update shader
  86641. */
  86642. applyToShader(effect: Effect): void;
  86643. /**
  86644. * Returns a string to use to update the GPU particles update shader
  86645. * @returns a string containng the defines string
  86646. */
  86647. getEffectDefines(): string;
  86648. /**
  86649. * Returns the string "SphereDirectedParticleEmitter"
  86650. * @returns a string containing the class name
  86651. */
  86652. getClassName(): string;
  86653. /**
  86654. * Serializes the particle system to a JSON object.
  86655. * @returns the JSON object
  86656. */
  86657. serialize(): any;
  86658. /**
  86659. * Parse properties from a JSON object
  86660. * @param serializationObject defines the JSON object
  86661. */
  86662. parse(serializationObject: any): void;
  86663. }
  86664. }
  86665. declare module BABYLON {
  86666. /**
  86667. * Interface representing a particle system in Babylon.js.
  86668. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86669. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86670. */
  86671. export interface IParticleSystem {
  86672. /**
  86673. * List of animations used by the particle system.
  86674. */
  86675. animations: Animation[];
  86676. /**
  86677. * The id of the Particle system.
  86678. */
  86679. id: string;
  86680. /**
  86681. * The name of the Particle system.
  86682. */
  86683. name: string;
  86684. /**
  86685. * The emitter represents the Mesh or position we are attaching the particle system to.
  86686. */
  86687. emitter: Nullable<AbstractMesh | Vector3>;
  86688. /**
  86689. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  86690. */
  86691. isBillboardBased: boolean;
  86692. /**
  86693. * The rendering group used by the Particle system to chose when to render.
  86694. */
  86695. renderingGroupId: number;
  86696. /**
  86697. * The layer mask we are rendering the particles through.
  86698. */
  86699. layerMask: number;
  86700. /**
  86701. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86702. */
  86703. updateSpeed: number;
  86704. /**
  86705. * The amount of time the particle system is running (depends of the overall update speed).
  86706. */
  86707. targetStopDuration: number;
  86708. /**
  86709. * The texture used to render each particle. (this can be a spritesheet)
  86710. */
  86711. particleTexture: Nullable<Texture>;
  86712. /**
  86713. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86714. */
  86715. blendMode: number;
  86716. /**
  86717. * Minimum life time of emitting particles.
  86718. */
  86719. minLifeTime: number;
  86720. /**
  86721. * Maximum life time of emitting particles.
  86722. */
  86723. maxLifeTime: number;
  86724. /**
  86725. * Minimum Size of emitting particles.
  86726. */
  86727. minSize: number;
  86728. /**
  86729. * Maximum Size of emitting particles.
  86730. */
  86731. maxSize: number;
  86732. /**
  86733. * Minimum scale of emitting particles on X axis.
  86734. */
  86735. minScaleX: number;
  86736. /**
  86737. * Maximum scale of emitting particles on X axis.
  86738. */
  86739. maxScaleX: number;
  86740. /**
  86741. * Minimum scale of emitting particles on Y axis.
  86742. */
  86743. minScaleY: number;
  86744. /**
  86745. * Maximum scale of emitting particles on Y axis.
  86746. */
  86747. maxScaleY: number;
  86748. /**
  86749. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86750. */
  86751. color1: Color4;
  86752. /**
  86753. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86754. */
  86755. color2: Color4;
  86756. /**
  86757. * Color the particle will have at the end of its lifetime.
  86758. */
  86759. colorDead: Color4;
  86760. /**
  86761. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86762. */
  86763. emitRate: number;
  86764. /**
  86765. * You can use gravity if you want to give an orientation to your particles.
  86766. */
  86767. gravity: Vector3;
  86768. /**
  86769. * Minimum power of emitting particles.
  86770. */
  86771. minEmitPower: number;
  86772. /**
  86773. * Maximum power of emitting particles.
  86774. */
  86775. maxEmitPower: number;
  86776. /**
  86777. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86778. */
  86779. minAngularSpeed: number;
  86780. /**
  86781. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86782. */
  86783. maxAngularSpeed: number;
  86784. /**
  86785. * Gets or sets the minimal initial rotation in radians.
  86786. */
  86787. minInitialRotation: number;
  86788. /**
  86789. * Gets or sets the maximal initial rotation in radians.
  86790. */
  86791. maxInitialRotation: number;
  86792. /**
  86793. * The particle emitter type defines the emitter used by the particle system.
  86794. * It can be for example box, sphere, or cone...
  86795. */
  86796. particleEmitterType: Nullable<IParticleEmitterType>;
  86797. /**
  86798. * Defines the delay in milliseconds before starting the system (0 by default)
  86799. */
  86800. startDelay: number;
  86801. /**
  86802. * 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
  86803. */
  86804. preWarmCycles: number;
  86805. /**
  86806. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  86807. */
  86808. preWarmStepOffset: number;
  86809. /**
  86810. * 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)
  86811. */
  86812. spriteCellChangeSpeed: number;
  86813. /**
  86814. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  86815. */
  86816. startSpriteCellID: number;
  86817. /**
  86818. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  86819. */
  86820. endSpriteCellID: number;
  86821. /**
  86822. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  86823. */
  86824. spriteCellWidth: number;
  86825. /**
  86826. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  86827. */
  86828. spriteCellHeight: number;
  86829. /**
  86830. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  86831. */
  86832. spriteRandomStartCell: boolean;
  86833. /**
  86834. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  86835. */
  86836. isAnimationSheetEnabled: boolean;
  86837. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  86838. translationPivot: Vector2;
  86839. /**
  86840. * Gets or sets a texture used to add random noise to particle positions
  86841. */
  86842. noiseTexture: Nullable<BaseTexture>;
  86843. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  86844. noiseStrength: Vector3;
  86845. /**
  86846. * Gets or sets the billboard mode to use when isBillboardBased = true.
  86847. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  86848. */
  86849. billboardMode: number;
  86850. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  86851. limitVelocityDamping: number;
  86852. /**
  86853. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  86854. */
  86855. beginAnimationOnStart: boolean;
  86856. /**
  86857. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  86858. */
  86859. beginAnimationFrom: number;
  86860. /**
  86861. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  86862. */
  86863. beginAnimationTo: number;
  86864. /**
  86865. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  86866. */
  86867. beginAnimationLoop: boolean;
  86868. /**
  86869. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  86870. */
  86871. disposeOnStop: boolean;
  86872. /**
  86873. * Gets the maximum number of particles active at the same time.
  86874. * @returns The max number of active particles.
  86875. */
  86876. getCapacity(): number;
  86877. /**
  86878. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86879. * @returns True if it has been started, otherwise false.
  86880. */
  86881. isStarted(): boolean;
  86882. /**
  86883. * Animates the particle system for this frame.
  86884. */
  86885. animate(): void;
  86886. /**
  86887. * Renders the particle system in its current state.
  86888. * @returns the current number of particles
  86889. */
  86890. render(): number;
  86891. /**
  86892. * Dispose the particle system and frees its associated resources.
  86893. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86894. */
  86895. dispose(disposeTexture?: boolean): void;
  86896. /**
  86897. * Clones the particle system.
  86898. * @param name The name of the cloned object
  86899. * @param newEmitter The new emitter to use
  86900. * @returns the cloned particle system
  86901. */
  86902. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  86903. /**
  86904. * Serializes the particle system to a JSON object.
  86905. * @returns the JSON object
  86906. */
  86907. serialize(): any;
  86908. /**
  86909. * Rebuild the particle system
  86910. */
  86911. rebuild(): void;
  86912. /**
  86913. * Starts the particle system and begins to emit
  86914. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  86915. */
  86916. start(delay?: number): void;
  86917. /**
  86918. * Stops the particle system.
  86919. */
  86920. stop(): void;
  86921. /**
  86922. * Remove all active particles
  86923. */
  86924. reset(): void;
  86925. /**
  86926. * Is this system ready to be used/rendered
  86927. * @return true if the system is ready
  86928. */
  86929. isReady(): boolean;
  86930. /**
  86931. * Adds a new color gradient
  86932. * @param gradient defines the gradient to use (between 0 and 1)
  86933. * @param color1 defines the color to affect to the specified gradient
  86934. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  86935. * @returns the current particle system
  86936. */
  86937. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  86938. /**
  86939. * Remove a specific color gradient
  86940. * @param gradient defines the gradient to remove
  86941. * @returns the current particle system
  86942. */
  86943. removeColorGradient(gradient: number): IParticleSystem;
  86944. /**
  86945. * Adds a new size gradient
  86946. * @param gradient defines the gradient to use (between 0 and 1)
  86947. * @param factor defines the size factor to affect to the specified gradient
  86948. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86949. * @returns the current particle system
  86950. */
  86951. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86952. /**
  86953. * Remove a specific size gradient
  86954. * @param gradient defines the gradient to remove
  86955. * @returns the current particle system
  86956. */
  86957. removeSizeGradient(gradient: number): IParticleSystem;
  86958. /**
  86959. * Gets the current list of color gradients.
  86960. * You must use addColorGradient and removeColorGradient to udpate this list
  86961. * @returns the list of color gradients
  86962. */
  86963. getColorGradients(): Nullable<Array<ColorGradient>>;
  86964. /**
  86965. * Gets the current list of size gradients.
  86966. * You must use addSizeGradient and removeSizeGradient to udpate this list
  86967. * @returns the list of size gradients
  86968. */
  86969. getSizeGradients(): Nullable<Array<FactorGradient>>;
  86970. /**
  86971. * Gets the current list of angular speed gradients.
  86972. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  86973. * @returns the list of angular speed gradients
  86974. */
  86975. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  86976. /**
  86977. * Adds a new angular speed gradient
  86978. * @param gradient defines the gradient to use (between 0 and 1)
  86979. * @param factor defines the angular speed to affect to the specified gradient
  86980. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86981. * @returns the current particle system
  86982. */
  86983. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86984. /**
  86985. * Remove a specific angular speed gradient
  86986. * @param gradient defines the gradient to remove
  86987. * @returns the current particle system
  86988. */
  86989. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  86990. /**
  86991. * Gets the current list of velocity gradients.
  86992. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  86993. * @returns the list of velocity gradients
  86994. */
  86995. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  86996. /**
  86997. * Adds a new velocity gradient
  86998. * @param gradient defines the gradient to use (between 0 and 1)
  86999. * @param factor defines the velocity to affect to the specified gradient
  87000. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87001. * @returns the current particle system
  87002. */
  87003. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87004. /**
  87005. * Remove a specific velocity gradient
  87006. * @param gradient defines the gradient to remove
  87007. * @returns the current particle system
  87008. */
  87009. removeVelocityGradient(gradient: number): IParticleSystem;
  87010. /**
  87011. * Gets the current list of limit velocity gradients.
  87012. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  87013. * @returns the list of limit velocity gradients
  87014. */
  87015. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  87016. /**
  87017. * Adds a new limit velocity gradient
  87018. * @param gradient defines the gradient to use (between 0 and 1)
  87019. * @param factor defines the limit velocity to affect to the specified gradient
  87020. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87021. * @returns the current particle system
  87022. */
  87023. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87024. /**
  87025. * Remove a specific limit velocity gradient
  87026. * @param gradient defines the gradient to remove
  87027. * @returns the current particle system
  87028. */
  87029. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  87030. /**
  87031. * Adds a new drag gradient
  87032. * @param gradient defines the gradient to use (between 0 and 1)
  87033. * @param factor defines the drag to affect to the specified gradient
  87034. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87035. * @returns the current particle system
  87036. */
  87037. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87038. /**
  87039. * Remove a specific drag gradient
  87040. * @param gradient defines the gradient to remove
  87041. * @returns the current particle system
  87042. */
  87043. removeDragGradient(gradient: number): IParticleSystem;
  87044. /**
  87045. * Gets the current list of drag gradients.
  87046. * You must use addDragGradient and removeDragGradient to udpate this list
  87047. * @returns the list of drag gradients
  87048. */
  87049. getDragGradients(): Nullable<Array<FactorGradient>>;
  87050. /**
  87051. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  87052. * @param gradient defines the gradient to use (between 0 and 1)
  87053. * @param factor defines the emit rate to affect to the specified gradient
  87054. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87055. * @returns the current particle system
  87056. */
  87057. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87058. /**
  87059. * Remove a specific emit rate gradient
  87060. * @param gradient defines the gradient to remove
  87061. * @returns the current particle system
  87062. */
  87063. removeEmitRateGradient(gradient: number): IParticleSystem;
  87064. /**
  87065. * Gets the current list of emit rate gradients.
  87066. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  87067. * @returns the list of emit rate gradients
  87068. */
  87069. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  87070. /**
  87071. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  87072. * @param gradient defines the gradient to use (between 0 and 1)
  87073. * @param factor defines the start size to affect to the specified gradient
  87074. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87075. * @returns the current particle system
  87076. */
  87077. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87078. /**
  87079. * Remove a specific start size gradient
  87080. * @param gradient defines the gradient to remove
  87081. * @returns the current particle system
  87082. */
  87083. removeStartSizeGradient(gradient: number): IParticleSystem;
  87084. /**
  87085. * Gets the current list of start size gradients.
  87086. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  87087. * @returns the list of start size gradients
  87088. */
  87089. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  87090. /**
  87091. * Adds a new life time gradient
  87092. * @param gradient defines the gradient to use (between 0 and 1)
  87093. * @param factor defines the life time factor to affect to the specified gradient
  87094. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87095. * @returns the current particle system
  87096. */
  87097. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87098. /**
  87099. * Remove a specific life time gradient
  87100. * @param gradient defines the gradient to remove
  87101. * @returns the current particle system
  87102. */
  87103. removeLifeTimeGradient(gradient: number): IParticleSystem;
  87104. /**
  87105. * Gets the current list of life time gradients.
  87106. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  87107. * @returns the list of life time gradients
  87108. */
  87109. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  87110. /**
  87111. * Gets the current list of color gradients.
  87112. * You must use addColorGradient and removeColorGradient to udpate this list
  87113. * @returns the list of color gradients
  87114. */
  87115. getColorGradients(): Nullable<Array<ColorGradient>>;
  87116. /**
  87117. * Adds a new ramp gradient used to remap particle colors
  87118. * @param gradient defines the gradient to use (between 0 and 1)
  87119. * @param color defines the color to affect to the specified gradient
  87120. * @returns the current particle system
  87121. */
  87122. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  87123. /**
  87124. * Gets the current list of ramp gradients.
  87125. * You must use addRampGradient and removeRampGradient to udpate this list
  87126. * @returns the list of ramp gradients
  87127. */
  87128. getRampGradients(): Nullable<Array<Color3Gradient>>;
  87129. /** Gets or sets a boolean indicating that ramp gradients must be used
  87130. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  87131. */
  87132. useRampGradients: boolean;
  87133. /**
  87134. * Adds a new color remap gradient
  87135. * @param gradient defines the gradient to use (between 0 and 1)
  87136. * @param min defines the color remap minimal range
  87137. * @param max defines the color remap maximal range
  87138. * @returns the current particle system
  87139. */
  87140. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87141. /**
  87142. * Gets the current list of color remap gradients.
  87143. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  87144. * @returns the list of color remap gradients
  87145. */
  87146. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  87147. /**
  87148. * Adds a new alpha remap gradient
  87149. * @param gradient defines the gradient to use (between 0 and 1)
  87150. * @param min defines the alpha remap minimal range
  87151. * @param max defines the alpha remap maximal range
  87152. * @returns the current particle system
  87153. */
  87154. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87155. /**
  87156. * Gets the current list of alpha remap gradients.
  87157. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  87158. * @returns the list of alpha remap gradients
  87159. */
  87160. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  87161. /**
  87162. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  87163. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87164. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87165. * @returns the emitter
  87166. */
  87167. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  87168. /**
  87169. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  87170. * @param radius The radius of the hemisphere to emit from
  87171. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87172. * @returns the emitter
  87173. */
  87174. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  87175. /**
  87176. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  87177. * @param radius The radius of the sphere to emit from
  87178. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87179. * @returns the emitter
  87180. */
  87181. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  87182. /**
  87183. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  87184. * @param radius The radius of the sphere to emit from
  87185. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  87186. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  87187. * @returns the emitter
  87188. */
  87189. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87190. /**
  87191. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  87192. * @param radius The radius of the emission cylinder
  87193. * @param height The height of the emission cylinder
  87194. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  87195. * @param directionRandomizer How much to randomize the particle direction [0-1]
  87196. * @returns the emitter
  87197. */
  87198. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  87199. /**
  87200. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  87201. * @param radius The radius of the cylinder to emit from
  87202. * @param height The height of the emission cylinder
  87203. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  87204. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  87205. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  87206. * @returns the emitter
  87207. */
  87208. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87209. /**
  87210. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  87211. * @param radius The radius of the cone to emit from
  87212. * @param angle The base angle of the cone
  87213. * @returns the emitter
  87214. */
  87215. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  87216. /**
  87217. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  87218. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87219. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87220. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87221. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87222. * @returns the emitter
  87223. */
  87224. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  87225. /**
  87226. * Get hosting scene
  87227. * @returns the scene
  87228. */
  87229. getScene(): Scene;
  87230. }
  87231. }
  87232. declare module BABYLON {
  87233. /**
  87234. * Creates an instance based on a source mesh.
  87235. */
  87236. export class InstancedMesh extends AbstractMesh {
  87237. private _sourceMesh;
  87238. private _currentLOD;
  87239. /** @hidden */
  87240. _indexInSourceMeshInstanceArray: number;
  87241. constructor(name: string, source: Mesh);
  87242. /**
  87243. * Returns the string "InstancedMesh".
  87244. */
  87245. getClassName(): string;
  87246. /** Gets the list of lights affecting that mesh */
  87247. readonly lightSources: Light[];
  87248. _resyncLightSources(): void;
  87249. _resyncLighSource(light: Light): void;
  87250. _removeLightSource(light: Light, dispose: boolean): void;
  87251. /**
  87252. * If the source mesh receives shadows
  87253. */
  87254. readonly receiveShadows: boolean;
  87255. /**
  87256. * The material of the source mesh
  87257. */
  87258. readonly material: Nullable<Material>;
  87259. /**
  87260. * Visibility of the source mesh
  87261. */
  87262. readonly visibility: number;
  87263. /**
  87264. * Skeleton of the source mesh
  87265. */
  87266. readonly skeleton: Nullable<Skeleton>;
  87267. /**
  87268. * Rendering ground id of the source mesh
  87269. */
  87270. renderingGroupId: number;
  87271. /**
  87272. * Returns the total number of vertices (integer).
  87273. */
  87274. getTotalVertices(): number;
  87275. /**
  87276. * Returns a positive integer : the total number of indices in this mesh geometry.
  87277. * @returns the numner of indices or zero if the mesh has no geometry.
  87278. */
  87279. getTotalIndices(): number;
  87280. /**
  87281. * The source mesh of the instance
  87282. */
  87283. readonly sourceMesh: Mesh;
  87284. /**
  87285. * Is this node ready to be used/rendered
  87286. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87287. * @return {boolean} is it ready
  87288. */
  87289. isReady(completeCheck?: boolean): boolean;
  87290. /**
  87291. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87292. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  87293. * @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.
  87294. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  87295. */
  87296. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  87297. /**
  87298. * Sets the vertex data of the mesh geometry for the requested `kind`.
  87299. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  87300. * The `data` are either a numeric array either a Float32Array.
  87301. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  87302. * 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).
  87303. * Note that a new underlying VertexBuffer object is created each call.
  87304. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  87305. *
  87306. * Possible `kind` values :
  87307. * - VertexBuffer.PositionKind
  87308. * - VertexBuffer.UVKind
  87309. * - VertexBuffer.UV2Kind
  87310. * - VertexBuffer.UV3Kind
  87311. * - VertexBuffer.UV4Kind
  87312. * - VertexBuffer.UV5Kind
  87313. * - VertexBuffer.UV6Kind
  87314. * - VertexBuffer.ColorKind
  87315. * - VertexBuffer.MatricesIndicesKind
  87316. * - VertexBuffer.MatricesIndicesExtraKind
  87317. * - VertexBuffer.MatricesWeightsKind
  87318. * - VertexBuffer.MatricesWeightsExtraKind
  87319. *
  87320. * Returns the Mesh.
  87321. */
  87322. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  87323. /**
  87324. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  87325. * If the mesh has no geometry, it is simply returned as it is.
  87326. * The `data` are either a numeric array either a Float32Array.
  87327. * No new underlying VertexBuffer object is created.
  87328. * 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.
  87329. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  87330. *
  87331. * Possible `kind` values :
  87332. * - VertexBuffer.PositionKind
  87333. * - VertexBuffer.UVKind
  87334. * - VertexBuffer.UV2Kind
  87335. * - VertexBuffer.UV3Kind
  87336. * - VertexBuffer.UV4Kind
  87337. * - VertexBuffer.UV5Kind
  87338. * - VertexBuffer.UV6Kind
  87339. * - VertexBuffer.ColorKind
  87340. * - VertexBuffer.MatricesIndicesKind
  87341. * - VertexBuffer.MatricesIndicesExtraKind
  87342. * - VertexBuffer.MatricesWeightsKind
  87343. * - VertexBuffer.MatricesWeightsExtraKind
  87344. *
  87345. * Returns the Mesh.
  87346. */
  87347. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87348. /**
  87349. * Sets the mesh indices.
  87350. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  87351. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  87352. * This method creates a new index buffer each call.
  87353. * Returns the Mesh.
  87354. */
  87355. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  87356. /**
  87357. * Boolean : True if the mesh owns the requested kind of data.
  87358. */
  87359. isVerticesDataPresent(kind: string): boolean;
  87360. /**
  87361. * Returns an array of indices (IndicesArray).
  87362. */
  87363. getIndices(): Nullable<IndicesArray>;
  87364. readonly _positions: Nullable<Vector3[]>;
  87365. /**
  87366. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87367. * This means the mesh underlying bounding box and sphere are recomputed.
  87368. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87369. * @returns the current mesh
  87370. */
  87371. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  87372. /** @hidden */
  87373. _preActivate(): InstancedMesh;
  87374. /** @hidden */
  87375. _activate(renderId: number, intermediateRendering: boolean): boolean;
  87376. /** @hidden */
  87377. _postActivate(): void;
  87378. getWorldMatrix(): Matrix;
  87379. readonly isAnInstance: boolean;
  87380. /**
  87381. * Returns the current associated LOD AbstractMesh.
  87382. */
  87383. getLOD(camera: Camera): AbstractMesh;
  87384. /** @hidden */
  87385. _syncSubMeshes(): InstancedMesh;
  87386. /** @hidden */
  87387. _generatePointsArray(): boolean;
  87388. /**
  87389. * Creates a new InstancedMesh from the current mesh.
  87390. * - name (string) : the cloned mesh name
  87391. * - newParent (optional Node) : the optional Node to parent the clone to.
  87392. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  87393. *
  87394. * Returns the clone.
  87395. */
  87396. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87397. /**
  87398. * Disposes the InstancedMesh.
  87399. * Returns nothing.
  87400. */
  87401. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87402. }
  87403. interface Mesh {
  87404. /**
  87405. * Register a custom buffer that will be instanced
  87406. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87407. * @param kind defines the buffer kind
  87408. * @param stride defines the stride in floats
  87409. */
  87410. registerInstancedBuffer(kind: string, stride: number): void;
  87411. /** @hidden */
  87412. _userInstancedBuffersStorage: {
  87413. data: {
  87414. [key: string]: Float32Array;
  87415. };
  87416. sizes: {
  87417. [key: string]: number;
  87418. };
  87419. vertexBuffers: {
  87420. [key: string]: Nullable<VertexBuffer>;
  87421. };
  87422. strides: {
  87423. [key: string]: number;
  87424. };
  87425. };
  87426. }
  87427. interface AbstractMesh {
  87428. /**
  87429. * Object used to store instanced buffers defined by user
  87430. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87431. */
  87432. instancedBuffers: {
  87433. [key: string]: any;
  87434. };
  87435. }
  87436. }
  87437. declare module BABYLON {
  87438. /**
  87439. * Defines the options associated with the creation of a shader material.
  87440. */
  87441. export interface IShaderMaterialOptions {
  87442. /**
  87443. * Does the material work in alpha blend mode
  87444. */
  87445. needAlphaBlending: boolean;
  87446. /**
  87447. * Does the material work in alpha test mode
  87448. */
  87449. needAlphaTesting: boolean;
  87450. /**
  87451. * The list of attribute names used in the shader
  87452. */
  87453. attributes: string[];
  87454. /**
  87455. * The list of unifrom names used in the shader
  87456. */
  87457. uniforms: string[];
  87458. /**
  87459. * The list of UBO names used in the shader
  87460. */
  87461. uniformBuffers: string[];
  87462. /**
  87463. * The list of sampler names used in the shader
  87464. */
  87465. samplers: string[];
  87466. /**
  87467. * The list of defines used in the shader
  87468. */
  87469. defines: string[];
  87470. }
  87471. /**
  87472. * 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.
  87473. *
  87474. * This returned material effects how the mesh will look based on the code in the shaders.
  87475. *
  87476. * @see http://doc.babylonjs.com/how_to/shader_material
  87477. */
  87478. export class ShaderMaterial extends Material {
  87479. private _shaderPath;
  87480. private _options;
  87481. private _textures;
  87482. private _textureArrays;
  87483. private _floats;
  87484. private _ints;
  87485. private _floatsArrays;
  87486. private _colors3;
  87487. private _colors3Arrays;
  87488. private _colors4;
  87489. private _colors4Arrays;
  87490. private _vectors2;
  87491. private _vectors3;
  87492. private _vectors4;
  87493. private _matrices;
  87494. private _matrixArrays;
  87495. private _matrices3x3;
  87496. private _matrices2x2;
  87497. private _vectors2Arrays;
  87498. private _vectors3Arrays;
  87499. private _vectors4Arrays;
  87500. private _cachedWorldViewMatrix;
  87501. private _cachedWorldViewProjectionMatrix;
  87502. private _renderId;
  87503. private _multiview;
  87504. /**
  87505. * Instantiate a new shader material.
  87506. * 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.
  87507. * This returned material effects how the mesh will look based on the code in the shaders.
  87508. * @see http://doc.babylonjs.com/how_to/shader_material
  87509. * @param name Define the name of the material in the scene
  87510. * @param scene Define the scene the material belongs to
  87511. * @param shaderPath Defines the route to the shader code in one of three ways:
  87512. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  87513. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  87514. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  87515. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  87516. * @param options Define the options used to create the shader
  87517. */
  87518. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  87519. /**
  87520. * Gets the shader path used to define the shader code
  87521. * It can be modified to trigger a new compilation
  87522. */
  87523. /**
  87524. * Sets the shader path used to define the shader code
  87525. * It can be modified to trigger a new compilation
  87526. */
  87527. shaderPath: any;
  87528. /**
  87529. * Gets the options used to compile the shader.
  87530. * They can be modified to trigger a new compilation
  87531. */
  87532. readonly options: IShaderMaterialOptions;
  87533. /**
  87534. * Gets the current class name of the material e.g. "ShaderMaterial"
  87535. * Mainly use in serialization.
  87536. * @returns the class name
  87537. */
  87538. getClassName(): string;
  87539. /**
  87540. * Specifies if the material will require alpha blending
  87541. * @returns a boolean specifying if alpha blending is needed
  87542. */
  87543. needAlphaBlending(): boolean;
  87544. /**
  87545. * Specifies if this material should be rendered in alpha test mode
  87546. * @returns a boolean specifying if an alpha test is needed.
  87547. */
  87548. needAlphaTesting(): boolean;
  87549. private _checkUniform;
  87550. /**
  87551. * Set a texture in the shader.
  87552. * @param name Define the name of the uniform samplers as defined in the shader
  87553. * @param texture Define the texture to bind to this sampler
  87554. * @return the material itself allowing "fluent" like uniform updates
  87555. */
  87556. setTexture(name: string, texture: Texture): ShaderMaterial;
  87557. /**
  87558. * Set a texture array in the shader.
  87559. * @param name Define the name of the uniform sampler array as defined in the shader
  87560. * @param textures Define the list of textures to bind to this sampler
  87561. * @return the material itself allowing "fluent" like uniform updates
  87562. */
  87563. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  87564. /**
  87565. * Set a float in the shader.
  87566. * @param name Define the name of the uniform as defined in the shader
  87567. * @param value Define the value to give to the uniform
  87568. * @return the material itself allowing "fluent" like uniform updates
  87569. */
  87570. setFloat(name: string, value: number): ShaderMaterial;
  87571. /**
  87572. * Set a int in the shader.
  87573. * @param name Define the name of the uniform as defined in the shader
  87574. * @param value Define the value to give to the uniform
  87575. * @return the material itself allowing "fluent" like uniform updates
  87576. */
  87577. setInt(name: string, value: number): ShaderMaterial;
  87578. /**
  87579. * Set an array of floats in the shader.
  87580. * @param name Define the name of the uniform as defined in the shader
  87581. * @param value Define the value to give to the uniform
  87582. * @return the material itself allowing "fluent" like uniform updates
  87583. */
  87584. setFloats(name: string, value: number[]): ShaderMaterial;
  87585. /**
  87586. * Set a vec3 in the shader from a Color3.
  87587. * @param name Define the name of the uniform as defined in the shader
  87588. * @param value Define the value to give to the uniform
  87589. * @return the material itself allowing "fluent" like uniform updates
  87590. */
  87591. setColor3(name: string, value: Color3): ShaderMaterial;
  87592. /**
  87593. * Set a vec3 array in the shader from a Color3 array.
  87594. * @param name Define the name of the uniform as defined in the shader
  87595. * @param value Define the value to give to the uniform
  87596. * @return the material itself allowing "fluent" like uniform updates
  87597. */
  87598. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  87599. /**
  87600. * Set a vec4 in the shader from a Color4.
  87601. * @param name Define the name of the uniform as defined in the shader
  87602. * @param value Define the value to give to the uniform
  87603. * @return the material itself allowing "fluent" like uniform updates
  87604. */
  87605. setColor4(name: string, value: Color4): ShaderMaterial;
  87606. /**
  87607. * Set a vec4 array in the shader from a Color4 array.
  87608. * @param name Define the name of the uniform as defined in the shader
  87609. * @param value Define the value to give to the uniform
  87610. * @return the material itself allowing "fluent" like uniform updates
  87611. */
  87612. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  87613. /**
  87614. * Set a vec2 in the shader from a Vector2.
  87615. * @param name Define the name of the uniform as defined in the shader
  87616. * @param value Define the value to give to the uniform
  87617. * @return the material itself allowing "fluent" like uniform updates
  87618. */
  87619. setVector2(name: string, value: Vector2): ShaderMaterial;
  87620. /**
  87621. * Set a vec3 in the shader from a Vector3.
  87622. * @param name Define the name of the uniform as defined in the shader
  87623. * @param value Define the value to give to the uniform
  87624. * @return the material itself allowing "fluent" like uniform updates
  87625. */
  87626. setVector3(name: string, value: Vector3): ShaderMaterial;
  87627. /**
  87628. * Set a vec4 in the shader from a Vector4.
  87629. * @param name Define the name of the uniform as defined in the shader
  87630. * @param value Define the value to give to the uniform
  87631. * @return the material itself allowing "fluent" like uniform updates
  87632. */
  87633. setVector4(name: string, value: Vector4): ShaderMaterial;
  87634. /**
  87635. * Set a mat4 in the shader from a Matrix.
  87636. * @param name Define the name of the uniform as defined in the shader
  87637. * @param value Define the value to give to the uniform
  87638. * @return the material itself allowing "fluent" like uniform updates
  87639. */
  87640. setMatrix(name: string, value: Matrix): ShaderMaterial;
  87641. /**
  87642. * Set a float32Array in the shader from a matrix array.
  87643. * @param name Define the name of the uniform as defined in the shader
  87644. * @param value Define the value to give to the uniform
  87645. * @return the material itself allowing "fluent" like uniform updates
  87646. */
  87647. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  87648. /**
  87649. * Set a mat3 in the shader from a Float32Array.
  87650. * @param name Define the name of the uniform as defined in the shader
  87651. * @param value Define the value to give to the uniform
  87652. * @return the material itself allowing "fluent" like uniform updates
  87653. */
  87654. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  87655. /**
  87656. * Set a mat2 in the shader from a Float32Array.
  87657. * @param name Define the name of the uniform as defined in the shader
  87658. * @param value Define the value to give to the uniform
  87659. * @return the material itself allowing "fluent" like uniform updates
  87660. */
  87661. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  87662. /**
  87663. * Set a vec2 array in the shader from a number array.
  87664. * @param name Define the name of the uniform as defined in the shader
  87665. * @param value Define the value to give to the uniform
  87666. * @return the material itself allowing "fluent" like uniform updates
  87667. */
  87668. setArray2(name: string, value: number[]): ShaderMaterial;
  87669. /**
  87670. * Set a vec3 array in the shader from a number array.
  87671. * @param name Define the name of the uniform as defined in the shader
  87672. * @param value Define the value to give to the uniform
  87673. * @return the material itself allowing "fluent" like uniform updates
  87674. */
  87675. setArray3(name: string, value: number[]): ShaderMaterial;
  87676. /**
  87677. * Set a vec4 array in the shader from a number array.
  87678. * @param name Define the name of the uniform as defined in the shader
  87679. * @param value Define the value to give to the uniform
  87680. * @return the material itself allowing "fluent" like uniform updates
  87681. */
  87682. setArray4(name: string, value: number[]): ShaderMaterial;
  87683. private _checkCache;
  87684. /**
  87685. * Specifies that the submesh is ready to be used
  87686. * @param mesh defines the mesh to check
  87687. * @param subMesh defines which submesh to check
  87688. * @param useInstances specifies that instances should be used
  87689. * @returns a boolean indicating that the submesh is ready or not
  87690. */
  87691. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  87692. /**
  87693. * Checks if the material is ready to render the requested mesh
  87694. * @param mesh Define the mesh to render
  87695. * @param useInstances Define whether or not the material is used with instances
  87696. * @returns true if ready, otherwise false
  87697. */
  87698. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  87699. /**
  87700. * Binds the world matrix to the material
  87701. * @param world defines the world transformation matrix
  87702. */
  87703. bindOnlyWorldMatrix(world: Matrix): void;
  87704. /**
  87705. * Binds the material to the mesh
  87706. * @param world defines the world transformation matrix
  87707. * @param mesh defines the mesh to bind the material to
  87708. */
  87709. bind(world: Matrix, mesh?: Mesh): void;
  87710. /**
  87711. * Gets the active textures from the material
  87712. * @returns an array of textures
  87713. */
  87714. getActiveTextures(): BaseTexture[];
  87715. /**
  87716. * Specifies if the material uses a texture
  87717. * @param texture defines the texture to check against the material
  87718. * @returns a boolean specifying if the material uses the texture
  87719. */
  87720. hasTexture(texture: BaseTexture): boolean;
  87721. /**
  87722. * Makes a duplicate of the material, and gives it a new name
  87723. * @param name defines the new name for the duplicated material
  87724. * @returns the cloned material
  87725. */
  87726. clone(name: string): ShaderMaterial;
  87727. /**
  87728. * Disposes the material
  87729. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87730. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87731. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87732. */
  87733. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87734. /**
  87735. * Serializes this material in a JSON representation
  87736. * @returns the serialized material object
  87737. */
  87738. serialize(): any;
  87739. /**
  87740. * Creates a shader material from parsed shader material data
  87741. * @param source defines the JSON represnetation of the material
  87742. * @param scene defines the hosting scene
  87743. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87744. * @returns a new material
  87745. */
  87746. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87747. }
  87748. }
  87749. declare module BABYLON {
  87750. /** @hidden */
  87751. export var colorPixelShader: {
  87752. name: string;
  87753. shader: string;
  87754. };
  87755. }
  87756. declare module BABYLON {
  87757. /** @hidden */
  87758. export var colorVertexShader: {
  87759. name: string;
  87760. shader: string;
  87761. };
  87762. }
  87763. declare module BABYLON {
  87764. /**
  87765. * Line mesh
  87766. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87767. */
  87768. export class LinesMesh extends Mesh {
  87769. /**
  87770. * If vertex color should be applied to the mesh
  87771. */
  87772. readonly useVertexColor?: boolean | undefined;
  87773. /**
  87774. * If vertex alpha should be applied to the mesh
  87775. */
  87776. readonly useVertexAlpha?: boolean | undefined;
  87777. /**
  87778. * Color of the line (Default: White)
  87779. */
  87780. color: Color3;
  87781. /**
  87782. * Alpha of the line (Default: 1)
  87783. */
  87784. alpha: number;
  87785. /**
  87786. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87787. * This margin is expressed in world space coordinates, so its value may vary.
  87788. * Default value is 0.1
  87789. */
  87790. intersectionThreshold: number;
  87791. private _colorShader;
  87792. private color4;
  87793. /**
  87794. * Creates a new LinesMesh
  87795. * @param name defines the name
  87796. * @param scene defines the hosting scene
  87797. * @param parent defines the parent mesh if any
  87798. * @param source defines the optional source LinesMesh used to clone data from
  87799. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87800. * When false, achieved by calling a clone(), also passing False.
  87801. * This will make creation of children, recursive.
  87802. * @param useVertexColor defines if this LinesMesh supports vertex color
  87803. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  87804. */
  87805. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  87806. /**
  87807. * If vertex color should be applied to the mesh
  87808. */
  87809. useVertexColor?: boolean | undefined,
  87810. /**
  87811. * If vertex alpha should be applied to the mesh
  87812. */
  87813. useVertexAlpha?: boolean | undefined);
  87814. private _addClipPlaneDefine;
  87815. private _removeClipPlaneDefine;
  87816. isReady(): boolean;
  87817. /**
  87818. * Returns the string "LineMesh"
  87819. */
  87820. getClassName(): string;
  87821. /**
  87822. * @hidden
  87823. */
  87824. /**
  87825. * @hidden
  87826. */
  87827. material: Material;
  87828. /**
  87829. * @hidden
  87830. */
  87831. readonly checkCollisions: boolean;
  87832. /** @hidden */
  87833. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87834. /** @hidden */
  87835. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87836. /**
  87837. * Disposes of the line mesh
  87838. * @param doNotRecurse If children should be disposed
  87839. */
  87840. dispose(doNotRecurse?: boolean): void;
  87841. /**
  87842. * Returns a new LineMesh object cloned from the current one.
  87843. */
  87844. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87845. /**
  87846. * Creates a new InstancedLinesMesh object from the mesh model.
  87847. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87848. * @param name defines the name of the new instance
  87849. * @returns a new InstancedLinesMesh
  87850. */
  87851. createInstance(name: string): InstancedLinesMesh;
  87852. }
  87853. /**
  87854. * Creates an instance based on a source LinesMesh
  87855. */
  87856. export class InstancedLinesMesh extends InstancedMesh {
  87857. /**
  87858. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87859. * This margin is expressed in world space coordinates, so its value may vary.
  87860. * Initilized with the intersectionThreshold value of the source LinesMesh
  87861. */
  87862. intersectionThreshold: number;
  87863. constructor(name: string, source: LinesMesh);
  87864. /**
  87865. * Returns the string "InstancedLinesMesh".
  87866. */
  87867. getClassName(): string;
  87868. }
  87869. }
  87870. declare module BABYLON {
  87871. /** @hidden */
  87872. export var linePixelShader: {
  87873. name: string;
  87874. shader: string;
  87875. };
  87876. }
  87877. declare module BABYLON {
  87878. /** @hidden */
  87879. export var lineVertexShader: {
  87880. name: string;
  87881. shader: string;
  87882. };
  87883. }
  87884. declare module BABYLON {
  87885. interface AbstractMesh {
  87886. /**
  87887. * Gets the edgesRenderer associated with the mesh
  87888. */
  87889. edgesRenderer: Nullable<EdgesRenderer>;
  87890. }
  87891. interface LinesMesh {
  87892. /**
  87893. * Enables the edge rendering mode on the mesh.
  87894. * This mode makes the mesh edges visible
  87895. * @param epsilon defines the maximal distance between two angles to detect a face
  87896. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87897. * @returns the currentAbstractMesh
  87898. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87899. */
  87900. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  87901. }
  87902. interface InstancedLinesMesh {
  87903. /**
  87904. * Enables the edge rendering mode on the mesh.
  87905. * This mode makes the mesh edges visible
  87906. * @param epsilon defines the maximal distance between two angles to detect a face
  87907. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87908. * @returns the current InstancedLinesMesh
  87909. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87910. */
  87911. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  87912. }
  87913. /**
  87914. * Defines the minimum contract an Edges renderer should follow.
  87915. */
  87916. export interface IEdgesRenderer extends IDisposable {
  87917. /**
  87918. * Gets or sets a boolean indicating if the edgesRenderer is active
  87919. */
  87920. isEnabled: boolean;
  87921. /**
  87922. * Renders the edges of the attached mesh,
  87923. */
  87924. render(): void;
  87925. /**
  87926. * Checks wether or not the edges renderer is ready to render.
  87927. * @return true if ready, otherwise false.
  87928. */
  87929. isReady(): boolean;
  87930. }
  87931. /**
  87932. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  87933. */
  87934. export class EdgesRenderer implements IEdgesRenderer {
  87935. /**
  87936. * Define the size of the edges with an orthographic camera
  87937. */
  87938. edgesWidthScalerForOrthographic: number;
  87939. /**
  87940. * Define the size of the edges with a perspective camera
  87941. */
  87942. edgesWidthScalerForPerspective: number;
  87943. protected _source: AbstractMesh;
  87944. protected _linesPositions: number[];
  87945. protected _linesNormals: number[];
  87946. protected _linesIndices: number[];
  87947. protected _epsilon: number;
  87948. protected _indicesCount: number;
  87949. protected _lineShader: ShaderMaterial;
  87950. protected _ib: DataBuffer;
  87951. protected _buffers: {
  87952. [key: string]: Nullable<VertexBuffer>;
  87953. };
  87954. protected _checkVerticesInsteadOfIndices: boolean;
  87955. private _meshRebuildObserver;
  87956. private _meshDisposeObserver;
  87957. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  87958. isEnabled: boolean;
  87959. /**
  87960. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  87961. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  87962. * @param source Mesh used to create edges
  87963. * @param epsilon sum of angles in adjacency to check for edge
  87964. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  87965. * @param generateEdgesLines - should generate Lines or only prepare resources.
  87966. */
  87967. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  87968. protected _prepareRessources(): void;
  87969. /** @hidden */
  87970. _rebuild(): void;
  87971. /**
  87972. * Releases the required resources for the edges renderer
  87973. */
  87974. dispose(): void;
  87975. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  87976. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  87977. /**
  87978. * Checks if the pair of p0 and p1 is en edge
  87979. * @param faceIndex
  87980. * @param edge
  87981. * @param faceNormals
  87982. * @param p0
  87983. * @param p1
  87984. * @private
  87985. */
  87986. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  87987. /**
  87988. * push line into the position, normal and index buffer
  87989. * @protected
  87990. */
  87991. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  87992. /**
  87993. * Generates lines edges from adjacencjes
  87994. * @private
  87995. */
  87996. _generateEdgesLines(): void;
  87997. /**
  87998. * Checks wether or not the edges renderer is ready to render.
  87999. * @return true if ready, otherwise false.
  88000. */
  88001. isReady(): boolean;
  88002. /**
  88003. * Renders the edges of the attached mesh,
  88004. */
  88005. render(): void;
  88006. }
  88007. /**
  88008. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  88009. */
  88010. export class LineEdgesRenderer extends EdgesRenderer {
  88011. /**
  88012. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  88013. * @param source LineMesh used to generate edges
  88014. * @param epsilon not important (specified angle for edge detection)
  88015. * @param checkVerticesInsteadOfIndices not important for LineMesh
  88016. */
  88017. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  88018. /**
  88019. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  88020. */
  88021. _generateEdgesLines(): void;
  88022. }
  88023. }
  88024. declare module BABYLON {
  88025. /**
  88026. * This represents the object necessary to create a rendering group.
  88027. * This is exclusively used and created by the rendering manager.
  88028. * To modify the behavior, you use the available helpers in your scene or meshes.
  88029. * @hidden
  88030. */
  88031. export class RenderingGroup {
  88032. index: number;
  88033. private static _zeroVector;
  88034. private _scene;
  88035. private _opaqueSubMeshes;
  88036. private _transparentSubMeshes;
  88037. private _alphaTestSubMeshes;
  88038. private _depthOnlySubMeshes;
  88039. private _particleSystems;
  88040. private _spriteManagers;
  88041. private _opaqueSortCompareFn;
  88042. private _alphaTestSortCompareFn;
  88043. private _transparentSortCompareFn;
  88044. private _renderOpaque;
  88045. private _renderAlphaTest;
  88046. private _renderTransparent;
  88047. /** @hidden */
  88048. _edgesRenderers: SmartArray<IEdgesRenderer>;
  88049. onBeforeTransparentRendering: () => void;
  88050. /**
  88051. * Set the opaque sort comparison function.
  88052. * If null the sub meshes will be render in the order they were created
  88053. */
  88054. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88055. /**
  88056. * Set the alpha test sort comparison function.
  88057. * If null the sub meshes will be render in the order they were created
  88058. */
  88059. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88060. /**
  88061. * Set the transparent sort comparison function.
  88062. * If null the sub meshes will be render in the order they were created
  88063. */
  88064. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88065. /**
  88066. * Creates a new rendering group.
  88067. * @param index The rendering group index
  88068. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  88069. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  88070. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  88071. */
  88072. 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>);
  88073. /**
  88074. * Render all the sub meshes contained in the group.
  88075. * @param customRenderFunction Used to override the default render behaviour of the group.
  88076. * @returns true if rendered some submeshes.
  88077. */
  88078. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  88079. /**
  88080. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  88081. * @param subMeshes The submeshes to render
  88082. */
  88083. private renderOpaqueSorted;
  88084. /**
  88085. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  88086. * @param subMeshes The submeshes to render
  88087. */
  88088. private renderAlphaTestSorted;
  88089. /**
  88090. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  88091. * @param subMeshes The submeshes to render
  88092. */
  88093. private renderTransparentSorted;
  88094. /**
  88095. * Renders the submeshes in a specified order.
  88096. * @param subMeshes The submeshes to sort before render
  88097. * @param sortCompareFn The comparison function use to sort
  88098. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  88099. * @param transparent Specifies to activate blending if true
  88100. */
  88101. private static renderSorted;
  88102. /**
  88103. * Renders the submeshes in the order they were dispatched (no sort applied).
  88104. * @param subMeshes The submeshes to render
  88105. */
  88106. private static renderUnsorted;
  88107. /**
  88108. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88109. * are rendered back to front if in the same alpha index.
  88110. *
  88111. * @param a The first submesh
  88112. * @param b The second submesh
  88113. * @returns The result of the comparison
  88114. */
  88115. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  88116. /**
  88117. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88118. * are rendered back to front.
  88119. *
  88120. * @param a The first submesh
  88121. * @param b The second submesh
  88122. * @returns The result of the comparison
  88123. */
  88124. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  88125. /**
  88126. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88127. * are rendered front to back (prevent overdraw).
  88128. *
  88129. * @param a The first submesh
  88130. * @param b The second submesh
  88131. * @returns The result of the comparison
  88132. */
  88133. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  88134. /**
  88135. * Resets the different lists of submeshes to prepare a new frame.
  88136. */
  88137. prepare(): void;
  88138. dispose(): void;
  88139. /**
  88140. * Inserts the submesh in its correct queue depending on its material.
  88141. * @param subMesh The submesh to dispatch
  88142. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88143. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88144. */
  88145. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88146. dispatchSprites(spriteManager: ISpriteManager): void;
  88147. dispatchParticles(particleSystem: IParticleSystem): void;
  88148. private _renderParticles;
  88149. private _renderSprites;
  88150. }
  88151. }
  88152. declare module BABYLON {
  88153. /**
  88154. * Interface describing the different options available in the rendering manager
  88155. * regarding Auto Clear between groups.
  88156. */
  88157. export interface IRenderingManagerAutoClearSetup {
  88158. /**
  88159. * Defines whether or not autoclear is enable.
  88160. */
  88161. autoClear: boolean;
  88162. /**
  88163. * Defines whether or not to autoclear the depth buffer.
  88164. */
  88165. depth: boolean;
  88166. /**
  88167. * Defines whether or not to autoclear the stencil buffer.
  88168. */
  88169. stencil: boolean;
  88170. }
  88171. /**
  88172. * This class is used by the onRenderingGroupObservable
  88173. */
  88174. export class RenderingGroupInfo {
  88175. /**
  88176. * The Scene that being rendered
  88177. */
  88178. scene: Scene;
  88179. /**
  88180. * The camera currently used for the rendering pass
  88181. */
  88182. camera: Nullable<Camera>;
  88183. /**
  88184. * The ID of the renderingGroup being processed
  88185. */
  88186. renderingGroupId: number;
  88187. }
  88188. /**
  88189. * This is the manager responsible of all the rendering for meshes sprites and particles.
  88190. * It is enable to manage the different groups as well as the different necessary sort functions.
  88191. * This should not be used directly aside of the few static configurations
  88192. */
  88193. export class RenderingManager {
  88194. /**
  88195. * The max id used for rendering groups (not included)
  88196. */
  88197. static MAX_RENDERINGGROUPS: number;
  88198. /**
  88199. * The min id used for rendering groups (included)
  88200. */
  88201. static MIN_RENDERINGGROUPS: number;
  88202. /**
  88203. * Used to globally prevent autoclearing scenes.
  88204. */
  88205. static AUTOCLEAR: boolean;
  88206. /**
  88207. * @hidden
  88208. */
  88209. _useSceneAutoClearSetup: boolean;
  88210. private _scene;
  88211. private _renderingGroups;
  88212. private _depthStencilBufferAlreadyCleaned;
  88213. private _autoClearDepthStencil;
  88214. private _customOpaqueSortCompareFn;
  88215. private _customAlphaTestSortCompareFn;
  88216. private _customTransparentSortCompareFn;
  88217. private _renderingGroupInfo;
  88218. /**
  88219. * Instantiates a new rendering group for a particular scene
  88220. * @param scene Defines the scene the groups belongs to
  88221. */
  88222. constructor(scene: Scene);
  88223. private _clearDepthStencilBuffer;
  88224. /**
  88225. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  88226. * @hidden
  88227. */
  88228. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  88229. /**
  88230. * Resets the different information of the group to prepare a new frame
  88231. * @hidden
  88232. */
  88233. reset(): void;
  88234. /**
  88235. * Dispose and release the group and its associated resources.
  88236. * @hidden
  88237. */
  88238. dispose(): void;
  88239. /**
  88240. * Clear the info related to rendering groups preventing retention points during dispose.
  88241. */
  88242. freeRenderingGroups(): void;
  88243. private _prepareRenderingGroup;
  88244. /**
  88245. * Add a sprite manager to the rendering manager in order to render it this frame.
  88246. * @param spriteManager Define the sprite manager to render
  88247. */
  88248. dispatchSprites(spriteManager: ISpriteManager): void;
  88249. /**
  88250. * Add a particle system to the rendering manager in order to render it this frame.
  88251. * @param particleSystem Define the particle system to render
  88252. */
  88253. dispatchParticles(particleSystem: IParticleSystem): void;
  88254. /**
  88255. * Add a submesh to the manager in order to render it this frame
  88256. * @param subMesh The submesh to dispatch
  88257. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88258. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88259. */
  88260. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88261. /**
  88262. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88263. * This allowed control for front to back rendering or reversly depending of the special needs.
  88264. *
  88265. * @param renderingGroupId The rendering group id corresponding to its index
  88266. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88267. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88268. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88269. */
  88270. 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;
  88271. /**
  88272. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88273. *
  88274. * @param renderingGroupId The rendering group id corresponding to its index
  88275. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88276. * @param depth Automatically clears depth between groups if true and autoClear is true.
  88277. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  88278. */
  88279. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  88280. /**
  88281. * Gets the current auto clear configuration for one rendering group of the rendering
  88282. * manager.
  88283. * @param index the rendering group index to get the information for
  88284. * @returns The auto clear setup for the requested rendering group
  88285. */
  88286. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  88287. }
  88288. }
  88289. declare module BABYLON {
  88290. /**
  88291. * This Helps creating a texture that will be created from a camera in your scene.
  88292. * It is basically a dynamic texture that could be used to create special effects for instance.
  88293. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  88294. */
  88295. export class RenderTargetTexture extends Texture {
  88296. isCube: boolean;
  88297. /**
  88298. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  88299. */
  88300. static readonly REFRESHRATE_RENDER_ONCE: number;
  88301. /**
  88302. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  88303. */
  88304. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  88305. /**
  88306. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  88307. * the central point of your effect and can save a lot of performances.
  88308. */
  88309. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  88310. /**
  88311. * Use this predicate to dynamically define the list of mesh you want to render.
  88312. * If set, the renderList property will be overwritten.
  88313. */
  88314. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  88315. private _renderList;
  88316. /**
  88317. * Use this list to define the list of mesh you want to render.
  88318. */
  88319. renderList: Nullable<Array<AbstractMesh>>;
  88320. private _hookArray;
  88321. /**
  88322. * Define if particles should be rendered in your texture.
  88323. */
  88324. renderParticles: boolean;
  88325. /**
  88326. * Define if sprites should be rendered in your texture.
  88327. */
  88328. renderSprites: boolean;
  88329. /**
  88330. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  88331. */
  88332. coordinatesMode: number;
  88333. /**
  88334. * Define the camera used to render the texture.
  88335. */
  88336. activeCamera: Nullable<Camera>;
  88337. /**
  88338. * Override the render function of the texture with your own one.
  88339. */
  88340. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  88341. /**
  88342. * Define if camera post processes should be use while rendering the texture.
  88343. */
  88344. useCameraPostProcesses: boolean;
  88345. /**
  88346. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  88347. */
  88348. ignoreCameraViewport: boolean;
  88349. private _postProcessManager;
  88350. private _postProcesses;
  88351. private _resizeObserver;
  88352. /**
  88353. * An event triggered when the texture is unbind.
  88354. */
  88355. onBeforeBindObservable: Observable<RenderTargetTexture>;
  88356. /**
  88357. * An event triggered when the texture is unbind.
  88358. */
  88359. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  88360. private _onAfterUnbindObserver;
  88361. /**
  88362. * Set a after unbind callback in the texture.
  88363. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  88364. */
  88365. onAfterUnbind: () => void;
  88366. /**
  88367. * An event triggered before rendering the texture
  88368. */
  88369. onBeforeRenderObservable: Observable<number>;
  88370. private _onBeforeRenderObserver;
  88371. /**
  88372. * Set a before render callback in the texture.
  88373. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  88374. */
  88375. onBeforeRender: (faceIndex: number) => void;
  88376. /**
  88377. * An event triggered after rendering the texture
  88378. */
  88379. onAfterRenderObservable: Observable<number>;
  88380. private _onAfterRenderObserver;
  88381. /**
  88382. * Set a after render callback in the texture.
  88383. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  88384. */
  88385. onAfterRender: (faceIndex: number) => void;
  88386. /**
  88387. * An event triggered after the texture clear
  88388. */
  88389. onClearObservable: Observable<Engine>;
  88390. private _onClearObserver;
  88391. /**
  88392. * Set a clear callback in the texture.
  88393. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  88394. */
  88395. onClear: (Engine: Engine) => void;
  88396. /**
  88397. * An event triggered when the texture is resized.
  88398. */
  88399. onResizeObservable: Observable<RenderTargetTexture>;
  88400. /**
  88401. * Define the clear color of the Render Target if it should be different from the scene.
  88402. */
  88403. clearColor: Color4;
  88404. protected _size: number | {
  88405. width: number;
  88406. height: number;
  88407. };
  88408. protected _initialSizeParameter: number | {
  88409. width: number;
  88410. height: number;
  88411. } | {
  88412. ratio: number;
  88413. };
  88414. protected _sizeRatio: Nullable<number>;
  88415. /** @hidden */
  88416. _generateMipMaps: boolean;
  88417. protected _renderingManager: RenderingManager;
  88418. /** @hidden */
  88419. _waitingRenderList: string[];
  88420. protected _doNotChangeAspectRatio: boolean;
  88421. protected _currentRefreshId: number;
  88422. protected _refreshRate: number;
  88423. protected _textureMatrix: Matrix;
  88424. protected _samples: number;
  88425. protected _renderTargetOptions: RenderTargetCreationOptions;
  88426. /**
  88427. * Gets render target creation options that were used.
  88428. */
  88429. readonly renderTargetOptions: RenderTargetCreationOptions;
  88430. protected _engine: Engine;
  88431. protected _onRatioRescale(): void;
  88432. /**
  88433. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  88434. * It must define where the camera used to render the texture is set
  88435. */
  88436. boundingBoxPosition: Vector3;
  88437. private _boundingBoxSize;
  88438. /**
  88439. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  88440. * When defined, the cubemap will switch to local mode
  88441. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  88442. * @example https://www.babylonjs-playground.com/#RNASML
  88443. */
  88444. boundingBoxSize: Vector3;
  88445. /**
  88446. * In case the RTT has been created with a depth texture, get the associated
  88447. * depth texture.
  88448. * Otherwise, return null.
  88449. */
  88450. depthStencilTexture: Nullable<InternalTexture>;
  88451. /**
  88452. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  88453. * or used a shadow, depth texture...
  88454. * @param name The friendly name of the texture
  88455. * @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)
  88456. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  88457. * @param generateMipMaps True if mip maps need to be generated after render.
  88458. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  88459. * @param type The type of the buffer in the RTT (int, half float, float...)
  88460. * @param isCube True if a cube texture needs to be created
  88461. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  88462. * @param generateDepthBuffer True to generate a depth buffer
  88463. * @param generateStencilBuffer True to generate a stencil buffer
  88464. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  88465. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  88466. * @param delayAllocation if the texture allocation should be delayed (default: false)
  88467. */
  88468. constructor(name: string, size: number | {
  88469. width: number;
  88470. height: number;
  88471. } | {
  88472. ratio: number;
  88473. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  88474. /**
  88475. * Creates a depth stencil texture.
  88476. * This is only available in WebGL 2 or with the depth texture extension available.
  88477. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  88478. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  88479. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  88480. */
  88481. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  88482. private _processSizeParameter;
  88483. /**
  88484. * Define the number of samples to use in case of MSAA.
  88485. * It defaults to one meaning no MSAA has been enabled.
  88486. */
  88487. samples: number;
  88488. /**
  88489. * Resets the refresh counter of the texture and start bak from scratch.
  88490. * Could be useful to regenerate the texture if it is setup to render only once.
  88491. */
  88492. resetRefreshCounter(): void;
  88493. /**
  88494. * Define the refresh rate of the texture or the rendering frequency.
  88495. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  88496. */
  88497. refreshRate: number;
  88498. /**
  88499. * Adds a post process to the render target rendering passes.
  88500. * @param postProcess define the post process to add
  88501. */
  88502. addPostProcess(postProcess: PostProcess): void;
  88503. /**
  88504. * Clear all the post processes attached to the render target
  88505. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  88506. */
  88507. clearPostProcesses(dispose?: boolean): void;
  88508. /**
  88509. * Remove one of the post process from the list of attached post processes to the texture
  88510. * @param postProcess define the post process to remove from the list
  88511. */
  88512. removePostProcess(postProcess: PostProcess): void;
  88513. /** @hidden */
  88514. _shouldRender(): boolean;
  88515. /**
  88516. * Gets the actual render size of the texture.
  88517. * @returns the width of the render size
  88518. */
  88519. getRenderSize(): number;
  88520. /**
  88521. * Gets the actual render width of the texture.
  88522. * @returns the width of the render size
  88523. */
  88524. getRenderWidth(): number;
  88525. /**
  88526. * Gets the actual render height of the texture.
  88527. * @returns the height of the render size
  88528. */
  88529. getRenderHeight(): number;
  88530. /**
  88531. * Get if the texture can be rescaled or not.
  88532. */
  88533. readonly canRescale: boolean;
  88534. /**
  88535. * Resize the texture using a ratio.
  88536. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  88537. */
  88538. scale(ratio: number): void;
  88539. /**
  88540. * Get the texture reflection matrix used to rotate/transform the reflection.
  88541. * @returns the reflection matrix
  88542. */
  88543. getReflectionTextureMatrix(): Matrix;
  88544. /**
  88545. * Resize the texture to a new desired size.
  88546. * Be carrefull as it will recreate all the data in the new texture.
  88547. * @param size Define the new size. It can be:
  88548. * - a number for squared texture,
  88549. * - an object containing { width: number, height: number }
  88550. * - or an object containing a ratio { ratio: number }
  88551. */
  88552. resize(size: number | {
  88553. width: number;
  88554. height: number;
  88555. } | {
  88556. ratio: number;
  88557. }): void;
  88558. /**
  88559. * Renders all the objects from the render list into the texture.
  88560. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  88561. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  88562. */
  88563. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  88564. private _bestReflectionRenderTargetDimension;
  88565. /**
  88566. * @hidden
  88567. * @param faceIndex face index to bind to if this is a cubetexture
  88568. */
  88569. _bindFrameBuffer(faceIndex?: number): void;
  88570. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  88571. private renderToTarget;
  88572. /**
  88573. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88574. * This allowed control for front to back rendering or reversly depending of the special needs.
  88575. *
  88576. * @param renderingGroupId The rendering group id corresponding to its index
  88577. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88578. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88579. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88580. */
  88581. 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;
  88582. /**
  88583. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88584. *
  88585. * @param renderingGroupId The rendering group id corresponding to its index
  88586. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88587. */
  88588. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  88589. /**
  88590. * Clones the texture.
  88591. * @returns the cloned texture
  88592. */
  88593. clone(): RenderTargetTexture;
  88594. /**
  88595. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88596. * @returns The JSON representation of the texture
  88597. */
  88598. serialize(): any;
  88599. /**
  88600. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  88601. */
  88602. disposeFramebufferObjects(): void;
  88603. /**
  88604. * Dispose the texture and release its associated resources.
  88605. */
  88606. dispose(): void;
  88607. /** @hidden */
  88608. _rebuild(): void;
  88609. /**
  88610. * Clear the info related to rendering groups preventing retention point in material dispose.
  88611. */
  88612. freeRenderingGroups(): void;
  88613. /**
  88614. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  88615. * @returns the view count
  88616. */
  88617. getViewCount(): number;
  88618. }
  88619. }
  88620. declare module BABYLON {
  88621. /**
  88622. * Options for compiling materials.
  88623. */
  88624. export interface IMaterialCompilationOptions {
  88625. /**
  88626. * Defines whether clip planes are enabled.
  88627. */
  88628. clipPlane: boolean;
  88629. /**
  88630. * Defines whether instances are enabled.
  88631. */
  88632. useInstances: boolean;
  88633. }
  88634. /**
  88635. * Base class for the main features of a material in Babylon.js
  88636. */
  88637. export class Material implements IAnimatable {
  88638. /**
  88639. * Returns the triangle fill mode
  88640. */
  88641. static readonly TriangleFillMode: number;
  88642. /**
  88643. * Returns the wireframe mode
  88644. */
  88645. static readonly WireFrameFillMode: number;
  88646. /**
  88647. * Returns the point fill mode
  88648. */
  88649. static readonly PointFillMode: number;
  88650. /**
  88651. * Returns the point list draw mode
  88652. */
  88653. static readonly PointListDrawMode: number;
  88654. /**
  88655. * Returns the line list draw mode
  88656. */
  88657. static readonly LineListDrawMode: number;
  88658. /**
  88659. * Returns the line loop draw mode
  88660. */
  88661. static readonly LineLoopDrawMode: number;
  88662. /**
  88663. * Returns the line strip draw mode
  88664. */
  88665. static readonly LineStripDrawMode: number;
  88666. /**
  88667. * Returns the triangle strip draw mode
  88668. */
  88669. static readonly TriangleStripDrawMode: number;
  88670. /**
  88671. * Returns the triangle fan draw mode
  88672. */
  88673. static readonly TriangleFanDrawMode: number;
  88674. /**
  88675. * Stores the clock-wise side orientation
  88676. */
  88677. static readonly ClockWiseSideOrientation: number;
  88678. /**
  88679. * Stores the counter clock-wise side orientation
  88680. */
  88681. static readonly CounterClockWiseSideOrientation: number;
  88682. /**
  88683. * The dirty texture flag value
  88684. */
  88685. static readonly TextureDirtyFlag: number;
  88686. /**
  88687. * The dirty light flag value
  88688. */
  88689. static readonly LightDirtyFlag: number;
  88690. /**
  88691. * The dirty fresnel flag value
  88692. */
  88693. static readonly FresnelDirtyFlag: number;
  88694. /**
  88695. * The dirty attribute flag value
  88696. */
  88697. static readonly AttributesDirtyFlag: number;
  88698. /**
  88699. * The dirty misc flag value
  88700. */
  88701. static readonly MiscDirtyFlag: number;
  88702. /**
  88703. * The all dirty flag value
  88704. */
  88705. static readonly AllDirtyFlag: number;
  88706. /**
  88707. * The ID of the material
  88708. */
  88709. id: string;
  88710. /**
  88711. * Gets or sets the unique id of the material
  88712. */
  88713. uniqueId: number;
  88714. /**
  88715. * The name of the material
  88716. */
  88717. name: string;
  88718. /**
  88719. * Gets or sets user defined metadata
  88720. */
  88721. metadata: any;
  88722. /**
  88723. * For internal use only. Please do not use.
  88724. */
  88725. reservedDataStore: any;
  88726. /**
  88727. * Specifies if the ready state should be checked on each call
  88728. */
  88729. checkReadyOnEveryCall: boolean;
  88730. /**
  88731. * Specifies if the ready state should be checked once
  88732. */
  88733. checkReadyOnlyOnce: boolean;
  88734. /**
  88735. * The state of the material
  88736. */
  88737. state: string;
  88738. /**
  88739. * The alpha value of the material
  88740. */
  88741. protected _alpha: number;
  88742. /**
  88743. * List of inspectable custom properties (used by the Inspector)
  88744. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88745. */
  88746. inspectableCustomProperties: IInspectable[];
  88747. /**
  88748. * Sets the alpha value of the material
  88749. */
  88750. /**
  88751. * Gets the alpha value of the material
  88752. */
  88753. alpha: number;
  88754. /**
  88755. * Specifies if back face culling is enabled
  88756. */
  88757. protected _backFaceCulling: boolean;
  88758. /**
  88759. * Sets the back-face culling state
  88760. */
  88761. /**
  88762. * Gets the back-face culling state
  88763. */
  88764. backFaceCulling: boolean;
  88765. /**
  88766. * Stores the value for side orientation
  88767. */
  88768. sideOrientation: number;
  88769. /**
  88770. * Callback triggered when the material is compiled
  88771. */
  88772. onCompiled: Nullable<(effect: Effect) => void>;
  88773. /**
  88774. * Callback triggered when an error occurs
  88775. */
  88776. onError: Nullable<(effect: Effect, errors: string) => void>;
  88777. /**
  88778. * Callback triggered to get the render target textures
  88779. */
  88780. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88781. /**
  88782. * Gets a boolean indicating that current material needs to register RTT
  88783. */
  88784. readonly hasRenderTargetTextures: boolean;
  88785. /**
  88786. * Specifies if the material should be serialized
  88787. */
  88788. doNotSerialize: boolean;
  88789. /**
  88790. * @hidden
  88791. */
  88792. _storeEffectOnSubMeshes: boolean;
  88793. /**
  88794. * Stores the animations for the material
  88795. */
  88796. animations: Nullable<Array<Animation>>;
  88797. /**
  88798. * An event triggered when the material is disposed
  88799. */
  88800. onDisposeObservable: Observable<Material>;
  88801. /**
  88802. * An observer which watches for dispose events
  88803. */
  88804. private _onDisposeObserver;
  88805. private _onUnBindObservable;
  88806. /**
  88807. * Called during a dispose event
  88808. */
  88809. onDispose: () => void;
  88810. private _onBindObservable;
  88811. /**
  88812. * An event triggered when the material is bound
  88813. */
  88814. readonly onBindObservable: Observable<AbstractMesh>;
  88815. /**
  88816. * An observer which watches for bind events
  88817. */
  88818. private _onBindObserver;
  88819. /**
  88820. * Called during a bind event
  88821. */
  88822. onBind: (Mesh: AbstractMesh) => void;
  88823. /**
  88824. * An event triggered when the material is unbound
  88825. */
  88826. readonly onUnBindObservable: Observable<Material>;
  88827. /**
  88828. * Stores the value of the alpha mode
  88829. */
  88830. private _alphaMode;
  88831. /**
  88832. * Sets the value of the alpha mode.
  88833. *
  88834. * | Value | Type | Description |
  88835. * | --- | --- | --- |
  88836. * | 0 | ALPHA_DISABLE | |
  88837. * | 1 | ALPHA_ADD | |
  88838. * | 2 | ALPHA_COMBINE | |
  88839. * | 3 | ALPHA_SUBTRACT | |
  88840. * | 4 | ALPHA_MULTIPLY | |
  88841. * | 5 | ALPHA_MAXIMIZED | |
  88842. * | 6 | ALPHA_ONEONE | |
  88843. * | 7 | ALPHA_PREMULTIPLIED | |
  88844. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  88845. * | 9 | ALPHA_INTERPOLATE | |
  88846. * | 10 | ALPHA_SCREENMODE | |
  88847. *
  88848. */
  88849. /**
  88850. * Gets the value of the alpha mode
  88851. */
  88852. alphaMode: number;
  88853. /**
  88854. * Stores the state of the need depth pre-pass value
  88855. */
  88856. private _needDepthPrePass;
  88857. /**
  88858. * Sets the need depth pre-pass value
  88859. */
  88860. /**
  88861. * Gets the depth pre-pass value
  88862. */
  88863. needDepthPrePass: boolean;
  88864. /**
  88865. * Specifies if depth writing should be disabled
  88866. */
  88867. disableDepthWrite: boolean;
  88868. /**
  88869. * Specifies if depth writing should be forced
  88870. */
  88871. forceDepthWrite: boolean;
  88872. /**
  88873. * Specifies the depth function that should be used. 0 means the default engine function
  88874. */
  88875. depthFunction: number;
  88876. /**
  88877. * Specifies if there should be a separate pass for culling
  88878. */
  88879. separateCullingPass: boolean;
  88880. /**
  88881. * Stores the state specifing if fog should be enabled
  88882. */
  88883. private _fogEnabled;
  88884. /**
  88885. * Sets the state for enabling fog
  88886. */
  88887. /**
  88888. * Gets the value of the fog enabled state
  88889. */
  88890. fogEnabled: boolean;
  88891. /**
  88892. * Stores the size of points
  88893. */
  88894. pointSize: number;
  88895. /**
  88896. * Stores the z offset value
  88897. */
  88898. zOffset: number;
  88899. /**
  88900. * Gets a value specifying if wireframe mode is enabled
  88901. */
  88902. /**
  88903. * Sets the state of wireframe mode
  88904. */
  88905. wireframe: boolean;
  88906. /**
  88907. * Gets the value specifying if point clouds are enabled
  88908. */
  88909. /**
  88910. * Sets the state of point cloud mode
  88911. */
  88912. pointsCloud: boolean;
  88913. /**
  88914. * Gets the material fill mode
  88915. */
  88916. /**
  88917. * Sets the material fill mode
  88918. */
  88919. fillMode: number;
  88920. /**
  88921. * @hidden
  88922. * Stores the effects for the material
  88923. */
  88924. _effect: Nullable<Effect>;
  88925. /**
  88926. * @hidden
  88927. * Specifies if the material was previously ready
  88928. */
  88929. _wasPreviouslyReady: boolean;
  88930. /**
  88931. * Specifies if uniform buffers should be used
  88932. */
  88933. private _useUBO;
  88934. /**
  88935. * Stores a reference to the scene
  88936. */
  88937. private _scene;
  88938. /**
  88939. * Stores the fill mode state
  88940. */
  88941. private _fillMode;
  88942. /**
  88943. * Specifies if the depth write state should be cached
  88944. */
  88945. private _cachedDepthWriteState;
  88946. /**
  88947. * Specifies if the depth function state should be cached
  88948. */
  88949. private _cachedDepthFunctionState;
  88950. /**
  88951. * Stores the uniform buffer
  88952. */
  88953. protected _uniformBuffer: UniformBuffer;
  88954. /** @hidden */
  88955. _indexInSceneMaterialArray: number;
  88956. /** @hidden */
  88957. meshMap: Nullable<{
  88958. [id: string]: AbstractMesh | undefined;
  88959. }>;
  88960. /**
  88961. * Creates a material instance
  88962. * @param name defines the name of the material
  88963. * @param scene defines the scene to reference
  88964. * @param doNotAdd specifies if the material should be added to the scene
  88965. */
  88966. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  88967. /**
  88968. * Returns a string representation of the current material
  88969. * @param fullDetails defines a boolean indicating which levels of logging is desired
  88970. * @returns a string with material information
  88971. */
  88972. toString(fullDetails?: boolean): string;
  88973. /**
  88974. * Gets the class name of the material
  88975. * @returns a string with the class name of the material
  88976. */
  88977. getClassName(): string;
  88978. /**
  88979. * Specifies if updates for the material been locked
  88980. */
  88981. readonly isFrozen: boolean;
  88982. /**
  88983. * Locks updates for the material
  88984. */
  88985. freeze(): void;
  88986. /**
  88987. * Unlocks updates for the material
  88988. */
  88989. unfreeze(): void;
  88990. /**
  88991. * Specifies if the material is ready to be used
  88992. * @param mesh defines the mesh to check
  88993. * @param useInstances specifies if instances should be used
  88994. * @returns a boolean indicating if the material is ready to be used
  88995. */
  88996. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88997. /**
  88998. * Specifies that the submesh is ready to be used
  88999. * @param mesh defines the mesh to check
  89000. * @param subMesh defines which submesh to check
  89001. * @param useInstances specifies that instances should be used
  89002. * @returns a boolean indicating that the submesh is ready or not
  89003. */
  89004. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89005. /**
  89006. * Returns the material effect
  89007. * @returns the effect associated with the material
  89008. */
  89009. getEffect(): Nullable<Effect>;
  89010. /**
  89011. * Returns the current scene
  89012. * @returns a Scene
  89013. */
  89014. getScene(): Scene;
  89015. /**
  89016. * Specifies if the material will require alpha blending
  89017. * @returns a boolean specifying if alpha blending is needed
  89018. */
  89019. needAlphaBlending(): boolean;
  89020. /**
  89021. * Specifies if the mesh will require alpha blending
  89022. * @param mesh defines the mesh to check
  89023. * @returns a boolean specifying if alpha blending is needed for the mesh
  89024. */
  89025. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  89026. /**
  89027. * Specifies if this material should be rendered in alpha test mode
  89028. * @returns a boolean specifying if an alpha test is needed.
  89029. */
  89030. needAlphaTesting(): boolean;
  89031. /**
  89032. * Gets the texture used for the alpha test
  89033. * @returns the texture to use for alpha testing
  89034. */
  89035. getAlphaTestTexture(): Nullable<BaseTexture>;
  89036. /**
  89037. * Marks the material to indicate that it needs to be re-calculated
  89038. */
  89039. markDirty(): void;
  89040. /** @hidden */
  89041. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  89042. /**
  89043. * Binds the material to the mesh
  89044. * @param world defines the world transformation matrix
  89045. * @param mesh defines the mesh to bind the material to
  89046. */
  89047. bind(world: Matrix, mesh?: Mesh): void;
  89048. /**
  89049. * Binds the submesh to the material
  89050. * @param world defines the world transformation matrix
  89051. * @param mesh defines the mesh containing the submesh
  89052. * @param subMesh defines the submesh to bind the material to
  89053. */
  89054. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  89055. /**
  89056. * Binds the world matrix to the material
  89057. * @param world defines the world transformation matrix
  89058. */
  89059. bindOnlyWorldMatrix(world: Matrix): void;
  89060. /**
  89061. * Binds the scene's uniform buffer to the effect.
  89062. * @param effect defines the effect to bind to the scene uniform buffer
  89063. * @param sceneUbo defines the uniform buffer storing scene data
  89064. */
  89065. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  89066. /**
  89067. * Binds the view matrix to the effect
  89068. * @param effect defines the effect to bind the view matrix to
  89069. */
  89070. bindView(effect: Effect): void;
  89071. /**
  89072. * Binds the view projection matrix to the effect
  89073. * @param effect defines the effect to bind the view projection matrix to
  89074. */
  89075. bindViewProjection(effect: Effect): void;
  89076. /**
  89077. * Specifies if material alpha testing should be turned on for the mesh
  89078. * @param mesh defines the mesh to check
  89079. */
  89080. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  89081. /**
  89082. * Processes to execute after binding the material to a mesh
  89083. * @param mesh defines the rendered mesh
  89084. */
  89085. protected _afterBind(mesh?: Mesh): void;
  89086. /**
  89087. * Unbinds the material from the mesh
  89088. */
  89089. unbind(): void;
  89090. /**
  89091. * Gets the active textures from the material
  89092. * @returns an array of textures
  89093. */
  89094. getActiveTextures(): BaseTexture[];
  89095. /**
  89096. * Specifies if the material uses a texture
  89097. * @param texture defines the texture to check against the material
  89098. * @returns a boolean specifying if the material uses the texture
  89099. */
  89100. hasTexture(texture: BaseTexture): boolean;
  89101. /**
  89102. * Makes a duplicate of the material, and gives it a new name
  89103. * @param name defines the new name for the duplicated material
  89104. * @returns the cloned material
  89105. */
  89106. clone(name: string): Nullable<Material>;
  89107. /**
  89108. * Gets the meshes bound to the material
  89109. * @returns an array of meshes bound to the material
  89110. */
  89111. getBindedMeshes(): AbstractMesh[];
  89112. /**
  89113. * Force shader compilation
  89114. * @param mesh defines the mesh associated with this material
  89115. * @param onCompiled defines a function to execute once the material is compiled
  89116. * @param options defines the options to configure the compilation
  89117. * @param onError defines a function to execute if the material fails compiling
  89118. */
  89119. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  89120. /**
  89121. * Force shader compilation
  89122. * @param mesh defines the mesh that will use this material
  89123. * @param options defines additional options for compiling the shaders
  89124. * @returns a promise that resolves when the compilation completes
  89125. */
  89126. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  89127. private static readonly _AllDirtyCallBack;
  89128. private static readonly _ImageProcessingDirtyCallBack;
  89129. private static readonly _TextureDirtyCallBack;
  89130. private static readonly _FresnelDirtyCallBack;
  89131. private static readonly _MiscDirtyCallBack;
  89132. private static readonly _LightsDirtyCallBack;
  89133. private static readonly _AttributeDirtyCallBack;
  89134. private static _FresnelAndMiscDirtyCallBack;
  89135. private static _TextureAndMiscDirtyCallBack;
  89136. private static readonly _DirtyCallbackArray;
  89137. private static readonly _RunDirtyCallBacks;
  89138. /**
  89139. * Marks a define in the material to indicate that it needs to be re-computed
  89140. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  89141. */
  89142. markAsDirty(flag: number): void;
  89143. /**
  89144. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  89145. * @param func defines a function which checks material defines against the submeshes
  89146. */
  89147. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  89148. /**
  89149. * Indicates that we need to re-calculated for all submeshes
  89150. */
  89151. protected _markAllSubMeshesAsAllDirty(): void;
  89152. /**
  89153. * Indicates that image processing needs to be re-calculated for all submeshes
  89154. */
  89155. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  89156. /**
  89157. * Indicates that textures need to be re-calculated for all submeshes
  89158. */
  89159. protected _markAllSubMeshesAsTexturesDirty(): void;
  89160. /**
  89161. * Indicates that fresnel needs to be re-calculated for all submeshes
  89162. */
  89163. protected _markAllSubMeshesAsFresnelDirty(): void;
  89164. /**
  89165. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  89166. */
  89167. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  89168. /**
  89169. * Indicates that lights need to be re-calculated for all submeshes
  89170. */
  89171. protected _markAllSubMeshesAsLightsDirty(): void;
  89172. /**
  89173. * Indicates that attributes need to be re-calculated for all submeshes
  89174. */
  89175. protected _markAllSubMeshesAsAttributesDirty(): void;
  89176. /**
  89177. * Indicates that misc needs to be re-calculated for all submeshes
  89178. */
  89179. protected _markAllSubMeshesAsMiscDirty(): void;
  89180. /**
  89181. * Indicates that textures and misc need to be re-calculated for all submeshes
  89182. */
  89183. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  89184. /**
  89185. * Disposes the material
  89186. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  89187. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  89188. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  89189. */
  89190. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  89191. /** @hidden */
  89192. private releaseVertexArrayObject;
  89193. /**
  89194. * Serializes this material
  89195. * @returns the serialized material object
  89196. */
  89197. serialize(): any;
  89198. /**
  89199. * Creates a material from parsed material data
  89200. * @param parsedMaterial defines parsed material data
  89201. * @param scene defines the hosting scene
  89202. * @param rootUrl defines the root URL to use to load textures
  89203. * @returns a new material
  89204. */
  89205. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  89206. }
  89207. }
  89208. declare module BABYLON {
  89209. /**
  89210. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89211. * separate meshes. This can be use to improve performances.
  89212. * @see http://doc.babylonjs.com/how_to/multi_materials
  89213. */
  89214. export class MultiMaterial extends Material {
  89215. private _subMaterials;
  89216. /**
  89217. * Gets or Sets the list of Materials used within the multi material.
  89218. * They need to be ordered according to the submeshes order in the associated mesh
  89219. */
  89220. subMaterials: Nullable<Material>[];
  89221. /**
  89222. * Function used to align with Node.getChildren()
  89223. * @returns the list of Materials used within the multi material
  89224. */
  89225. getChildren(): Nullable<Material>[];
  89226. /**
  89227. * Instantiates a new Multi Material
  89228. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89229. * separate meshes. This can be use to improve performances.
  89230. * @see http://doc.babylonjs.com/how_to/multi_materials
  89231. * @param name Define the name in the scene
  89232. * @param scene Define the scene the material belongs to
  89233. */
  89234. constructor(name: string, scene: Scene);
  89235. private _hookArray;
  89236. /**
  89237. * Get one of the submaterial by its index in the submaterials array
  89238. * @param index The index to look the sub material at
  89239. * @returns The Material if the index has been defined
  89240. */
  89241. getSubMaterial(index: number): Nullable<Material>;
  89242. /**
  89243. * Get the list of active textures for the whole sub materials list.
  89244. * @returns All the textures that will be used during the rendering
  89245. */
  89246. getActiveTextures(): BaseTexture[];
  89247. /**
  89248. * Gets the current class name of the material e.g. "MultiMaterial"
  89249. * Mainly use in serialization.
  89250. * @returns the class name
  89251. */
  89252. getClassName(): string;
  89253. /**
  89254. * Checks if the material is ready to render the requested sub mesh
  89255. * @param mesh Define the mesh the submesh belongs to
  89256. * @param subMesh Define the sub mesh to look readyness for
  89257. * @param useInstances Define whether or not the material is used with instances
  89258. * @returns true if ready, otherwise false
  89259. */
  89260. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89261. /**
  89262. * Clones the current material and its related sub materials
  89263. * @param name Define the name of the newly cloned material
  89264. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  89265. * @returns the cloned material
  89266. */
  89267. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  89268. /**
  89269. * Serializes the materials into a JSON representation.
  89270. * @returns the JSON representation
  89271. */
  89272. serialize(): any;
  89273. /**
  89274. * Dispose the material and release its associated resources
  89275. * @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)
  89276. * @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)
  89277. * @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)
  89278. */
  89279. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  89280. /**
  89281. * Creates a MultiMaterial from parsed MultiMaterial data.
  89282. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  89283. * @param scene defines the hosting scene
  89284. * @returns a new MultiMaterial
  89285. */
  89286. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  89287. }
  89288. }
  89289. declare module BABYLON {
  89290. /**
  89291. * Base class for submeshes
  89292. */
  89293. export class BaseSubMesh {
  89294. /** @hidden */
  89295. _materialDefines: Nullable<MaterialDefines>;
  89296. /** @hidden */
  89297. _materialEffect: Nullable<Effect>;
  89298. /**
  89299. * Gets associated effect
  89300. */
  89301. readonly effect: Nullable<Effect>;
  89302. /**
  89303. * Sets associated effect (effect used to render this submesh)
  89304. * @param effect defines the effect to associate with
  89305. * @param defines defines the set of defines used to compile this effect
  89306. */
  89307. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  89308. }
  89309. /**
  89310. * Defines a subdivision inside a mesh
  89311. */
  89312. export class SubMesh extends BaseSubMesh implements ICullable {
  89313. /** the material index to use */
  89314. materialIndex: number;
  89315. /** vertex index start */
  89316. verticesStart: number;
  89317. /** vertices count */
  89318. verticesCount: number;
  89319. /** index start */
  89320. indexStart: number;
  89321. /** indices count */
  89322. indexCount: number;
  89323. /** @hidden */
  89324. _linesIndexCount: number;
  89325. private _mesh;
  89326. private _renderingMesh;
  89327. private _boundingInfo;
  89328. private _linesIndexBuffer;
  89329. /** @hidden */
  89330. _lastColliderWorldVertices: Nullable<Vector3[]>;
  89331. /** @hidden */
  89332. _trianglePlanes: Plane[];
  89333. /** @hidden */
  89334. _lastColliderTransformMatrix: Nullable<Matrix>;
  89335. /** @hidden */
  89336. _renderId: number;
  89337. /** @hidden */
  89338. _alphaIndex: number;
  89339. /** @hidden */
  89340. _distanceToCamera: number;
  89341. /** @hidden */
  89342. _id: number;
  89343. private _currentMaterial;
  89344. /**
  89345. * Add a new submesh to a mesh
  89346. * @param materialIndex defines the material index to use
  89347. * @param verticesStart defines vertex index start
  89348. * @param verticesCount defines vertices count
  89349. * @param indexStart defines index start
  89350. * @param indexCount defines indices count
  89351. * @param mesh defines the parent mesh
  89352. * @param renderingMesh defines an optional rendering mesh
  89353. * @param createBoundingBox defines if bounding box should be created for this submesh
  89354. * @returns the new submesh
  89355. */
  89356. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  89357. /**
  89358. * Creates a new submesh
  89359. * @param materialIndex defines the material index to use
  89360. * @param verticesStart defines vertex index start
  89361. * @param verticesCount defines vertices count
  89362. * @param indexStart defines index start
  89363. * @param indexCount defines indices count
  89364. * @param mesh defines the parent mesh
  89365. * @param renderingMesh defines an optional rendering mesh
  89366. * @param createBoundingBox defines if bounding box should be created for this submesh
  89367. */
  89368. constructor(
  89369. /** the material index to use */
  89370. materialIndex: number,
  89371. /** vertex index start */
  89372. verticesStart: number,
  89373. /** vertices count */
  89374. verticesCount: number,
  89375. /** index start */
  89376. indexStart: number,
  89377. /** indices count */
  89378. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  89379. /**
  89380. * Returns true if this submesh covers the entire parent mesh
  89381. * @ignorenaming
  89382. */
  89383. readonly IsGlobal: boolean;
  89384. /**
  89385. * Returns the submesh BoudingInfo object
  89386. * @returns current bounding info (or mesh's one if the submesh is global)
  89387. */
  89388. getBoundingInfo(): BoundingInfo;
  89389. /**
  89390. * Sets the submesh BoundingInfo
  89391. * @param boundingInfo defines the new bounding info to use
  89392. * @returns the SubMesh
  89393. */
  89394. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  89395. /**
  89396. * Returns the mesh of the current submesh
  89397. * @return the parent mesh
  89398. */
  89399. getMesh(): AbstractMesh;
  89400. /**
  89401. * Returns the rendering mesh of the submesh
  89402. * @returns the rendering mesh (could be different from parent mesh)
  89403. */
  89404. getRenderingMesh(): Mesh;
  89405. /**
  89406. * Returns the submesh material
  89407. * @returns null or the current material
  89408. */
  89409. getMaterial(): Nullable<Material>;
  89410. /**
  89411. * Sets a new updated BoundingInfo object to the submesh
  89412. * @param data defines an optional position array to use to determine the bounding info
  89413. * @returns the SubMesh
  89414. */
  89415. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  89416. /** @hidden */
  89417. _checkCollision(collider: Collider): boolean;
  89418. /**
  89419. * Updates the submesh BoundingInfo
  89420. * @param world defines the world matrix to use to update the bounding info
  89421. * @returns the submesh
  89422. */
  89423. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  89424. /**
  89425. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  89426. * @param frustumPlanes defines the frustum planes
  89427. * @returns true if the submesh is intersecting with the frustum
  89428. */
  89429. isInFrustum(frustumPlanes: Plane[]): boolean;
  89430. /**
  89431. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  89432. * @param frustumPlanes defines the frustum planes
  89433. * @returns true if the submesh is inside the frustum
  89434. */
  89435. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89436. /**
  89437. * Renders the submesh
  89438. * @param enableAlphaMode defines if alpha needs to be used
  89439. * @returns the submesh
  89440. */
  89441. render(enableAlphaMode: boolean): SubMesh;
  89442. /**
  89443. * @hidden
  89444. */
  89445. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  89446. /**
  89447. * Checks if the submesh intersects with a ray
  89448. * @param ray defines the ray to test
  89449. * @returns true is the passed ray intersects the submesh bounding box
  89450. */
  89451. canIntersects(ray: Ray): boolean;
  89452. /**
  89453. * Intersects current submesh with a ray
  89454. * @param ray defines the ray to test
  89455. * @param positions defines mesh's positions array
  89456. * @param indices defines mesh's indices array
  89457. * @param fastCheck defines if only bounding info should be used
  89458. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89459. * @returns intersection info or null if no intersection
  89460. */
  89461. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  89462. /** @hidden */
  89463. private _intersectLines;
  89464. /** @hidden */
  89465. private _intersectUnIndexedLines;
  89466. /** @hidden */
  89467. private _intersectTriangles;
  89468. /** @hidden */
  89469. private _intersectUnIndexedTriangles;
  89470. /** @hidden */
  89471. _rebuild(): void;
  89472. /**
  89473. * Creates a new submesh from the passed mesh
  89474. * @param newMesh defines the new hosting mesh
  89475. * @param newRenderingMesh defines an optional rendering mesh
  89476. * @returns the new submesh
  89477. */
  89478. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  89479. /**
  89480. * Release associated resources
  89481. */
  89482. dispose(): void;
  89483. /**
  89484. * Gets the class name
  89485. * @returns the string "SubMesh".
  89486. */
  89487. getClassName(): string;
  89488. /**
  89489. * Creates a new submesh from indices data
  89490. * @param materialIndex the index of the main mesh material
  89491. * @param startIndex the index where to start the copy in the mesh indices array
  89492. * @param indexCount the number of indices to copy then from the startIndex
  89493. * @param mesh the main mesh to create the submesh from
  89494. * @param renderingMesh the optional rendering mesh
  89495. * @returns a new submesh
  89496. */
  89497. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  89498. }
  89499. }
  89500. declare module BABYLON {
  89501. /**
  89502. * Class used to represent data loading progression
  89503. */
  89504. export class SceneLoaderFlags {
  89505. private static _ForceFullSceneLoadingForIncremental;
  89506. private static _ShowLoadingScreen;
  89507. private static _CleanBoneMatrixWeights;
  89508. private static _loggingLevel;
  89509. /**
  89510. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  89511. */
  89512. static ForceFullSceneLoadingForIncremental: boolean;
  89513. /**
  89514. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  89515. */
  89516. static ShowLoadingScreen: boolean;
  89517. /**
  89518. * Defines the current logging level (while loading the scene)
  89519. * @ignorenaming
  89520. */
  89521. static loggingLevel: number;
  89522. /**
  89523. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  89524. */
  89525. static CleanBoneMatrixWeights: boolean;
  89526. }
  89527. }
  89528. declare module BABYLON {
  89529. /**
  89530. * Class used to store geometry data (vertex buffers + index buffer)
  89531. */
  89532. export class Geometry implements IGetSetVerticesData {
  89533. /**
  89534. * Gets or sets the ID of the geometry
  89535. */
  89536. id: string;
  89537. /**
  89538. * Gets or sets the unique ID of the geometry
  89539. */
  89540. uniqueId: number;
  89541. /**
  89542. * Gets the delay loading state of the geometry (none by default which means not delayed)
  89543. */
  89544. delayLoadState: number;
  89545. /**
  89546. * Gets the file containing the data to load when running in delay load state
  89547. */
  89548. delayLoadingFile: Nullable<string>;
  89549. /**
  89550. * Callback called when the geometry is updated
  89551. */
  89552. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  89553. private _scene;
  89554. private _engine;
  89555. private _meshes;
  89556. private _totalVertices;
  89557. /** @hidden */
  89558. _indices: IndicesArray;
  89559. /** @hidden */
  89560. _vertexBuffers: {
  89561. [key: string]: VertexBuffer;
  89562. };
  89563. private _isDisposed;
  89564. private _extend;
  89565. private _boundingBias;
  89566. /** @hidden */
  89567. _delayInfo: Array<string>;
  89568. private _indexBuffer;
  89569. private _indexBufferIsUpdatable;
  89570. /** @hidden */
  89571. _boundingInfo: Nullable<BoundingInfo>;
  89572. /** @hidden */
  89573. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  89574. /** @hidden */
  89575. _softwareSkinningFrameId: number;
  89576. private _vertexArrayObjects;
  89577. private _updatable;
  89578. /** @hidden */
  89579. _positions: Nullable<Vector3[]>;
  89580. /**
  89581. * 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
  89582. */
  89583. /**
  89584. * 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
  89585. */
  89586. boundingBias: Vector2;
  89587. /**
  89588. * Static function used to attach a new empty geometry to a mesh
  89589. * @param mesh defines the mesh to attach the geometry to
  89590. * @returns the new Geometry
  89591. */
  89592. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  89593. /**
  89594. * Creates a new geometry
  89595. * @param id defines the unique ID
  89596. * @param scene defines the hosting scene
  89597. * @param vertexData defines the VertexData used to get geometry data
  89598. * @param updatable defines if geometry must be updatable (false by default)
  89599. * @param mesh defines the mesh that will be associated with the geometry
  89600. */
  89601. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  89602. /**
  89603. * Gets the current extend of the geometry
  89604. */
  89605. readonly extend: {
  89606. minimum: Vector3;
  89607. maximum: Vector3;
  89608. };
  89609. /**
  89610. * Gets the hosting scene
  89611. * @returns the hosting Scene
  89612. */
  89613. getScene(): Scene;
  89614. /**
  89615. * Gets the hosting engine
  89616. * @returns the hosting Engine
  89617. */
  89618. getEngine(): Engine;
  89619. /**
  89620. * Defines if the geometry is ready to use
  89621. * @returns true if the geometry is ready to be used
  89622. */
  89623. isReady(): boolean;
  89624. /**
  89625. * Gets a value indicating that the geometry should not be serialized
  89626. */
  89627. readonly doNotSerialize: boolean;
  89628. /** @hidden */
  89629. _rebuild(): void;
  89630. /**
  89631. * Affects all geometry data in one call
  89632. * @param vertexData defines the geometry data
  89633. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  89634. */
  89635. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  89636. /**
  89637. * Set specific vertex data
  89638. * @param kind defines the data kind (Position, normal, etc...)
  89639. * @param data defines the vertex data to use
  89640. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89641. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89642. */
  89643. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  89644. /**
  89645. * Removes a specific vertex data
  89646. * @param kind defines the data kind (Position, normal, etc...)
  89647. */
  89648. removeVerticesData(kind: string): void;
  89649. /**
  89650. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  89651. * @param buffer defines the vertex buffer to use
  89652. * @param totalVertices defines the total number of vertices for position kind (could be null)
  89653. */
  89654. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  89655. /**
  89656. * Update a specific vertex buffer
  89657. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  89658. * It will do nothing if the buffer is not updatable
  89659. * @param kind defines the data kind (Position, normal, etc...)
  89660. * @param data defines the data to use
  89661. * @param offset defines the offset in the target buffer where to store the data
  89662. * @param useBytes set to true if the offset is in bytes
  89663. */
  89664. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  89665. /**
  89666. * Update a specific vertex buffer
  89667. * This function will create a new buffer if the current one is not updatable
  89668. * @param kind defines the data kind (Position, normal, etc...)
  89669. * @param data defines the data to use
  89670. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  89671. */
  89672. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  89673. private _updateBoundingInfo;
  89674. /** @hidden */
  89675. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  89676. /**
  89677. * Gets total number of vertices
  89678. * @returns the total number of vertices
  89679. */
  89680. getTotalVertices(): number;
  89681. /**
  89682. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89683. * @param kind defines the data kind (Position, normal, etc...)
  89684. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89685. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89686. * @returns a float array containing vertex data
  89687. */
  89688. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89689. /**
  89690. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  89691. * @param kind defines the data kind (Position, normal, etc...)
  89692. * @returns true if the vertex buffer with the specified kind is updatable
  89693. */
  89694. isVertexBufferUpdatable(kind: string): boolean;
  89695. /**
  89696. * Gets a specific vertex buffer
  89697. * @param kind defines the data kind (Position, normal, etc...)
  89698. * @returns a VertexBuffer
  89699. */
  89700. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89701. /**
  89702. * Returns all vertex buffers
  89703. * @return an object holding all vertex buffers indexed by kind
  89704. */
  89705. getVertexBuffers(): Nullable<{
  89706. [key: string]: VertexBuffer;
  89707. }>;
  89708. /**
  89709. * Gets a boolean indicating if specific vertex buffer is present
  89710. * @param kind defines the data kind (Position, normal, etc...)
  89711. * @returns true if data is present
  89712. */
  89713. isVerticesDataPresent(kind: string): boolean;
  89714. /**
  89715. * Gets a list of all attached data kinds (Position, normal, etc...)
  89716. * @returns a list of string containing all kinds
  89717. */
  89718. getVerticesDataKinds(): string[];
  89719. /**
  89720. * Update index buffer
  89721. * @param indices defines the indices to store in the index buffer
  89722. * @param offset defines the offset in the target buffer where to store the data
  89723. * @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)
  89724. */
  89725. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  89726. /**
  89727. * Creates a new index buffer
  89728. * @param indices defines the indices to store in the index buffer
  89729. * @param totalVertices defines the total number of vertices (could be null)
  89730. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89731. */
  89732. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89733. /**
  89734. * Return the total number of indices
  89735. * @returns the total number of indices
  89736. */
  89737. getTotalIndices(): number;
  89738. /**
  89739. * Gets the index buffer array
  89740. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89741. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89742. * @returns the index buffer array
  89743. */
  89744. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89745. /**
  89746. * Gets the index buffer
  89747. * @return the index buffer
  89748. */
  89749. getIndexBuffer(): Nullable<DataBuffer>;
  89750. /** @hidden */
  89751. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89752. /**
  89753. * Release the associated resources for a specific mesh
  89754. * @param mesh defines the source mesh
  89755. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89756. */
  89757. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89758. /**
  89759. * Apply current geometry to a given mesh
  89760. * @param mesh defines the mesh to apply geometry to
  89761. */
  89762. applyToMesh(mesh: Mesh): void;
  89763. private _updateExtend;
  89764. private _applyToMesh;
  89765. private notifyUpdate;
  89766. /**
  89767. * Load the geometry if it was flagged as delay loaded
  89768. * @param scene defines the hosting scene
  89769. * @param onLoaded defines a callback called when the geometry is loaded
  89770. */
  89771. load(scene: Scene, onLoaded?: () => void): void;
  89772. private _queueLoad;
  89773. /**
  89774. * Invert the geometry to move from a right handed system to a left handed one.
  89775. */
  89776. toLeftHanded(): void;
  89777. /** @hidden */
  89778. _resetPointsArrayCache(): void;
  89779. /** @hidden */
  89780. _generatePointsArray(): boolean;
  89781. /**
  89782. * Gets a value indicating if the geometry is disposed
  89783. * @returns true if the geometry was disposed
  89784. */
  89785. isDisposed(): boolean;
  89786. private _disposeVertexArrayObjects;
  89787. /**
  89788. * Free all associated resources
  89789. */
  89790. dispose(): void;
  89791. /**
  89792. * Clone the current geometry into a new geometry
  89793. * @param id defines the unique ID of the new geometry
  89794. * @returns a new geometry object
  89795. */
  89796. copy(id: string): Geometry;
  89797. /**
  89798. * Serialize the current geometry info (and not the vertices data) into a JSON object
  89799. * @return a JSON representation of the current geometry data (without the vertices data)
  89800. */
  89801. serialize(): any;
  89802. private toNumberArray;
  89803. /**
  89804. * Serialize all vertices data into a JSON oject
  89805. * @returns a JSON representation of the current geometry data
  89806. */
  89807. serializeVerticeData(): any;
  89808. /**
  89809. * Extracts a clone of a mesh geometry
  89810. * @param mesh defines the source mesh
  89811. * @param id defines the unique ID of the new geometry object
  89812. * @returns the new geometry object
  89813. */
  89814. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  89815. /**
  89816. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  89817. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  89818. * Be aware Math.random() could cause collisions, but:
  89819. * "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"
  89820. * @returns a string containing a new GUID
  89821. */
  89822. static RandomId(): string;
  89823. /** @hidden */
  89824. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  89825. private static _CleanMatricesWeights;
  89826. /**
  89827. * Create a new geometry from persisted data (Using .babylon file format)
  89828. * @param parsedVertexData defines the persisted data
  89829. * @param scene defines the hosting scene
  89830. * @param rootUrl defines the root url to use to load assets (like delayed data)
  89831. * @returns the new geometry object
  89832. */
  89833. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  89834. }
  89835. }
  89836. declare module BABYLON {
  89837. /**
  89838. * Define an interface for all classes that will get and set the data on vertices
  89839. */
  89840. export interface IGetSetVerticesData {
  89841. /**
  89842. * Gets a boolean indicating if specific vertex data is present
  89843. * @param kind defines the vertex data kind to use
  89844. * @returns true is data kind is present
  89845. */
  89846. isVerticesDataPresent(kind: string): boolean;
  89847. /**
  89848. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89849. * @param kind defines the data kind (Position, normal, etc...)
  89850. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89851. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89852. * @returns a float array containing vertex data
  89853. */
  89854. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89855. /**
  89856. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89857. * @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.
  89858. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89859. * @returns the indices array or an empty array if the mesh has no geometry
  89860. */
  89861. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89862. /**
  89863. * Set specific vertex data
  89864. * @param kind defines the data kind (Position, normal, etc...)
  89865. * @param data defines the vertex data to use
  89866. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89867. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89868. */
  89869. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  89870. /**
  89871. * Update a specific associated vertex buffer
  89872. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89873. * - VertexBuffer.PositionKind
  89874. * - VertexBuffer.UVKind
  89875. * - VertexBuffer.UV2Kind
  89876. * - VertexBuffer.UV3Kind
  89877. * - VertexBuffer.UV4Kind
  89878. * - VertexBuffer.UV5Kind
  89879. * - VertexBuffer.UV6Kind
  89880. * - VertexBuffer.ColorKind
  89881. * - VertexBuffer.MatricesIndicesKind
  89882. * - VertexBuffer.MatricesIndicesExtraKind
  89883. * - VertexBuffer.MatricesWeightsKind
  89884. * - VertexBuffer.MatricesWeightsExtraKind
  89885. * @param data defines the data source
  89886. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89887. * @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)
  89888. */
  89889. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  89890. /**
  89891. * Creates a new index buffer
  89892. * @param indices defines the indices to store in the index buffer
  89893. * @param totalVertices defines the total number of vertices (could be null)
  89894. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89895. */
  89896. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  89897. }
  89898. /**
  89899. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  89900. */
  89901. export class VertexData {
  89902. /**
  89903. * Mesh side orientation : usually the external or front surface
  89904. */
  89905. static readonly FRONTSIDE: number;
  89906. /**
  89907. * Mesh side orientation : usually the internal or back surface
  89908. */
  89909. static readonly BACKSIDE: number;
  89910. /**
  89911. * Mesh side orientation : both internal and external or front and back surfaces
  89912. */
  89913. static readonly DOUBLESIDE: number;
  89914. /**
  89915. * Mesh side orientation : by default, `FRONTSIDE`
  89916. */
  89917. static readonly DEFAULTSIDE: number;
  89918. /**
  89919. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  89920. */
  89921. positions: Nullable<FloatArray>;
  89922. /**
  89923. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  89924. */
  89925. normals: Nullable<FloatArray>;
  89926. /**
  89927. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  89928. */
  89929. tangents: Nullable<FloatArray>;
  89930. /**
  89931. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89932. */
  89933. uvs: Nullable<FloatArray>;
  89934. /**
  89935. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89936. */
  89937. uvs2: Nullable<FloatArray>;
  89938. /**
  89939. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89940. */
  89941. uvs3: Nullable<FloatArray>;
  89942. /**
  89943. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89944. */
  89945. uvs4: Nullable<FloatArray>;
  89946. /**
  89947. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89948. */
  89949. uvs5: Nullable<FloatArray>;
  89950. /**
  89951. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89952. */
  89953. uvs6: Nullable<FloatArray>;
  89954. /**
  89955. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  89956. */
  89957. colors: Nullable<FloatArray>;
  89958. /**
  89959. * 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).
  89960. */
  89961. matricesIndices: Nullable<FloatArray>;
  89962. /**
  89963. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  89964. */
  89965. matricesWeights: Nullable<FloatArray>;
  89966. /**
  89967. * An array extending the number of possible indices
  89968. */
  89969. matricesIndicesExtra: Nullable<FloatArray>;
  89970. /**
  89971. * An array extending the number of possible weights when the number of indices is extended
  89972. */
  89973. matricesWeightsExtra: Nullable<FloatArray>;
  89974. /**
  89975. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  89976. */
  89977. indices: Nullable<IndicesArray>;
  89978. /**
  89979. * Uses the passed data array to set the set the values for the specified kind of data
  89980. * @param data a linear array of floating numbers
  89981. * @param kind the type of data that is being set, eg positions, colors etc
  89982. */
  89983. set(data: FloatArray, kind: string): void;
  89984. /**
  89985. * Associates the vertexData to the passed Mesh.
  89986. * Sets it as updatable or not (default `false`)
  89987. * @param mesh the mesh the vertexData is applied to
  89988. * @param updatable when used and having the value true allows new data to update the vertexData
  89989. * @returns the VertexData
  89990. */
  89991. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  89992. /**
  89993. * Associates the vertexData to the passed Geometry.
  89994. * Sets it as updatable or not (default `false`)
  89995. * @param geometry the geometry the vertexData is applied to
  89996. * @param updatable when used and having the value true allows new data to update the vertexData
  89997. * @returns VertexData
  89998. */
  89999. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  90000. /**
  90001. * Updates the associated mesh
  90002. * @param mesh the mesh to be updated
  90003. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90004. * @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
  90005. * @returns VertexData
  90006. */
  90007. updateMesh(mesh: Mesh): VertexData;
  90008. /**
  90009. * Updates the associated geometry
  90010. * @param geometry the geometry to be updated
  90011. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90012. * @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
  90013. * @returns VertexData.
  90014. */
  90015. updateGeometry(geometry: Geometry): VertexData;
  90016. private _applyTo;
  90017. private _update;
  90018. /**
  90019. * Transforms each position and each normal of the vertexData according to the passed Matrix
  90020. * @param matrix the transforming matrix
  90021. * @returns the VertexData
  90022. */
  90023. transform(matrix: Matrix): VertexData;
  90024. /**
  90025. * Merges the passed VertexData into the current one
  90026. * @param other the VertexData to be merged into the current one
  90027. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  90028. * @returns the modified VertexData
  90029. */
  90030. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  90031. private _mergeElement;
  90032. private _validate;
  90033. /**
  90034. * Serializes the VertexData
  90035. * @returns a serialized object
  90036. */
  90037. serialize(): any;
  90038. /**
  90039. * Extracts the vertexData from a mesh
  90040. * @param mesh the mesh from which to extract the VertexData
  90041. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  90042. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90043. * @returns the object VertexData associated to the passed mesh
  90044. */
  90045. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90046. /**
  90047. * Extracts the vertexData from the geometry
  90048. * @param geometry the geometry from which to extract the VertexData
  90049. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  90050. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90051. * @returns the object VertexData associated to the passed mesh
  90052. */
  90053. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90054. private static _ExtractFrom;
  90055. /**
  90056. * Creates the VertexData for a Ribbon
  90057. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  90058. * * pathArray array of paths, each of which an array of successive Vector3
  90059. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  90060. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  90061. * * 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
  90062. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90063. * * 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)
  90064. * * 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)
  90065. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  90066. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  90067. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  90068. * @returns the VertexData of the ribbon
  90069. */
  90070. static CreateRibbon(options: {
  90071. pathArray: Vector3[][];
  90072. closeArray?: boolean;
  90073. closePath?: boolean;
  90074. offset?: number;
  90075. sideOrientation?: number;
  90076. frontUVs?: Vector4;
  90077. backUVs?: Vector4;
  90078. invertUV?: boolean;
  90079. uvs?: Vector2[];
  90080. colors?: Color4[];
  90081. }): VertexData;
  90082. /**
  90083. * Creates the VertexData for a box
  90084. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90085. * * size sets the width, height and depth of the box to the value of size, optional default 1
  90086. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  90087. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  90088. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  90089. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90090. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90091. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90092. * * 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)
  90093. * * 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)
  90094. * @returns the VertexData of the box
  90095. */
  90096. static CreateBox(options: {
  90097. size?: number;
  90098. width?: number;
  90099. height?: number;
  90100. depth?: number;
  90101. faceUV?: Vector4[];
  90102. faceColors?: Color4[];
  90103. sideOrientation?: number;
  90104. frontUVs?: Vector4;
  90105. backUVs?: Vector4;
  90106. }): VertexData;
  90107. /**
  90108. * Creates the VertexData for a tiled box
  90109. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90110. * * faceTiles sets the pattern, tile size and number of tiles for a face
  90111. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90112. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90113. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90114. * @returns the VertexData of the box
  90115. */
  90116. static CreateTiledBox(options: {
  90117. pattern?: number;
  90118. width?: number;
  90119. height?: number;
  90120. depth?: number;
  90121. tileSize?: number;
  90122. tileWidth?: number;
  90123. tileHeight?: number;
  90124. alignHorizontal?: number;
  90125. alignVertical?: number;
  90126. faceUV?: Vector4[];
  90127. faceColors?: Color4[];
  90128. sideOrientation?: number;
  90129. }): VertexData;
  90130. /**
  90131. * Creates the VertexData for a tiled plane
  90132. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90133. * * pattern a limited pattern arrangement depending on the number
  90134. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  90135. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  90136. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  90137. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90138. * * 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)
  90139. * * 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)
  90140. * @returns the VertexData of the tiled plane
  90141. */
  90142. static CreateTiledPlane(options: {
  90143. pattern?: number;
  90144. tileSize?: number;
  90145. tileWidth?: number;
  90146. tileHeight?: number;
  90147. size?: number;
  90148. width?: number;
  90149. height?: number;
  90150. alignHorizontal?: number;
  90151. alignVertical?: number;
  90152. sideOrientation?: number;
  90153. frontUVs?: Vector4;
  90154. backUVs?: Vector4;
  90155. }): VertexData;
  90156. /**
  90157. * Creates the VertexData for an ellipsoid, defaults to a sphere
  90158. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90159. * * segments sets the number of horizontal strips optional, default 32
  90160. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  90161. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  90162. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  90163. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  90164. * * 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
  90165. * * 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
  90166. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90167. * * 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)
  90168. * * 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)
  90169. * @returns the VertexData of the ellipsoid
  90170. */
  90171. static CreateSphere(options: {
  90172. segments?: number;
  90173. diameter?: number;
  90174. diameterX?: number;
  90175. diameterY?: number;
  90176. diameterZ?: number;
  90177. arc?: number;
  90178. slice?: number;
  90179. sideOrientation?: number;
  90180. frontUVs?: Vector4;
  90181. backUVs?: Vector4;
  90182. }): VertexData;
  90183. /**
  90184. * Creates the VertexData for a cylinder, cone or prism
  90185. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90186. * * height sets the height (y direction) of the cylinder, optional, default 2
  90187. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  90188. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  90189. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  90190. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90191. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  90192. * * 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
  90193. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90194. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90195. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  90196. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  90197. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90198. * * 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)
  90199. * * 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)
  90200. * @returns the VertexData of the cylinder, cone or prism
  90201. */
  90202. static CreateCylinder(options: {
  90203. height?: number;
  90204. diameterTop?: number;
  90205. diameterBottom?: number;
  90206. diameter?: number;
  90207. tessellation?: number;
  90208. subdivisions?: number;
  90209. arc?: number;
  90210. faceColors?: Color4[];
  90211. faceUV?: Vector4[];
  90212. hasRings?: boolean;
  90213. enclose?: boolean;
  90214. sideOrientation?: number;
  90215. frontUVs?: Vector4;
  90216. backUVs?: Vector4;
  90217. }): VertexData;
  90218. /**
  90219. * Creates the VertexData for a torus
  90220. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90221. * * diameter the diameter of the torus, optional default 1
  90222. * * thickness the diameter of the tube forming the torus, optional default 0.5
  90223. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90224. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90225. * * 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)
  90226. * * 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)
  90227. * @returns the VertexData of the torus
  90228. */
  90229. static CreateTorus(options: {
  90230. diameter?: number;
  90231. thickness?: number;
  90232. tessellation?: number;
  90233. sideOrientation?: number;
  90234. frontUVs?: Vector4;
  90235. backUVs?: Vector4;
  90236. }): VertexData;
  90237. /**
  90238. * Creates the VertexData of the LineSystem
  90239. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  90240. * - lines an array of lines, each line being an array of successive Vector3
  90241. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  90242. * @returns the VertexData of the LineSystem
  90243. */
  90244. static CreateLineSystem(options: {
  90245. lines: Vector3[][];
  90246. colors?: Nullable<Color4[][]>;
  90247. }): VertexData;
  90248. /**
  90249. * Create the VertexData for a DashedLines
  90250. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  90251. * - points an array successive Vector3
  90252. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  90253. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  90254. * - dashNb the intended total number of dashes, optional, default 200
  90255. * @returns the VertexData for the DashedLines
  90256. */
  90257. static CreateDashedLines(options: {
  90258. points: Vector3[];
  90259. dashSize?: number;
  90260. gapSize?: number;
  90261. dashNb?: number;
  90262. }): VertexData;
  90263. /**
  90264. * Creates the VertexData for a Ground
  90265. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90266. * - width the width (x direction) of the ground, optional, default 1
  90267. * - height the height (z direction) of the ground, optional, default 1
  90268. * - subdivisions the number of subdivisions per side, optional, default 1
  90269. * @returns the VertexData of the Ground
  90270. */
  90271. static CreateGround(options: {
  90272. width?: number;
  90273. height?: number;
  90274. subdivisions?: number;
  90275. subdivisionsX?: number;
  90276. subdivisionsY?: number;
  90277. }): VertexData;
  90278. /**
  90279. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  90280. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90281. * * xmin the ground minimum X coordinate, optional, default -1
  90282. * * zmin the ground minimum Z coordinate, optional, default -1
  90283. * * xmax the ground maximum X coordinate, optional, default 1
  90284. * * zmax the ground maximum Z coordinate, optional, default 1
  90285. * * 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}
  90286. * * 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}
  90287. * @returns the VertexData of the TiledGround
  90288. */
  90289. static CreateTiledGround(options: {
  90290. xmin: number;
  90291. zmin: number;
  90292. xmax: number;
  90293. zmax: number;
  90294. subdivisions?: {
  90295. w: number;
  90296. h: number;
  90297. };
  90298. precision?: {
  90299. w: number;
  90300. h: number;
  90301. };
  90302. }): VertexData;
  90303. /**
  90304. * Creates the VertexData of the Ground designed from a heightmap
  90305. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  90306. * * width the width (x direction) of the ground
  90307. * * height the height (z direction) of the ground
  90308. * * subdivisions the number of subdivisions per side
  90309. * * minHeight the minimum altitude on the ground, optional, default 0
  90310. * * maxHeight the maximum altitude on the ground, optional default 1
  90311. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  90312. * * buffer the array holding the image color data
  90313. * * bufferWidth the width of image
  90314. * * bufferHeight the height of image
  90315. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  90316. * @returns the VertexData of the Ground designed from a heightmap
  90317. */
  90318. static CreateGroundFromHeightMap(options: {
  90319. width: number;
  90320. height: number;
  90321. subdivisions: number;
  90322. minHeight: number;
  90323. maxHeight: number;
  90324. colorFilter: Color3;
  90325. buffer: Uint8Array;
  90326. bufferWidth: number;
  90327. bufferHeight: number;
  90328. alphaFilter: number;
  90329. }): VertexData;
  90330. /**
  90331. * Creates the VertexData for a Plane
  90332. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  90333. * * size sets the width and height of the plane to the value of size, optional default 1
  90334. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  90335. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  90336. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90337. * * 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)
  90338. * * 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)
  90339. * @returns the VertexData of the box
  90340. */
  90341. static CreatePlane(options: {
  90342. size?: number;
  90343. width?: number;
  90344. height?: number;
  90345. sideOrientation?: number;
  90346. frontUVs?: Vector4;
  90347. backUVs?: Vector4;
  90348. }): VertexData;
  90349. /**
  90350. * Creates the VertexData of the Disc or regular Polygon
  90351. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  90352. * * radius the radius of the disc, optional default 0.5
  90353. * * tessellation the number of polygon sides, optional, default 64
  90354. * * 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
  90355. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90356. * * 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)
  90357. * * 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)
  90358. * @returns the VertexData of the box
  90359. */
  90360. static CreateDisc(options: {
  90361. radius?: number;
  90362. tessellation?: number;
  90363. arc?: number;
  90364. sideOrientation?: number;
  90365. frontUVs?: Vector4;
  90366. backUVs?: Vector4;
  90367. }): VertexData;
  90368. /**
  90369. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  90370. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  90371. * @param polygon a mesh built from polygonTriangulation.build()
  90372. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90373. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90374. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90375. * @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)
  90376. * @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)
  90377. * @returns the VertexData of the Polygon
  90378. */
  90379. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  90380. /**
  90381. * Creates the VertexData of the IcoSphere
  90382. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  90383. * * radius the radius of the IcoSphere, optional default 1
  90384. * * radiusX allows stretching in the x direction, optional, default radius
  90385. * * radiusY allows stretching in the y direction, optional, default radius
  90386. * * radiusZ allows stretching in the z direction, optional, default radius
  90387. * * flat when true creates a flat shaded mesh, optional, default true
  90388. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90389. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90390. * * 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)
  90391. * * 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)
  90392. * @returns the VertexData of the IcoSphere
  90393. */
  90394. static CreateIcoSphere(options: {
  90395. radius?: number;
  90396. radiusX?: number;
  90397. radiusY?: number;
  90398. radiusZ?: number;
  90399. flat?: boolean;
  90400. subdivisions?: number;
  90401. sideOrientation?: number;
  90402. frontUVs?: Vector4;
  90403. backUVs?: Vector4;
  90404. }): VertexData;
  90405. /**
  90406. * Creates the VertexData for a Polyhedron
  90407. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  90408. * * type provided types are:
  90409. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  90410. * * 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)
  90411. * * size the size of the IcoSphere, optional default 1
  90412. * * sizeX allows stretching in the x direction, optional, default size
  90413. * * sizeY allows stretching in the y direction, optional, default size
  90414. * * sizeZ allows stretching in the z direction, optional, default size
  90415. * * 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
  90416. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90417. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90418. * * flat when true creates a flat shaded mesh, optional, default true
  90419. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90420. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90421. * * 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)
  90422. * * 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)
  90423. * @returns the VertexData of the Polyhedron
  90424. */
  90425. static CreatePolyhedron(options: {
  90426. type?: number;
  90427. size?: number;
  90428. sizeX?: number;
  90429. sizeY?: number;
  90430. sizeZ?: number;
  90431. custom?: any;
  90432. faceUV?: Vector4[];
  90433. faceColors?: Color4[];
  90434. flat?: boolean;
  90435. sideOrientation?: number;
  90436. frontUVs?: Vector4;
  90437. backUVs?: Vector4;
  90438. }): VertexData;
  90439. /**
  90440. * Creates the VertexData for a TorusKnot
  90441. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  90442. * * radius the radius of the torus knot, optional, default 2
  90443. * * tube the thickness of the tube, optional, default 0.5
  90444. * * radialSegments the number of sides on each tube segments, optional, default 32
  90445. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  90446. * * p the number of windings around the z axis, optional, default 2
  90447. * * q the number of windings around the x axis, optional, default 3
  90448. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90449. * * 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)
  90450. * * 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)
  90451. * @returns the VertexData of the Torus Knot
  90452. */
  90453. static CreateTorusKnot(options: {
  90454. radius?: number;
  90455. tube?: number;
  90456. radialSegments?: number;
  90457. tubularSegments?: number;
  90458. p?: number;
  90459. q?: number;
  90460. sideOrientation?: number;
  90461. frontUVs?: Vector4;
  90462. backUVs?: Vector4;
  90463. }): VertexData;
  90464. /**
  90465. * Compute normals for given positions and indices
  90466. * @param positions an array of vertex positions, [...., x, y, z, ......]
  90467. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  90468. * @param normals an array of vertex normals, [...., x, y, z, ......]
  90469. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  90470. * * facetNormals : optional array of facet normals (vector3)
  90471. * * facetPositions : optional array of facet positions (vector3)
  90472. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  90473. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  90474. * * bInfo : optional bounding info, required for facetPartitioning computation
  90475. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  90476. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  90477. * * useRightHandedSystem: optional boolean to for right handed system computation
  90478. * * depthSort : optional boolean to enable the facet depth sort computation
  90479. * * distanceTo : optional Vector3 to compute the facet depth from this location
  90480. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  90481. */
  90482. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  90483. facetNormals?: any;
  90484. facetPositions?: any;
  90485. facetPartitioning?: any;
  90486. ratio?: number;
  90487. bInfo?: any;
  90488. bbSize?: Vector3;
  90489. subDiv?: any;
  90490. useRightHandedSystem?: boolean;
  90491. depthSort?: boolean;
  90492. distanceTo?: Vector3;
  90493. depthSortedFacets?: any;
  90494. }): void;
  90495. /** @hidden */
  90496. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  90497. /**
  90498. * Applies VertexData created from the imported parameters to the geometry
  90499. * @param parsedVertexData the parsed data from an imported file
  90500. * @param geometry the geometry to apply the VertexData to
  90501. */
  90502. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  90503. }
  90504. }
  90505. declare module BABYLON {
  90506. /**
  90507. * Defines a target to use with MorphTargetManager
  90508. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90509. */
  90510. export class MorphTarget implements IAnimatable {
  90511. /** defines the name of the target */
  90512. name: string;
  90513. /**
  90514. * Gets or sets the list of animations
  90515. */
  90516. animations: Animation[];
  90517. private _scene;
  90518. private _positions;
  90519. private _normals;
  90520. private _tangents;
  90521. private _uvs;
  90522. private _influence;
  90523. private _uniqueId;
  90524. /**
  90525. * Observable raised when the influence changes
  90526. */
  90527. onInfluenceChanged: Observable<boolean>;
  90528. /** @hidden */
  90529. _onDataLayoutChanged: Observable<void>;
  90530. /**
  90531. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  90532. */
  90533. influence: number;
  90534. /**
  90535. * Gets or sets the id of the morph Target
  90536. */
  90537. id: string;
  90538. private _animationPropertiesOverride;
  90539. /**
  90540. * Gets or sets the animation properties override
  90541. */
  90542. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90543. /**
  90544. * Creates a new MorphTarget
  90545. * @param name defines the name of the target
  90546. * @param influence defines the influence to use
  90547. * @param scene defines the scene the morphtarget belongs to
  90548. */
  90549. constructor(
  90550. /** defines the name of the target */
  90551. name: string, influence?: number, scene?: Nullable<Scene>);
  90552. /**
  90553. * Gets the unique ID of this manager
  90554. */
  90555. readonly uniqueId: number;
  90556. /**
  90557. * Gets a boolean defining if the target contains position data
  90558. */
  90559. readonly hasPositions: boolean;
  90560. /**
  90561. * Gets a boolean defining if the target contains normal data
  90562. */
  90563. readonly hasNormals: boolean;
  90564. /**
  90565. * Gets a boolean defining if the target contains tangent data
  90566. */
  90567. readonly hasTangents: boolean;
  90568. /**
  90569. * Gets a boolean defining if the target contains texture coordinates data
  90570. */
  90571. readonly hasUVs: boolean;
  90572. /**
  90573. * Affects position data to this target
  90574. * @param data defines the position data to use
  90575. */
  90576. setPositions(data: Nullable<FloatArray>): void;
  90577. /**
  90578. * Gets the position data stored in this target
  90579. * @returns a FloatArray containing the position data (or null if not present)
  90580. */
  90581. getPositions(): Nullable<FloatArray>;
  90582. /**
  90583. * Affects normal data to this target
  90584. * @param data defines the normal data to use
  90585. */
  90586. setNormals(data: Nullable<FloatArray>): void;
  90587. /**
  90588. * Gets the normal data stored in this target
  90589. * @returns a FloatArray containing the normal data (or null if not present)
  90590. */
  90591. getNormals(): Nullable<FloatArray>;
  90592. /**
  90593. * Affects tangent data to this target
  90594. * @param data defines the tangent data to use
  90595. */
  90596. setTangents(data: Nullable<FloatArray>): void;
  90597. /**
  90598. * Gets the tangent data stored in this target
  90599. * @returns a FloatArray containing the tangent data (or null if not present)
  90600. */
  90601. getTangents(): Nullable<FloatArray>;
  90602. /**
  90603. * Affects texture coordinates data to this target
  90604. * @param data defines the texture coordinates data to use
  90605. */
  90606. setUVs(data: Nullable<FloatArray>): void;
  90607. /**
  90608. * Gets the texture coordinates data stored in this target
  90609. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  90610. */
  90611. getUVs(): Nullable<FloatArray>;
  90612. /**
  90613. * Clone the current target
  90614. * @returns a new MorphTarget
  90615. */
  90616. clone(): MorphTarget;
  90617. /**
  90618. * Serializes the current target into a Serialization object
  90619. * @returns the serialized object
  90620. */
  90621. serialize(): any;
  90622. /**
  90623. * Returns the string "MorphTarget"
  90624. * @returns "MorphTarget"
  90625. */
  90626. getClassName(): string;
  90627. /**
  90628. * Creates a new target from serialized data
  90629. * @param serializationObject defines the serialized data to use
  90630. * @returns a new MorphTarget
  90631. */
  90632. static Parse(serializationObject: any): MorphTarget;
  90633. /**
  90634. * Creates a MorphTarget from mesh data
  90635. * @param mesh defines the source mesh
  90636. * @param name defines the name to use for the new target
  90637. * @param influence defines the influence to attach to the target
  90638. * @returns a new MorphTarget
  90639. */
  90640. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  90641. }
  90642. }
  90643. declare module BABYLON {
  90644. /**
  90645. * This class is used to deform meshes using morphing between different targets
  90646. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90647. */
  90648. export class MorphTargetManager {
  90649. private _targets;
  90650. private _targetInfluenceChangedObservers;
  90651. private _targetDataLayoutChangedObservers;
  90652. private _activeTargets;
  90653. private _scene;
  90654. private _influences;
  90655. private _supportsNormals;
  90656. private _supportsTangents;
  90657. private _supportsUVs;
  90658. private _vertexCount;
  90659. private _uniqueId;
  90660. private _tempInfluences;
  90661. /**
  90662. * Gets or sets a boolean indicating if normals must be morphed
  90663. */
  90664. enableNormalMorphing: boolean;
  90665. /**
  90666. * Gets or sets a boolean indicating if tangents must be morphed
  90667. */
  90668. enableTangentMorphing: boolean;
  90669. /**
  90670. * Gets or sets a boolean indicating if UV must be morphed
  90671. */
  90672. enableUVMorphing: boolean;
  90673. /**
  90674. * Creates a new MorphTargetManager
  90675. * @param scene defines the current scene
  90676. */
  90677. constructor(scene?: Nullable<Scene>);
  90678. /**
  90679. * Gets the unique ID of this manager
  90680. */
  90681. readonly uniqueId: number;
  90682. /**
  90683. * Gets the number of vertices handled by this manager
  90684. */
  90685. readonly vertexCount: number;
  90686. /**
  90687. * Gets a boolean indicating if this manager supports morphing of normals
  90688. */
  90689. readonly supportsNormals: boolean;
  90690. /**
  90691. * Gets a boolean indicating if this manager supports morphing of tangents
  90692. */
  90693. readonly supportsTangents: boolean;
  90694. /**
  90695. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  90696. */
  90697. readonly supportsUVs: boolean;
  90698. /**
  90699. * Gets the number of targets stored in this manager
  90700. */
  90701. readonly numTargets: number;
  90702. /**
  90703. * Gets the number of influencers (ie. the number of targets with influences > 0)
  90704. */
  90705. readonly numInfluencers: number;
  90706. /**
  90707. * Gets the list of influences (one per target)
  90708. */
  90709. readonly influences: Float32Array;
  90710. /**
  90711. * Gets the active target at specified index. An active target is a target with an influence > 0
  90712. * @param index defines the index to check
  90713. * @returns the requested target
  90714. */
  90715. getActiveTarget(index: number): MorphTarget;
  90716. /**
  90717. * Gets the target at specified index
  90718. * @param index defines the index to check
  90719. * @returns the requested target
  90720. */
  90721. getTarget(index: number): MorphTarget;
  90722. /**
  90723. * Add a new target to this manager
  90724. * @param target defines the target to add
  90725. */
  90726. addTarget(target: MorphTarget): void;
  90727. /**
  90728. * Removes a target from the manager
  90729. * @param target defines the target to remove
  90730. */
  90731. removeTarget(target: MorphTarget): void;
  90732. /**
  90733. * Clone the current manager
  90734. * @returns a new MorphTargetManager
  90735. */
  90736. clone(): MorphTargetManager;
  90737. /**
  90738. * Serializes the current manager into a Serialization object
  90739. * @returns the serialized object
  90740. */
  90741. serialize(): any;
  90742. private _syncActiveTargets;
  90743. /**
  90744. * Syncrhonize the targets with all the meshes using this morph target manager
  90745. */
  90746. synchronize(): void;
  90747. /**
  90748. * Creates a new MorphTargetManager from serialized data
  90749. * @param serializationObject defines the serialized data
  90750. * @param scene defines the hosting scene
  90751. * @returns the new MorphTargetManager
  90752. */
  90753. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90754. }
  90755. }
  90756. declare module BABYLON {
  90757. /**
  90758. * Class used to represent a specific level of detail of a mesh
  90759. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90760. */
  90761. export class MeshLODLevel {
  90762. /** Defines the distance where this level should start being displayed */
  90763. distance: number;
  90764. /** Defines the mesh to use to render this level */
  90765. mesh: Nullable<Mesh>;
  90766. /**
  90767. * Creates a new LOD level
  90768. * @param distance defines the distance where this level should star being displayed
  90769. * @param mesh defines the mesh to use to render this level
  90770. */
  90771. constructor(
  90772. /** Defines the distance where this level should start being displayed */
  90773. distance: number,
  90774. /** Defines the mesh to use to render this level */
  90775. mesh: Nullable<Mesh>);
  90776. }
  90777. }
  90778. declare module BABYLON {
  90779. /**
  90780. * Mesh representing the gorund
  90781. */
  90782. export class GroundMesh extends Mesh {
  90783. /** If octree should be generated */
  90784. generateOctree: boolean;
  90785. private _heightQuads;
  90786. /** @hidden */
  90787. _subdivisionsX: number;
  90788. /** @hidden */
  90789. _subdivisionsY: number;
  90790. /** @hidden */
  90791. _width: number;
  90792. /** @hidden */
  90793. _height: number;
  90794. /** @hidden */
  90795. _minX: number;
  90796. /** @hidden */
  90797. _maxX: number;
  90798. /** @hidden */
  90799. _minZ: number;
  90800. /** @hidden */
  90801. _maxZ: number;
  90802. constructor(name: string, scene: Scene);
  90803. /**
  90804. * "GroundMesh"
  90805. * @returns "GroundMesh"
  90806. */
  90807. getClassName(): string;
  90808. /**
  90809. * The minimum of x and y subdivisions
  90810. */
  90811. readonly subdivisions: number;
  90812. /**
  90813. * X subdivisions
  90814. */
  90815. readonly subdivisionsX: number;
  90816. /**
  90817. * Y subdivisions
  90818. */
  90819. readonly subdivisionsY: number;
  90820. /**
  90821. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  90822. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  90823. * @param chunksCount the number of subdivisions for x and y
  90824. * @param octreeBlocksSize (Default: 32)
  90825. */
  90826. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  90827. /**
  90828. * Returns a height (y) value in the Worl system :
  90829. * the ground altitude at the coordinates (x, z) expressed in the World system.
  90830. * @param x x coordinate
  90831. * @param z z coordinate
  90832. * @returns the ground y position if (x, z) are outside the ground surface.
  90833. */
  90834. getHeightAtCoordinates(x: number, z: number): number;
  90835. /**
  90836. * Returns a normalized vector (Vector3) orthogonal to the ground
  90837. * at the ground coordinates (x, z) expressed in the World system.
  90838. * @param x x coordinate
  90839. * @param z z coordinate
  90840. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  90841. */
  90842. getNormalAtCoordinates(x: number, z: number): Vector3;
  90843. /**
  90844. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  90845. * at the ground coordinates (x, z) expressed in the World system.
  90846. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  90847. * @param x x coordinate
  90848. * @param z z coordinate
  90849. * @param ref vector to store the result
  90850. * @returns the GroundMesh.
  90851. */
  90852. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  90853. /**
  90854. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  90855. * if the ground has been updated.
  90856. * This can be used in the render loop.
  90857. * @returns the GroundMesh.
  90858. */
  90859. updateCoordinateHeights(): GroundMesh;
  90860. private _getFacetAt;
  90861. private _initHeightQuads;
  90862. private _computeHeightQuads;
  90863. /**
  90864. * Serializes this ground mesh
  90865. * @param serializationObject object to write serialization to
  90866. */
  90867. serialize(serializationObject: any): void;
  90868. /**
  90869. * Parses a serialized ground mesh
  90870. * @param parsedMesh the serialized mesh
  90871. * @param scene the scene to create the ground mesh in
  90872. * @returns the created ground mesh
  90873. */
  90874. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  90875. }
  90876. }
  90877. declare module BABYLON {
  90878. /**
  90879. * Interface for Physics-Joint data
  90880. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90881. */
  90882. export interface PhysicsJointData {
  90883. /**
  90884. * The main pivot of the joint
  90885. */
  90886. mainPivot?: Vector3;
  90887. /**
  90888. * The connected pivot of the joint
  90889. */
  90890. connectedPivot?: Vector3;
  90891. /**
  90892. * The main axis of the joint
  90893. */
  90894. mainAxis?: Vector3;
  90895. /**
  90896. * The connected axis of the joint
  90897. */
  90898. connectedAxis?: Vector3;
  90899. /**
  90900. * The collision of the joint
  90901. */
  90902. collision?: boolean;
  90903. /**
  90904. * Native Oimo/Cannon/Energy data
  90905. */
  90906. nativeParams?: any;
  90907. }
  90908. /**
  90909. * This is a holder class for the physics joint created by the physics plugin
  90910. * It holds a set of functions to control the underlying joint
  90911. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90912. */
  90913. export class PhysicsJoint {
  90914. /**
  90915. * The type of the physics joint
  90916. */
  90917. type: number;
  90918. /**
  90919. * The data for the physics joint
  90920. */
  90921. jointData: PhysicsJointData;
  90922. private _physicsJoint;
  90923. protected _physicsPlugin: IPhysicsEnginePlugin;
  90924. /**
  90925. * Initializes the physics joint
  90926. * @param type The type of the physics joint
  90927. * @param jointData The data for the physics joint
  90928. */
  90929. constructor(
  90930. /**
  90931. * The type of the physics joint
  90932. */
  90933. type: number,
  90934. /**
  90935. * The data for the physics joint
  90936. */
  90937. jointData: PhysicsJointData);
  90938. /**
  90939. * Gets the physics joint
  90940. */
  90941. /**
  90942. * Sets the physics joint
  90943. */
  90944. physicsJoint: any;
  90945. /**
  90946. * Sets the physics plugin
  90947. */
  90948. physicsPlugin: IPhysicsEnginePlugin;
  90949. /**
  90950. * Execute a function that is physics-plugin specific.
  90951. * @param {Function} func the function that will be executed.
  90952. * It accepts two parameters: the physics world and the physics joint
  90953. */
  90954. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  90955. /**
  90956. * Distance-Joint type
  90957. */
  90958. static DistanceJoint: number;
  90959. /**
  90960. * Hinge-Joint type
  90961. */
  90962. static HingeJoint: number;
  90963. /**
  90964. * Ball-and-Socket joint type
  90965. */
  90966. static BallAndSocketJoint: number;
  90967. /**
  90968. * Wheel-Joint type
  90969. */
  90970. static WheelJoint: number;
  90971. /**
  90972. * Slider-Joint type
  90973. */
  90974. static SliderJoint: number;
  90975. /**
  90976. * Prismatic-Joint type
  90977. */
  90978. static PrismaticJoint: number;
  90979. /**
  90980. * Universal-Joint type
  90981. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  90982. */
  90983. static UniversalJoint: number;
  90984. /**
  90985. * Hinge-Joint 2 type
  90986. */
  90987. static Hinge2Joint: number;
  90988. /**
  90989. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  90990. */
  90991. static PointToPointJoint: number;
  90992. /**
  90993. * Spring-Joint type
  90994. */
  90995. static SpringJoint: number;
  90996. /**
  90997. * Lock-Joint type
  90998. */
  90999. static LockJoint: number;
  91000. }
  91001. /**
  91002. * A class representing a physics distance joint
  91003. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91004. */
  91005. export class DistanceJoint extends PhysicsJoint {
  91006. /**
  91007. *
  91008. * @param jointData The data for the Distance-Joint
  91009. */
  91010. constructor(jointData: DistanceJointData);
  91011. /**
  91012. * Update the predefined distance.
  91013. * @param maxDistance The maximum preferred distance
  91014. * @param minDistance The minimum preferred distance
  91015. */
  91016. updateDistance(maxDistance: number, minDistance?: number): void;
  91017. }
  91018. /**
  91019. * Represents a Motor-Enabled Joint
  91020. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91021. */
  91022. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  91023. /**
  91024. * Initializes the Motor-Enabled Joint
  91025. * @param type The type of the joint
  91026. * @param jointData The physica joint data for the joint
  91027. */
  91028. constructor(type: number, jointData: PhysicsJointData);
  91029. /**
  91030. * Set the motor values.
  91031. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91032. * @param force the force to apply
  91033. * @param maxForce max force for this motor.
  91034. */
  91035. setMotor(force?: number, maxForce?: number): void;
  91036. /**
  91037. * Set the motor's limits.
  91038. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91039. * @param upperLimit The upper limit of the motor
  91040. * @param lowerLimit The lower limit of the motor
  91041. */
  91042. setLimit(upperLimit: number, lowerLimit?: number): void;
  91043. }
  91044. /**
  91045. * This class represents a single physics Hinge-Joint
  91046. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91047. */
  91048. export class HingeJoint extends MotorEnabledJoint {
  91049. /**
  91050. * Initializes the Hinge-Joint
  91051. * @param jointData The joint data for the Hinge-Joint
  91052. */
  91053. constructor(jointData: PhysicsJointData);
  91054. /**
  91055. * Set the motor values.
  91056. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91057. * @param {number} force the force to apply
  91058. * @param {number} maxForce max force for this motor.
  91059. */
  91060. setMotor(force?: number, maxForce?: number): void;
  91061. /**
  91062. * Set the motor's limits.
  91063. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91064. * @param upperLimit The upper limit of the motor
  91065. * @param lowerLimit The lower limit of the motor
  91066. */
  91067. setLimit(upperLimit: number, lowerLimit?: number): void;
  91068. }
  91069. /**
  91070. * This class represents a dual hinge physics joint (same as wheel joint)
  91071. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91072. */
  91073. export class Hinge2Joint extends MotorEnabledJoint {
  91074. /**
  91075. * Initializes the Hinge2-Joint
  91076. * @param jointData The joint data for the Hinge2-Joint
  91077. */
  91078. constructor(jointData: PhysicsJointData);
  91079. /**
  91080. * Set the motor values.
  91081. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91082. * @param {number} targetSpeed the speed the motor is to reach
  91083. * @param {number} maxForce max force for this motor.
  91084. * @param {motorIndex} the motor's index, 0 or 1.
  91085. */
  91086. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  91087. /**
  91088. * Set the motor limits.
  91089. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91090. * @param {number} upperLimit the upper limit
  91091. * @param {number} lowerLimit lower limit
  91092. * @param {motorIndex} the motor's index, 0 or 1.
  91093. */
  91094. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91095. }
  91096. /**
  91097. * Interface for a motor enabled joint
  91098. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91099. */
  91100. export interface IMotorEnabledJoint {
  91101. /**
  91102. * Physics joint
  91103. */
  91104. physicsJoint: any;
  91105. /**
  91106. * Sets the motor of the motor-enabled joint
  91107. * @param force The force of the motor
  91108. * @param maxForce The maximum force of the motor
  91109. * @param motorIndex The index of the motor
  91110. */
  91111. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  91112. /**
  91113. * Sets the limit of the motor
  91114. * @param upperLimit The upper limit of the motor
  91115. * @param lowerLimit The lower limit of the motor
  91116. * @param motorIndex The index of the motor
  91117. */
  91118. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91119. }
  91120. /**
  91121. * Joint data for a Distance-Joint
  91122. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91123. */
  91124. export interface DistanceJointData extends PhysicsJointData {
  91125. /**
  91126. * Max distance the 2 joint objects can be apart
  91127. */
  91128. maxDistance: number;
  91129. }
  91130. /**
  91131. * Joint data from a spring joint
  91132. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91133. */
  91134. export interface SpringJointData extends PhysicsJointData {
  91135. /**
  91136. * Length of the spring
  91137. */
  91138. length: number;
  91139. /**
  91140. * Stiffness of the spring
  91141. */
  91142. stiffness: number;
  91143. /**
  91144. * Damping of the spring
  91145. */
  91146. damping: number;
  91147. /** this callback will be called when applying the force to the impostors. */
  91148. forceApplicationCallback: () => void;
  91149. }
  91150. }
  91151. declare module BABYLON {
  91152. /**
  91153. * Holds the data for the raycast result
  91154. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91155. */
  91156. export class PhysicsRaycastResult {
  91157. private _hasHit;
  91158. private _hitDistance;
  91159. private _hitNormalWorld;
  91160. private _hitPointWorld;
  91161. private _rayFromWorld;
  91162. private _rayToWorld;
  91163. /**
  91164. * Gets if there was a hit
  91165. */
  91166. readonly hasHit: boolean;
  91167. /**
  91168. * Gets the distance from the hit
  91169. */
  91170. readonly hitDistance: number;
  91171. /**
  91172. * Gets the hit normal/direction in the world
  91173. */
  91174. readonly hitNormalWorld: Vector3;
  91175. /**
  91176. * Gets the hit point in the world
  91177. */
  91178. readonly hitPointWorld: Vector3;
  91179. /**
  91180. * Gets the ray "start point" of the ray in the world
  91181. */
  91182. readonly rayFromWorld: Vector3;
  91183. /**
  91184. * Gets the ray "end point" of the ray in the world
  91185. */
  91186. readonly rayToWorld: Vector3;
  91187. /**
  91188. * Sets the hit data (normal & point in world space)
  91189. * @param hitNormalWorld defines the normal in world space
  91190. * @param hitPointWorld defines the point in world space
  91191. */
  91192. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  91193. /**
  91194. * Sets the distance from the start point to the hit point
  91195. * @param distance
  91196. */
  91197. setHitDistance(distance: number): void;
  91198. /**
  91199. * Calculates the distance manually
  91200. */
  91201. calculateHitDistance(): void;
  91202. /**
  91203. * Resets all the values to default
  91204. * @param from The from point on world space
  91205. * @param to The to point on world space
  91206. */
  91207. reset(from?: Vector3, to?: Vector3): void;
  91208. }
  91209. /**
  91210. * Interface for the size containing width and height
  91211. */
  91212. interface IXYZ {
  91213. /**
  91214. * X
  91215. */
  91216. x: number;
  91217. /**
  91218. * Y
  91219. */
  91220. y: number;
  91221. /**
  91222. * Z
  91223. */
  91224. z: number;
  91225. }
  91226. }
  91227. declare module BABYLON {
  91228. /**
  91229. * Interface used to describe a physics joint
  91230. */
  91231. export interface PhysicsImpostorJoint {
  91232. /** Defines the main impostor to which the joint is linked */
  91233. mainImpostor: PhysicsImpostor;
  91234. /** Defines the impostor that is connected to the main impostor using this joint */
  91235. connectedImpostor: PhysicsImpostor;
  91236. /** Defines the joint itself */
  91237. joint: PhysicsJoint;
  91238. }
  91239. /** @hidden */
  91240. export interface IPhysicsEnginePlugin {
  91241. world: any;
  91242. name: string;
  91243. setGravity(gravity: Vector3): void;
  91244. setTimeStep(timeStep: number): void;
  91245. getTimeStep(): number;
  91246. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  91247. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91248. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91249. generatePhysicsBody(impostor: PhysicsImpostor): void;
  91250. removePhysicsBody(impostor: PhysicsImpostor): void;
  91251. generateJoint(joint: PhysicsImpostorJoint): void;
  91252. removeJoint(joint: PhysicsImpostorJoint): void;
  91253. isSupported(): boolean;
  91254. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  91255. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  91256. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91257. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91258. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91259. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91260. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  91261. getBodyMass(impostor: PhysicsImpostor): number;
  91262. getBodyFriction(impostor: PhysicsImpostor): number;
  91263. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  91264. getBodyRestitution(impostor: PhysicsImpostor): number;
  91265. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  91266. getBodyPressure?(impostor: PhysicsImpostor): number;
  91267. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  91268. getBodyStiffness?(impostor: PhysicsImpostor): number;
  91269. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  91270. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  91271. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  91272. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  91273. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  91274. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91275. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91276. sleepBody(impostor: PhysicsImpostor): void;
  91277. wakeUpBody(impostor: PhysicsImpostor): void;
  91278. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91279. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  91280. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  91281. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91282. getRadius(impostor: PhysicsImpostor): number;
  91283. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  91284. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  91285. dispose(): void;
  91286. }
  91287. /**
  91288. * Interface used to define a physics engine
  91289. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  91290. */
  91291. export interface IPhysicsEngine {
  91292. /**
  91293. * Gets the gravity vector used by the simulation
  91294. */
  91295. gravity: Vector3;
  91296. /**
  91297. * Sets the gravity vector used by the simulation
  91298. * @param gravity defines the gravity vector to use
  91299. */
  91300. setGravity(gravity: Vector3): void;
  91301. /**
  91302. * Set the time step of the physics engine.
  91303. * Default is 1/60.
  91304. * To slow it down, enter 1/600 for example.
  91305. * To speed it up, 1/30
  91306. * @param newTimeStep the new timestep to apply to this world.
  91307. */
  91308. setTimeStep(newTimeStep: number): void;
  91309. /**
  91310. * Get the time step of the physics engine.
  91311. * @returns the current time step
  91312. */
  91313. getTimeStep(): number;
  91314. /**
  91315. * Release all resources
  91316. */
  91317. dispose(): void;
  91318. /**
  91319. * Gets the name of the current physics plugin
  91320. * @returns the name of the plugin
  91321. */
  91322. getPhysicsPluginName(): string;
  91323. /**
  91324. * Adding a new impostor for the impostor tracking.
  91325. * This will be done by the impostor itself.
  91326. * @param impostor the impostor to add
  91327. */
  91328. addImpostor(impostor: PhysicsImpostor): void;
  91329. /**
  91330. * Remove an impostor from the engine.
  91331. * This impostor and its mesh will not longer be updated by the physics engine.
  91332. * @param impostor the impostor to remove
  91333. */
  91334. removeImpostor(impostor: PhysicsImpostor): void;
  91335. /**
  91336. * Add a joint to the physics engine
  91337. * @param mainImpostor defines the main impostor to which the joint is added.
  91338. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  91339. * @param joint defines the joint that will connect both impostors.
  91340. */
  91341. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91342. /**
  91343. * Removes a joint from the simulation
  91344. * @param mainImpostor defines the impostor used with the joint
  91345. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  91346. * @param joint defines the joint to remove
  91347. */
  91348. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91349. /**
  91350. * Gets the current plugin used to run the simulation
  91351. * @returns current plugin
  91352. */
  91353. getPhysicsPlugin(): IPhysicsEnginePlugin;
  91354. /**
  91355. * Gets the list of physic impostors
  91356. * @returns an array of PhysicsImpostor
  91357. */
  91358. getImpostors(): Array<PhysicsImpostor>;
  91359. /**
  91360. * Gets the impostor for a physics enabled object
  91361. * @param object defines the object impersonated by the impostor
  91362. * @returns the PhysicsImpostor or null if not found
  91363. */
  91364. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91365. /**
  91366. * Gets the impostor for a physics body object
  91367. * @param body defines physics body used by the impostor
  91368. * @returns the PhysicsImpostor or null if not found
  91369. */
  91370. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  91371. /**
  91372. * Does a raycast in the physics world
  91373. * @param from when should the ray start?
  91374. * @param to when should the ray end?
  91375. * @returns PhysicsRaycastResult
  91376. */
  91377. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91378. /**
  91379. * Called by the scene. No need to call it.
  91380. * @param delta defines the timespam between frames
  91381. */
  91382. _step(delta: number): void;
  91383. }
  91384. }
  91385. declare module BABYLON {
  91386. /**
  91387. * The interface for the physics imposter parameters
  91388. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91389. */
  91390. export interface PhysicsImpostorParameters {
  91391. /**
  91392. * The mass of the physics imposter
  91393. */
  91394. mass: number;
  91395. /**
  91396. * The friction of the physics imposter
  91397. */
  91398. friction?: number;
  91399. /**
  91400. * The coefficient of restitution of the physics imposter
  91401. */
  91402. restitution?: number;
  91403. /**
  91404. * The native options of the physics imposter
  91405. */
  91406. nativeOptions?: any;
  91407. /**
  91408. * Specifies if the parent should be ignored
  91409. */
  91410. ignoreParent?: boolean;
  91411. /**
  91412. * Specifies if bi-directional transformations should be disabled
  91413. */
  91414. disableBidirectionalTransformation?: boolean;
  91415. /**
  91416. * The pressure inside the physics imposter, soft object only
  91417. */
  91418. pressure?: number;
  91419. /**
  91420. * The stiffness the physics imposter, soft object only
  91421. */
  91422. stiffness?: number;
  91423. /**
  91424. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  91425. */
  91426. velocityIterations?: number;
  91427. /**
  91428. * The number of iterations used in maintaining consistent vertex positions, soft object only
  91429. */
  91430. positionIterations?: number;
  91431. /**
  91432. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  91433. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  91434. * Add to fix multiple points
  91435. */
  91436. fixedPoints?: number;
  91437. /**
  91438. * The collision margin around a soft object
  91439. */
  91440. margin?: number;
  91441. /**
  91442. * The collision margin around a soft object
  91443. */
  91444. damping?: number;
  91445. /**
  91446. * The path for a rope based on an extrusion
  91447. */
  91448. path?: any;
  91449. /**
  91450. * The shape of an extrusion used for a rope based on an extrusion
  91451. */
  91452. shape?: any;
  91453. }
  91454. /**
  91455. * Interface for a physics-enabled object
  91456. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91457. */
  91458. export interface IPhysicsEnabledObject {
  91459. /**
  91460. * The position of the physics-enabled object
  91461. */
  91462. position: Vector3;
  91463. /**
  91464. * The rotation of the physics-enabled object
  91465. */
  91466. rotationQuaternion: Nullable<Quaternion>;
  91467. /**
  91468. * The scale of the physics-enabled object
  91469. */
  91470. scaling: Vector3;
  91471. /**
  91472. * The rotation of the physics-enabled object
  91473. */
  91474. rotation?: Vector3;
  91475. /**
  91476. * The parent of the physics-enabled object
  91477. */
  91478. parent?: any;
  91479. /**
  91480. * The bounding info of the physics-enabled object
  91481. * @returns The bounding info of the physics-enabled object
  91482. */
  91483. getBoundingInfo(): BoundingInfo;
  91484. /**
  91485. * Computes the world matrix
  91486. * @param force Specifies if the world matrix should be computed by force
  91487. * @returns A world matrix
  91488. */
  91489. computeWorldMatrix(force: boolean): Matrix;
  91490. /**
  91491. * Gets the world matrix
  91492. * @returns A world matrix
  91493. */
  91494. getWorldMatrix?(): Matrix;
  91495. /**
  91496. * Gets the child meshes
  91497. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  91498. * @returns An array of abstract meshes
  91499. */
  91500. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  91501. /**
  91502. * Gets the vertex data
  91503. * @param kind The type of vertex data
  91504. * @returns A nullable array of numbers, or a float32 array
  91505. */
  91506. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  91507. /**
  91508. * Gets the indices from the mesh
  91509. * @returns A nullable array of index arrays
  91510. */
  91511. getIndices?(): Nullable<IndicesArray>;
  91512. /**
  91513. * Gets the scene from the mesh
  91514. * @returns the indices array or null
  91515. */
  91516. getScene?(): Scene;
  91517. /**
  91518. * Gets the absolute position from the mesh
  91519. * @returns the absolute position
  91520. */
  91521. getAbsolutePosition(): Vector3;
  91522. /**
  91523. * Gets the absolute pivot point from the mesh
  91524. * @returns the absolute pivot point
  91525. */
  91526. getAbsolutePivotPoint(): Vector3;
  91527. /**
  91528. * Rotates the mesh
  91529. * @param axis The axis of rotation
  91530. * @param amount The amount of rotation
  91531. * @param space The space of the rotation
  91532. * @returns The rotation transform node
  91533. */
  91534. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  91535. /**
  91536. * Translates the mesh
  91537. * @param axis The axis of translation
  91538. * @param distance The distance of translation
  91539. * @param space The space of the translation
  91540. * @returns The transform node
  91541. */
  91542. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  91543. /**
  91544. * Sets the absolute position of the mesh
  91545. * @param absolutePosition The absolute position of the mesh
  91546. * @returns The transform node
  91547. */
  91548. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  91549. /**
  91550. * Gets the class name of the mesh
  91551. * @returns The class name
  91552. */
  91553. getClassName(): string;
  91554. }
  91555. /**
  91556. * Represents a physics imposter
  91557. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91558. */
  91559. export class PhysicsImpostor {
  91560. /**
  91561. * The physics-enabled object used as the physics imposter
  91562. */
  91563. object: IPhysicsEnabledObject;
  91564. /**
  91565. * The type of the physics imposter
  91566. */
  91567. type: number;
  91568. private _options;
  91569. private _scene?;
  91570. /**
  91571. * The default object size of the imposter
  91572. */
  91573. static DEFAULT_OBJECT_SIZE: Vector3;
  91574. /**
  91575. * The identity quaternion of the imposter
  91576. */
  91577. static IDENTITY_QUATERNION: Quaternion;
  91578. /** @hidden */
  91579. _pluginData: any;
  91580. private _physicsEngine;
  91581. private _physicsBody;
  91582. private _bodyUpdateRequired;
  91583. private _onBeforePhysicsStepCallbacks;
  91584. private _onAfterPhysicsStepCallbacks;
  91585. /** @hidden */
  91586. _onPhysicsCollideCallbacks: Array<{
  91587. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  91588. otherImpostors: Array<PhysicsImpostor>;
  91589. }>;
  91590. private _deltaPosition;
  91591. private _deltaRotation;
  91592. private _deltaRotationConjugated;
  91593. /** @hidden */
  91594. _isFromLine: boolean;
  91595. private _parent;
  91596. private _isDisposed;
  91597. private static _tmpVecs;
  91598. private static _tmpQuat;
  91599. /**
  91600. * Specifies if the physics imposter is disposed
  91601. */
  91602. readonly isDisposed: boolean;
  91603. /**
  91604. * Gets the mass of the physics imposter
  91605. */
  91606. mass: number;
  91607. /**
  91608. * Gets the coefficient of friction
  91609. */
  91610. /**
  91611. * Sets the coefficient of friction
  91612. */
  91613. friction: number;
  91614. /**
  91615. * Gets the coefficient of restitution
  91616. */
  91617. /**
  91618. * Sets the coefficient of restitution
  91619. */
  91620. restitution: number;
  91621. /**
  91622. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  91623. */
  91624. /**
  91625. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  91626. */
  91627. pressure: number;
  91628. /**
  91629. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91630. */
  91631. /**
  91632. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91633. */
  91634. stiffness: number;
  91635. /**
  91636. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91637. */
  91638. /**
  91639. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91640. */
  91641. velocityIterations: number;
  91642. /**
  91643. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91644. */
  91645. /**
  91646. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91647. */
  91648. positionIterations: number;
  91649. /**
  91650. * The unique id of the physics imposter
  91651. * set by the physics engine when adding this impostor to the array
  91652. */
  91653. uniqueId: number;
  91654. /**
  91655. * @hidden
  91656. */
  91657. soft: boolean;
  91658. /**
  91659. * @hidden
  91660. */
  91661. segments: number;
  91662. private _joints;
  91663. /**
  91664. * Initializes the physics imposter
  91665. * @param object The physics-enabled object used as the physics imposter
  91666. * @param type The type of the physics imposter
  91667. * @param _options The options for the physics imposter
  91668. * @param _scene The Babylon scene
  91669. */
  91670. constructor(
  91671. /**
  91672. * The physics-enabled object used as the physics imposter
  91673. */
  91674. object: IPhysicsEnabledObject,
  91675. /**
  91676. * The type of the physics imposter
  91677. */
  91678. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  91679. /**
  91680. * This function will completly initialize this impostor.
  91681. * It will create a new body - but only if this mesh has no parent.
  91682. * If it has, this impostor will not be used other than to define the impostor
  91683. * of the child mesh.
  91684. * @hidden
  91685. */
  91686. _init(): void;
  91687. private _getPhysicsParent;
  91688. /**
  91689. * Should a new body be generated.
  91690. * @returns boolean specifying if body initialization is required
  91691. */
  91692. isBodyInitRequired(): boolean;
  91693. /**
  91694. * Sets the updated scaling
  91695. * @param updated Specifies if the scaling is updated
  91696. */
  91697. setScalingUpdated(): void;
  91698. /**
  91699. * Force a regeneration of this or the parent's impostor's body.
  91700. * Use under cautious - This will remove all joints already implemented.
  91701. */
  91702. forceUpdate(): void;
  91703. /**
  91704. * Gets the body that holds this impostor. Either its own, or its parent.
  91705. */
  91706. /**
  91707. * Set the physics body. Used mainly by the physics engine/plugin
  91708. */
  91709. physicsBody: any;
  91710. /**
  91711. * Get the parent of the physics imposter
  91712. * @returns Physics imposter or null
  91713. */
  91714. /**
  91715. * Sets the parent of the physics imposter
  91716. */
  91717. parent: Nullable<PhysicsImpostor>;
  91718. /**
  91719. * Resets the update flags
  91720. */
  91721. resetUpdateFlags(): void;
  91722. /**
  91723. * Gets the object extend size
  91724. * @returns the object extend size
  91725. */
  91726. getObjectExtendSize(): Vector3;
  91727. /**
  91728. * Gets the object center
  91729. * @returns The object center
  91730. */
  91731. getObjectCenter(): Vector3;
  91732. /**
  91733. * Get a specific parametes from the options parameter
  91734. * @param paramName The object parameter name
  91735. * @returns The object parameter
  91736. */
  91737. getParam(paramName: string): any;
  91738. /**
  91739. * Sets a specific parameter in the options given to the physics plugin
  91740. * @param paramName The parameter name
  91741. * @param value The value of the parameter
  91742. */
  91743. setParam(paramName: string, value: number): void;
  91744. /**
  91745. * Specifically change the body's mass option. Won't recreate the physics body object
  91746. * @param mass The mass of the physics imposter
  91747. */
  91748. setMass(mass: number): void;
  91749. /**
  91750. * Gets the linear velocity
  91751. * @returns linear velocity or null
  91752. */
  91753. getLinearVelocity(): Nullable<Vector3>;
  91754. /**
  91755. * Sets the linear velocity
  91756. * @param velocity linear velocity or null
  91757. */
  91758. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91759. /**
  91760. * Gets the angular velocity
  91761. * @returns angular velocity or null
  91762. */
  91763. getAngularVelocity(): Nullable<Vector3>;
  91764. /**
  91765. * Sets the angular velocity
  91766. * @param velocity The velocity or null
  91767. */
  91768. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91769. /**
  91770. * Execute a function with the physics plugin native code
  91771. * Provide a function the will have two variables - the world object and the physics body object
  91772. * @param func The function to execute with the physics plugin native code
  91773. */
  91774. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91775. /**
  91776. * Register a function that will be executed before the physics world is stepping forward
  91777. * @param func The function to execute before the physics world is stepped forward
  91778. */
  91779. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91780. /**
  91781. * Unregister a function that will be executed before the physics world is stepping forward
  91782. * @param func The function to execute before the physics world is stepped forward
  91783. */
  91784. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91785. /**
  91786. * Register a function that will be executed after the physics step
  91787. * @param func The function to execute after physics step
  91788. */
  91789. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91790. /**
  91791. * Unregisters a function that will be executed after the physics step
  91792. * @param func The function to execute after physics step
  91793. */
  91794. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91795. /**
  91796. * register a function that will be executed when this impostor collides against a different body
  91797. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  91798. * @param func Callback that is executed on collision
  91799. */
  91800. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  91801. /**
  91802. * Unregisters the physics imposter on contact
  91803. * @param collideAgainst The physics object to collide against
  91804. * @param func Callback to execute on collision
  91805. */
  91806. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  91807. private _tmpQuat;
  91808. private _tmpQuat2;
  91809. /**
  91810. * Get the parent rotation
  91811. * @returns The parent rotation
  91812. */
  91813. getParentsRotation(): Quaternion;
  91814. /**
  91815. * this function is executed by the physics engine.
  91816. */
  91817. beforeStep: () => void;
  91818. /**
  91819. * this function is executed by the physics engine
  91820. */
  91821. afterStep: () => void;
  91822. /**
  91823. * Legacy collision detection event support
  91824. */
  91825. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  91826. /**
  91827. * event and body object due to cannon's event-based architecture.
  91828. */
  91829. onCollide: (e: {
  91830. body: any;
  91831. }) => void;
  91832. /**
  91833. * Apply a force
  91834. * @param force The force to apply
  91835. * @param contactPoint The contact point for the force
  91836. * @returns The physics imposter
  91837. */
  91838. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91839. /**
  91840. * Apply an impulse
  91841. * @param force The impulse force
  91842. * @param contactPoint The contact point for the impulse force
  91843. * @returns The physics imposter
  91844. */
  91845. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91846. /**
  91847. * A help function to create a joint
  91848. * @param otherImpostor A physics imposter used to create a joint
  91849. * @param jointType The type of joint
  91850. * @param jointData The data for the joint
  91851. * @returns The physics imposter
  91852. */
  91853. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  91854. /**
  91855. * Add a joint to this impostor with a different impostor
  91856. * @param otherImpostor A physics imposter used to add a joint
  91857. * @param joint The joint to add
  91858. * @returns The physics imposter
  91859. */
  91860. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  91861. /**
  91862. * Add an anchor to a cloth impostor
  91863. * @param otherImpostor rigid impostor to anchor to
  91864. * @param width ratio across width from 0 to 1
  91865. * @param height ratio up height from 0 to 1
  91866. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  91867. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  91868. * @returns impostor the soft imposter
  91869. */
  91870. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91871. /**
  91872. * Add a hook to a rope impostor
  91873. * @param otherImpostor rigid impostor to anchor to
  91874. * @param length ratio across rope from 0 to 1
  91875. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  91876. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  91877. * @returns impostor the rope imposter
  91878. */
  91879. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91880. /**
  91881. * Will keep this body still, in a sleep mode.
  91882. * @returns the physics imposter
  91883. */
  91884. sleep(): PhysicsImpostor;
  91885. /**
  91886. * Wake the body up.
  91887. * @returns The physics imposter
  91888. */
  91889. wakeUp(): PhysicsImpostor;
  91890. /**
  91891. * Clones the physics imposter
  91892. * @param newObject The physics imposter clones to this physics-enabled object
  91893. * @returns A nullable physics imposter
  91894. */
  91895. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91896. /**
  91897. * Disposes the physics imposter
  91898. */
  91899. dispose(): void;
  91900. /**
  91901. * Sets the delta position
  91902. * @param position The delta position amount
  91903. */
  91904. setDeltaPosition(position: Vector3): void;
  91905. /**
  91906. * Sets the delta rotation
  91907. * @param rotation The delta rotation amount
  91908. */
  91909. setDeltaRotation(rotation: Quaternion): void;
  91910. /**
  91911. * Gets the box size of the physics imposter and stores the result in the input parameter
  91912. * @param result Stores the box size
  91913. * @returns The physics imposter
  91914. */
  91915. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  91916. /**
  91917. * Gets the radius of the physics imposter
  91918. * @returns Radius of the physics imposter
  91919. */
  91920. getRadius(): number;
  91921. /**
  91922. * Sync a bone with this impostor
  91923. * @param bone The bone to sync to the impostor.
  91924. * @param boneMesh The mesh that the bone is influencing.
  91925. * @param jointPivot The pivot of the joint / bone in local space.
  91926. * @param distToJoint Optional distance from the impostor to the joint.
  91927. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91928. */
  91929. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  91930. /**
  91931. * Sync impostor to a bone
  91932. * @param bone The bone that the impostor will be synced to.
  91933. * @param boneMesh The mesh that the bone is influencing.
  91934. * @param jointPivot The pivot of the joint / bone in local space.
  91935. * @param distToJoint Optional distance from the impostor to the joint.
  91936. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91937. * @param boneAxis Optional vector3 axis the bone is aligned with
  91938. */
  91939. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  91940. /**
  91941. * No-Imposter type
  91942. */
  91943. static NoImpostor: number;
  91944. /**
  91945. * Sphere-Imposter type
  91946. */
  91947. static SphereImpostor: number;
  91948. /**
  91949. * Box-Imposter type
  91950. */
  91951. static BoxImpostor: number;
  91952. /**
  91953. * Plane-Imposter type
  91954. */
  91955. static PlaneImpostor: number;
  91956. /**
  91957. * Mesh-imposter type
  91958. */
  91959. static MeshImpostor: number;
  91960. /**
  91961. * Capsule-Impostor type (Ammo.js plugin only)
  91962. */
  91963. static CapsuleImpostor: number;
  91964. /**
  91965. * Cylinder-Imposter type
  91966. */
  91967. static CylinderImpostor: number;
  91968. /**
  91969. * Particle-Imposter type
  91970. */
  91971. static ParticleImpostor: number;
  91972. /**
  91973. * Heightmap-Imposter type
  91974. */
  91975. static HeightmapImpostor: number;
  91976. /**
  91977. * ConvexHull-Impostor type (Ammo.js plugin only)
  91978. */
  91979. static ConvexHullImpostor: number;
  91980. /**
  91981. * Rope-Imposter type
  91982. */
  91983. static RopeImpostor: number;
  91984. /**
  91985. * Cloth-Imposter type
  91986. */
  91987. static ClothImpostor: number;
  91988. /**
  91989. * Softbody-Imposter type
  91990. */
  91991. static SoftbodyImpostor: number;
  91992. }
  91993. }
  91994. declare module BABYLON {
  91995. /**
  91996. * @hidden
  91997. **/
  91998. export class _CreationDataStorage {
  91999. closePath?: boolean;
  92000. closeArray?: boolean;
  92001. idx: number[];
  92002. dashSize: number;
  92003. gapSize: number;
  92004. path3D: Path3D;
  92005. pathArray: Vector3[][];
  92006. arc: number;
  92007. radius: number;
  92008. cap: number;
  92009. tessellation: number;
  92010. }
  92011. /**
  92012. * @hidden
  92013. **/
  92014. class _InstanceDataStorage {
  92015. visibleInstances: any;
  92016. batchCache: _InstancesBatch;
  92017. instancesBufferSize: number;
  92018. instancesBuffer: Nullable<Buffer>;
  92019. instancesData: Float32Array;
  92020. overridenInstanceCount: number;
  92021. isFrozen: boolean;
  92022. previousBatch: Nullable<_InstancesBatch>;
  92023. hardwareInstancedRendering: boolean;
  92024. sideOrientation: number;
  92025. manualUpdate: boolean;
  92026. }
  92027. /**
  92028. * @hidden
  92029. **/
  92030. export class _InstancesBatch {
  92031. mustReturn: boolean;
  92032. visibleInstances: Nullable<InstancedMesh[]>[];
  92033. renderSelf: boolean[];
  92034. hardwareInstancedRendering: boolean[];
  92035. }
  92036. /**
  92037. * Class used to represent renderable models
  92038. */
  92039. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  92040. /**
  92041. * Mesh side orientation : usually the external or front surface
  92042. */
  92043. static readonly FRONTSIDE: number;
  92044. /**
  92045. * Mesh side orientation : usually the internal or back surface
  92046. */
  92047. static readonly BACKSIDE: number;
  92048. /**
  92049. * Mesh side orientation : both internal and external or front and back surfaces
  92050. */
  92051. static readonly DOUBLESIDE: number;
  92052. /**
  92053. * Mesh side orientation : by default, `FRONTSIDE`
  92054. */
  92055. static readonly DEFAULTSIDE: number;
  92056. /**
  92057. * Mesh cap setting : no cap
  92058. */
  92059. static readonly NO_CAP: number;
  92060. /**
  92061. * Mesh cap setting : one cap at the beginning of the mesh
  92062. */
  92063. static readonly CAP_START: number;
  92064. /**
  92065. * Mesh cap setting : one cap at the end of the mesh
  92066. */
  92067. static readonly CAP_END: number;
  92068. /**
  92069. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  92070. */
  92071. static readonly CAP_ALL: number;
  92072. /**
  92073. * Mesh pattern setting : no flip or rotate
  92074. */
  92075. static readonly NO_FLIP: number;
  92076. /**
  92077. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  92078. */
  92079. static readonly FLIP_TILE: number;
  92080. /**
  92081. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  92082. */
  92083. static readonly ROTATE_TILE: number;
  92084. /**
  92085. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  92086. */
  92087. static readonly FLIP_ROW: number;
  92088. /**
  92089. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  92090. */
  92091. static readonly ROTATE_ROW: number;
  92092. /**
  92093. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  92094. */
  92095. static readonly FLIP_N_ROTATE_TILE: number;
  92096. /**
  92097. * Mesh pattern setting : rotate pattern and rotate
  92098. */
  92099. static readonly FLIP_N_ROTATE_ROW: number;
  92100. /**
  92101. * Mesh tile positioning : part tiles same on left/right or top/bottom
  92102. */
  92103. static readonly CENTER: number;
  92104. /**
  92105. * Mesh tile positioning : part tiles on left
  92106. */
  92107. static readonly LEFT: number;
  92108. /**
  92109. * Mesh tile positioning : part tiles on right
  92110. */
  92111. static readonly RIGHT: number;
  92112. /**
  92113. * Mesh tile positioning : part tiles on top
  92114. */
  92115. static readonly TOP: number;
  92116. /**
  92117. * Mesh tile positioning : part tiles on bottom
  92118. */
  92119. static readonly BOTTOM: number;
  92120. /**
  92121. * Gets the default side orientation.
  92122. * @param orientation the orientation to value to attempt to get
  92123. * @returns the default orientation
  92124. * @hidden
  92125. */
  92126. static _GetDefaultSideOrientation(orientation?: number): number;
  92127. private _internalMeshDataInfo;
  92128. /**
  92129. * An event triggered before rendering the mesh
  92130. */
  92131. readonly onBeforeRenderObservable: Observable<Mesh>;
  92132. /**
  92133. * An event triggered before binding the mesh
  92134. */
  92135. readonly onBeforeBindObservable: Observable<Mesh>;
  92136. /**
  92137. * An event triggered after rendering the mesh
  92138. */
  92139. readonly onAfterRenderObservable: Observable<Mesh>;
  92140. /**
  92141. * An event triggered before drawing the mesh
  92142. */
  92143. readonly onBeforeDrawObservable: Observable<Mesh>;
  92144. private _onBeforeDrawObserver;
  92145. /**
  92146. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  92147. */
  92148. onBeforeDraw: () => void;
  92149. readonly hasInstances: boolean;
  92150. /**
  92151. * Gets the delay loading state of the mesh (when delay loading is turned on)
  92152. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  92153. */
  92154. delayLoadState: number;
  92155. /**
  92156. * Gets the list of instances created from this mesh
  92157. * it is not supposed to be modified manually.
  92158. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  92159. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92160. */
  92161. instances: InstancedMesh[];
  92162. /**
  92163. * Gets the file containing delay loading data for this mesh
  92164. */
  92165. delayLoadingFile: string;
  92166. /** @hidden */
  92167. _binaryInfo: any;
  92168. /**
  92169. * User defined function used to change how LOD level selection is done
  92170. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  92171. */
  92172. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  92173. /**
  92174. * Gets or sets the morph target manager
  92175. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  92176. */
  92177. morphTargetManager: Nullable<MorphTargetManager>;
  92178. /** @hidden */
  92179. _creationDataStorage: Nullable<_CreationDataStorage>;
  92180. /** @hidden */
  92181. _geometry: Nullable<Geometry>;
  92182. /** @hidden */
  92183. _delayInfo: Array<string>;
  92184. /** @hidden */
  92185. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  92186. /** @hidden */
  92187. _instanceDataStorage: _InstanceDataStorage;
  92188. private _effectiveMaterial;
  92189. /** @hidden */
  92190. _shouldGenerateFlatShading: boolean;
  92191. /** @hidden */
  92192. _originalBuilderSideOrientation: number;
  92193. /**
  92194. * Use this property to change the original side orientation defined at construction time
  92195. */
  92196. overrideMaterialSideOrientation: Nullable<number>;
  92197. /**
  92198. * Gets the source mesh (the one used to clone this one from)
  92199. */
  92200. readonly source: Nullable<Mesh>;
  92201. /**
  92202. * Gets or sets a boolean indicating that this mesh does not use index buffer
  92203. */
  92204. isUnIndexed: boolean;
  92205. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  92206. readonly worldMatrixInstancedBuffer: Float32Array;
  92207. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  92208. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  92209. /**
  92210. * @constructor
  92211. * @param name The value used by scene.getMeshByName() to do a lookup.
  92212. * @param scene The scene to add this mesh to.
  92213. * @param parent The parent of this mesh, if it has one
  92214. * @param source An optional Mesh from which geometry is shared, cloned.
  92215. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  92216. * When false, achieved by calling a clone(), also passing False.
  92217. * This will make creation of children, recursive.
  92218. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  92219. */
  92220. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  92221. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  92222. doNotInstantiate: boolean;
  92223. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  92224. /**
  92225. * Gets the class name
  92226. * @returns the string "Mesh".
  92227. */
  92228. getClassName(): string;
  92229. /** @hidden */
  92230. readonly _isMesh: boolean;
  92231. /**
  92232. * Returns a description of this mesh
  92233. * @param fullDetails define if full details about this mesh must be used
  92234. * @returns a descriptive string representing this mesh
  92235. */
  92236. toString(fullDetails?: boolean): string;
  92237. /** @hidden */
  92238. _unBindEffect(): void;
  92239. /**
  92240. * Gets a boolean indicating if this mesh has LOD
  92241. */
  92242. readonly hasLODLevels: boolean;
  92243. /**
  92244. * Gets the list of MeshLODLevel associated with the current mesh
  92245. * @returns an array of MeshLODLevel
  92246. */
  92247. getLODLevels(): MeshLODLevel[];
  92248. private _sortLODLevels;
  92249. /**
  92250. * Add a mesh as LOD level triggered at the given distance.
  92251. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92252. * @param distance The distance from the center of the object to show this level
  92253. * @param mesh The mesh to be added as LOD level (can be null)
  92254. * @return This mesh (for chaining)
  92255. */
  92256. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  92257. /**
  92258. * Returns the LOD level mesh at the passed distance or null if not found.
  92259. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92260. * @param distance The distance from the center of the object to show this level
  92261. * @returns a Mesh or `null`
  92262. */
  92263. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  92264. /**
  92265. * Remove a mesh from the LOD array
  92266. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92267. * @param mesh defines the mesh to be removed
  92268. * @return This mesh (for chaining)
  92269. */
  92270. removeLODLevel(mesh: Mesh): Mesh;
  92271. /**
  92272. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  92273. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92274. * @param camera defines the camera to use to compute distance
  92275. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  92276. * @return This mesh (for chaining)
  92277. */
  92278. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  92279. /**
  92280. * Gets the mesh internal Geometry object
  92281. */
  92282. readonly geometry: Nullable<Geometry>;
  92283. /**
  92284. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  92285. * @returns the total number of vertices
  92286. */
  92287. getTotalVertices(): number;
  92288. /**
  92289. * Returns the content of an associated vertex buffer
  92290. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92291. * - VertexBuffer.PositionKind
  92292. * - VertexBuffer.UVKind
  92293. * - VertexBuffer.UV2Kind
  92294. * - VertexBuffer.UV3Kind
  92295. * - VertexBuffer.UV4Kind
  92296. * - VertexBuffer.UV5Kind
  92297. * - VertexBuffer.UV6Kind
  92298. * - VertexBuffer.ColorKind
  92299. * - VertexBuffer.MatricesIndicesKind
  92300. * - VertexBuffer.MatricesIndicesExtraKind
  92301. * - VertexBuffer.MatricesWeightsKind
  92302. * - VertexBuffer.MatricesWeightsExtraKind
  92303. * @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
  92304. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  92305. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  92306. */
  92307. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  92308. /**
  92309. * Returns the mesh VertexBuffer object from the requested `kind`
  92310. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92311. * - VertexBuffer.PositionKind
  92312. * - VertexBuffer.NormalKind
  92313. * - VertexBuffer.UVKind
  92314. * - VertexBuffer.UV2Kind
  92315. * - VertexBuffer.UV3Kind
  92316. * - VertexBuffer.UV4Kind
  92317. * - VertexBuffer.UV5Kind
  92318. * - VertexBuffer.UV6Kind
  92319. * - VertexBuffer.ColorKind
  92320. * - VertexBuffer.MatricesIndicesKind
  92321. * - VertexBuffer.MatricesIndicesExtraKind
  92322. * - VertexBuffer.MatricesWeightsKind
  92323. * - VertexBuffer.MatricesWeightsExtraKind
  92324. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  92325. */
  92326. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  92327. /**
  92328. * Tests if a specific vertex buffer is associated with this mesh
  92329. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92330. * - VertexBuffer.PositionKind
  92331. * - VertexBuffer.NormalKind
  92332. * - VertexBuffer.UVKind
  92333. * - VertexBuffer.UV2Kind
  92334. * - VertexBuffer.UV3Kind
  92335. * - VertexBuffer.UV4Kind
  92336. * - VertexBuffer.UV5Kind
  92337. * - VertexBuffer.UV6Kind
  92338. * - VertexBuffer.ColorKind
  92339. * - VertexBuffer.MatricesIndicesKind
  92340. * - VertexBuffer.MatricesIndicesExtraKind
  92341. * - VertexBuffer.MatricesWeightsKind
  92342. * - VertexBuffer.MatricesWeightsExtraKind
  92343. * @returns a boolean
  92344. */
  92345. isVerticesDataPresent(kind: string): boolean;
  92346. /**
  92347. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  92348. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92349. * - VertexBuffer.PositionKind
  92350. * - VertexBuffer.UVKind
  92351. * - VertexBuffer.UV2Kind
  92352. * - VertexBuffer.UV3Kind
  92353. * - VertexBuffer.UV4Kind
  92354. * - VertexBuffer.UV5Kind
  92355. * - VertexBuffer.UV6Kind
  92356. * - VertexBuffer.ColorKind
  92357. * - VertexBuffer.MatricesIndicesKind
  92358. * - VertexBuffer.MatricesIndicesExtraKind
  92359. * - VertexBuffer.MatricesWeightsKind
  92360. * - VertexBuffer.MatricesWeightsExtraKind
  92361. * @returns a boolean
  92362. */
  92363. isVertexBufferUpdatable(kind: string): boolean;
  92364. /**
  92365. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  92366. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92367. * - VertexBuffer.PositionKind
  92368. * - VertexBuffer.NormalKind
  92369. * - VertexBuffer.UVKind
  92370. * - VertexBuffer.UV2Kind
  92371. * - VertexBuffer.UV3Kind
  92372. * - VertexBuffer.UV4Kind
  92373. * - VertexBuffer.UV5Kind
  92374. * - VertexBuffer.UV6Kind
  92375. * - VertexBuffer.ColorKind
  92376. * - VertexBuffer.MatricesIndicesKind
  92377. * - VertexBuffer.MatricesIndicesExtraKind
  92378. * - VertexBuffer.MatricesWeightsKind
  92379. * - VertexBuffer.MatricesWeightsExtraKind
  92380. * @returns an array of strings
  92381. */
  92382. getVerticesDataKinds(): string[];
  92383. /**
  92384. * Returns a positive integer : the total number of indices in this mesh geometry.
  92385. * @returns the numner of indices or zero if the mesh has no geometry.
  92386. */
  92387. getTotalIndices(): number;
  92388. /**
  92389. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  92390. * @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.
  92391. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  92392. * @returns the indices array or an empty array if the mesh has no geometry
  92393. */
  92394. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  92395. readonly isBlocked: boolean;
  92396. /**
  92397. * Determine if the current mesh is ready to be rendered
  92398. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92399. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  92400. * @returns true if all associated assets are ready (material, textures, shaders)
  92401. */
  92402. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  92403. /**
  92404. * 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.
  92405. */
  92406. readonly areNormalsFrozen: boolean;
  92407. /**
  92408. * 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.
  92409. * @returns the current mesh
  92410. */
  92411. freezeNormals(): Mesh;
  92412. /**
  92413. * 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
  92414. * @returns the current mesh
  92415. */
  92416. unfreezeNormals(): Mesh;
  92417. /**
  92418. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  92419. */
  92420. overridenInstanceCount: number;
  92421. /** @hidden */
  92422. _preActivate(): Mesh;
  92423. /** @hidden */
  92424. _preActivateForIntermediateRendering(renderId: number): Mesh;
  92425. /** @hidden */
  92426. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  92427. /**
  92428. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  92429. * This means the mesh underlying bounding box and sphere are recomputed.
  92430. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  92431. * @returns the current mesh
  92432. */
  92433. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  92434. /** @hidden */
  92435. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  92436. /**
  92437. * This function will subdivide the mesh into multiple submeshes
  92438. * @param count defines the expected number of submeshes
  92439. */
  92440. subdivide(count: number): void;
  92441. /**
  92442. * Copy a FloatArray into a specific associated vertex buffer
  92443. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92444. * - VertexBuffer.PositionKind
  92445. * - VertexBuffer.UVKind
  92446. * - VertexBuffer.UV2Kind
  92447. * - VertexBuffer.UV3Kind
  92448. * - VertexBuffer.UV4Kind
  92449. * - VertexBuffer.UV5Kind
  92450. * - VertexBuffer.UV6Kind
  92451. * - VertexBuffer.ColorKind
  92452. * - VertexBuffer.MatricesIndicesKind
  92453. * - VertexBuffer.MatricesIndicesExtraKind
  92454. * - VertexBuffer.MatricesWeightsKind
  92455. * - VertexBuffer.MatricesWeightsExtraKind
  92456. * @param data defines the data source
  92457. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92458. * @param stride defines the data stride size (can be null)
  92459. * @returns the current mesh
  92460. */
  92461. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  92462. /**
  92463. * Delete a vertex buffer associated with this mesh
  92464. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  92465. * - VertexBuffer.PositionKind
  92466. * - VertexBuffer.UVKind
  92467. * - VertexBuffer.UV2Kind
  92468. * - VertexBuffer.UV3Kind
  92469. * - VertexBuffer.UV4Kind
  92470. * - VertexBuffer.UV5Kind
  92471. * - VertexBuffer.UV6Kind
  92472. * - VertexBuffer.ColorKind
  92473. * - VertexBuffer.MatricesIndicesKind
  92474. * - VertexBuffer.MatricesIndicesExtraKind
  92475. * - VertexBuffer.MatricesWeightsKind
  92476. * - VertexBuffer.MatricesWeightsExtraKind
  92477. */
  92478. removeVerticesData(kind: string): void;
  92479. /**
  92480. * Flags an associated vertex buffer as updatable
  92481. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  92482. * - VertexBuffer.PositionKind
  92483. * - VertexBuffer.UVKind
  92484. * - VertexBuffer.UV2Kind
  92485. * - VertexBuffer.UV3Kind
  92486. * - VertexBuffer.UV4Kind
  92487. * - VertexBuffer.UV5Kind
  92488. * - VertexBuffer.UV6Kind
  92489. * - VertexBuffer.ColorKind
  92490. * - VertexBuffer.MatricesIndicesKind
  92491. * - VertexBuffer.MatricesIndicesExtraKind
  92492. * - VertexBuffer.MatricesWeightsKind
  92493. * - VertexBuffer.MatricesWeightsExtraKind
  92494. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92495. */
  92496. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  92497. /**
  92498. * Sets the mesh global Vertex Buffer
  92499. * @param buffer defines the buffer to use
  92500. * @returns the current mesh
  92501. */
  92502. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  92503. /**
  92504. * Update a specific associated vertex buffer
  92505. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92506. * - VertexBuffer.PositionKind
  92507. * - VertexBuffer.UVKind
  92508. * - VertexBuffer.UV2Kind
  92509. * - VertexBuffer.UV3Kind
  92510. * - VertexBuffer.UV4Kind
  92511. * - VertexBuffer.UV5Kind
  92512. * - VertexBuffer.UV6Kind
  92513. * - VertexBuffer.ColorKind
  92514. * - VertexBuffer.MatricesIndicesKind
  92515. * - VertexBuffer.MatricesIndicesExtraKind
  92516. * - VertexBuffer.MatricesWeightsKind
  92517. * - VertexBuffer.MatricesWeightsExtraKind
  92518. * @param data defines the data source
  92519. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  92520. * @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)
  92521. * @returns the current mesh
  92522. */
  92523. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  92524. /**
  92525. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  92526. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  92527. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  92528. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  92529. * @returns the current mesh
  92530. */
  92531. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  92532. /**
  92533. * Creates a un-shared specific occurence of the geometry for the mesh.
  92534. * @returns the current mesh
  92535. */
  92536. makeGeometryUnique(): Mesh;
  92537. /**
  92538. * Set the index buffer of this mesh
  92539. * @param indices defines the source data
  92540. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  92541. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  92542. * @returns the current mesh
  92543. */
  92544. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  92545. /**
  92546. * Update the current index buffer
  92547. * @param indices defines the source data
  92548. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92549. * @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)
  92550. * @returns the current mesh
  92551. */
  92552. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92553. /**
  92554. * Invert the geometry to move from a right handed system to a left handed one.
  92555. * @returns the current mesh
  92556. */
  92557. toLeftHanded(): Mesh;
  92558. /** @hidden */
  92559. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92560. /** @hidden */
  92561. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92562. /**
  92563. * Registers for this mesh a javascript function called just before the rendering process
  92564. * @param func defines the function to call before rendering this mesh
  92565. * @returns the current mesh
  92566. */
  92567. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92568. /**
  92569. * Disposes a previously registered javascript function called before the rendering
  92570. * @param func defines the function to remove
  92571. * @returns the current mesh
  92572. */
  92573. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92574. /**
  92575. * Registers for this mesh a javascript function called just after the rendering is complete
  92576. * @param func defines the function to call after rendering this mesh
  92577. * @returns the current mesh
  92578. */
  92579. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92580. /**
  92581. * Disposes a previously registered javascript function called after the rendering.
  92582. * @param func defines the function to remove
  92583. * @returns the current mesh
  92584. */
  92585. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92586. /** @hidden */
  92587. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  92588. /** @hidden */
  92589. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  92590. /** @hidden */
  92591. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  92592. /** @hidden */
  92593. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  92594. /** @hidden */
  92595. _rebuild(): void;
  92596. /** @hidden */
  92597. _freeze(): void;
  92598. /** @hidden */
  92599. _unFreeze(): void;
  92600. /**
  92601. * 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
  92602. * @param subMesh defines the subMesh to render
  92603. * @param enableAlphaMode defines if alpha mode can be changed
  92604. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  92605. * @returns the current mesh
  92606. */
  92607. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  92608. private _onBeforeDraw;
  92609. /**
  92610. * Renormalize the mesh and patch it up if there are no weights
  92611. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  92612. * However in the case of zero weights then we set just a single influence to 1.
  92613. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  92614. */
  92615. cleanMatrixWeights(): void;
  92616. private normalizeSkinFourWeights;
  92617. private normalizeSkinWeightsAndExtra;
  92618. /**
  92619. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  92620. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  92621. * the user know there was an issue with importing the mesh
  92622. * @returns a validation object with skinned, valid and report string
  92623. */
  92624. validateSkinning(): {
  92625. skinned: boolean;
  92626. valid: boolean;
  92627. report: string;
  92628. };
  92629. /** @hidden */
  92630. _checkDelayState(): Mesh;
  92631. private _queueLoad;
  92632. /**
  92633. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  92634. * A mesh is in the frustum if its bounding box intersects the frustum
  92635. * @param frustumPlanes defines the frustum to test
  92636. * @returns true if the mesh is in the frustum planes
  92637. */
  92638. isInFrustum(frustumPlanes: Plane[]): boolean;
  92639. /**
  92640. * Sets the mesh material by the material or multiMaterial `id` property
  92641. * @param id is a string identifying the material or the multiMaterial
  92642. * @returns the current mesh
  92643. */
  92644. setMaterialByID(id: string): Mesh;
  92645. /**
  92646. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  92647. * @returns an array of IAnimatable
  92648. */
  92649. getAnimatables(): IAnimatable[];
  92650. /**
  92651. * Modifies the mesh geometry according to the passed transformation matrix.
  92652. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  92653. * The mesh normals are modified using the same transformation.
  92654. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92655. * @param transform defines the transform matrix to use
  92656. * @see http://doc.babylonjs.com/resources/baking_transformations
  92657. * @returns the current mesh
  92658. */
  92659. bakeTransformIntoVertices(transform: Matrix): Mesh;
  92660. /**
  92661. * Modifies the mesh geometry according to its own current World Matrix.
  92662. * The mesh World Matrix is then reset.
  92663. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  92664. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92665. * @see http://doc.babylonjs.com/resources/baking_transformations
  92666. * @returns the current mesh
  92667. */
  92668. bakeCurrentTransformIntoVertices(): Mesh;
  92669. /** @hidden */
  92670. readonly _positions: Nullable<Vector3[]>;
  92671. /** @hidden */
  92672. _resetPointsArrayCache(): Mesh;
  92673. /** @hidden */
  92674. _generatePointsArray(): boolean;
  92675. /**
  92676. * Returns a new Mesh object generated from the current mesh properties.
  92677. * This method must not get confused with createInstance()
  92678. * @param name is a string, the name given to the new mesh
  92679. * @param newParent can be any Node object (default `null`)
  92680. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  92681. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  92682. * @returns a new mesh
  92683. */
  92684. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  92685. /**
  92686. * Releases resources associated with this mesh.
  92687. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92688. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92689. */
  92690. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92691. /** @hidden */
  92692. _disposeInstanceSpecificData(): void;
  92693. /**
  92694. * Modifies the mesh geometry according to a displacement map.
  92695. * 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.
  92696. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92697. * @param url is a string, the URL from the image file is to be downloaded.
  92698. * @param minHeight is the lower limit of the displacement.
  92699. * @param maxHeight is the upper limit of the displacement.
  92700. * @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.
  92701. * @param uvOffset is an optional vector2 used to offset UV.
  92702. * @param uvScale is an optional vector2 used to scale UV.
  92703. * @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.
  92704. * @returns the Mesh.
  92705. */
  92706. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92707. /**
  92708. * Modifies the mesh geometry according to a displacementMap buffer.
  92709. * 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.
  92710. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92711. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  92712. * @param heightMapWidth is the width of the buffer image.
  92713. * @param heightMapHeight is the height of the buffer image.
  92714. * @param minHeight is the lower limit of the displacement.
  92715. * @param maxHeight is the upper limit of the displacement.
  92716. * @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.
  92717. * @param uvOffset is an optional vector2 used to offset UV.
  92718. * @param uvScale is an optional vector2 used to scale UV.
  92719. * @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.
  92720. * @returns the Mesh.
  92721. */
  92722. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92723. /**
  92724. * Modify the mesh to get a flat shading rendering.
  92725. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  92726. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  92727. * @returns current mesh
  92728. */
  92729. convertToFlatShadedMesh(): Mesh;
  92730. /**
  92731. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  92732. * In other words, more vertices, no more indices and a single bigger VBO.
  92733. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92734. * @returns current mesh
  92735. */
  92736. convertToUnIndexedMesh(): Mesh;
  92737. /**
  92738. * Inverses facet orientations.
  92739. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92740. * @param flipNormals will also inverts the normals
  92741. * @returns current mesh
  92742. */
  92743. flipFaces(flipNormals?: boolean): Mesh;
  92744. /**
  92745. * Increase the number of facets and hence vertices in a mesh
  92746. * Vertex normals are interpolated from existing vertex normals
  92747. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92748. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92749. */
  92750. increaseVertices(numberPerEdge: number): void;
  92751. /**
  92752. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92753. * This will undo any application of covertToFlatShadedMesh
  92754. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92755. */
  92756. forceSharedVertices(): void;
  92757. /** @hidden */
  92758. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92759. /** @hidden */
  92760. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92761. /**
  92762. * Creates a new InstancedMesh object from the mesh model.
  92763. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92764. * @param name defines the name of the new instance
  92765. * @returns a new InstancedMesh
  92766. */
  92767. createInstance(name: string): InstancedMesh;
  92768. /**
  92769. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92770. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92771. * @returns the current mesh
  92772. */
  92773. synchronizeInstances(): Mesh;
  92774. /**
  92775. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92776. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92777. * This should be used together with the simplification to avoid disappearing triangles.
  92778. * @param successCallback an optional success callback to be called after the optimization finished.
  92779. * @returns the current mesh
  92780. */
  92781. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92782. /**
  92783. * Serialize current mesh
  92784. * @param serializationObject defines the object which will receive the serialization data
  92785. */
  92786. serialize(serializationObject: any): void;
  92787. /** @hidden */
  92788. _syncGeometryWithMorphTargetManager(): void;
  92789. /** @hidden */
  92790. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  92791. /**
  92792. * Returns a new Mesh object parsed from the source provided.
  92793. * @param parsedMesh is the source
  92794. * @param scene defines the hosting scene
  92795. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  92796. * @returns a new Mesh
  92797. */
  92798. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  92799. /**
  92800. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  92801. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92802. * @param name defines the name of the mesh to create
  92803. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  92804. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  92805. * @param closePath creates a seam between the first and the last points of each path of the path array
  92806. * @param offset is taken in account only if the `pathArray` is containing a single path
  92807. * @param scene defines the hosting scene
  92808. * @param updatable defines if the mesh must be flagged as updatable
  92809. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92810. * @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)
  92811. * @returns a new Mesh
  92812. */
  92813. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92814. /**
  92815. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  92816. * @param name defines the name of the mesh to create
  92817. * @param radius sets the radius size (float) of the polygon (default 0.5)
  92818. * @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
  92819. * @param scene defines the hosting scene
  92820. * @param updatable defines if the mesh must be flagged as updatable
  92821. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92822. * @returns a new Mesh
  92823. */
  92824. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92825. /**
  92826. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  92827. * @param name defines the name of the mesh to create
  92828. * @param size sets the size (float) of each box side (default 1)
  92829. * @param scene defines the hosting scene
  92830. * @param updatable defines if the mesh must be flagged as updatable
  92831. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92832. * @returns a new Mesh
  92833. */
  92834. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92835. /**
  92836. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  92837. * @param name defines the name of the mesh to create
  92838. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92839. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92840. * @param scene defines the hosting scene
  92841. * @param updatable defines if the mesh must be flagged as updatable
  92842. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92843. * @returns a new Mesh
  92844. */
  92845. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92846. /**
  92847. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  92848. * @param name defines the name of the mesh to create
  92849. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92850. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92851. * @param scene defines the hosting scene
  92852. * @returns a new Mesh
  92853. */
  92854. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  92855. /**
  92856. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  92857. * @param name defines the name of the mesh to create
  92858. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  92859. * @param diameterTop set the top cap diameter (floats, default 1)
  92860. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  92861. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  92862. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  92863. * @param scene defines the hosting scene
  92864. * @param updatable defines if the mesh must be flagged as updatable
  92865. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92866. * @returns a new Mesh
  92867. */
  92868. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  92869. /**
  92870. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  92871. * @param name defines the name of the mesh to create
  92872. * @param diameter sets the diameter size (float) of the torus (default 1)
  92873. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  92874. * @param tessellation sets the number of torus sides (postive integer, default 16)
  92875. * @param scene defines the hosting scene
  92876. * @param updatable defines if the mesh must be flagged as updatable
  92877. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92878. * @returns a new Mesh
  92879. */
  92880. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92881. /**
  92882. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  92883. * @param name defines the name of the mesh to create
  92884. * @param radius sets the global radius size (float) of the torus knot (default 2)
  92885. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  92886. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  92887. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  92888. * @param p the number of windings on X axis (positive integers, default 2)
  92889. * @param q the number of windings on Y axis (positive integers, default 3)
  92890. * @param scene defines the hosting scene
  92891. * @param updatable defines if the mesh must be flagged as updatable
  92892. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92893. * @returns a new Mesh
  92894. */
  92895. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92896. /**
  92897. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  92898. * @param name defines the name of the mesh to create
  92899. * @param points is an array successive Vector3
  92900. * @param scene defines the hosting scene
  92901. * @param updatable defines if the mesh must be flagged as updatable
  92902. * @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).
  92903. * @returns a new Mesh
  92904. */
  92905. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  92906. /**
  92907. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  92908. * @param name defines the name of the mesh to create
  92909. * @param points is an array successive Vector3
  92910. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  92911. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  92912. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  92913. * @param scene defines the hosting scene
  92914. * @param updatable defines if the mesh must be flagged as updatable
  92915. * @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)
  92916. * @returns a new Mesh
  92917. */
  92918. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  92919. /**
  92920. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  92921. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  92922. * 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.
  92923. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92924. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  92925. * Remember you can only change the shape positions, not their number when updating a polygon.
  92926. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  92927. * @param name defines the name of the mesh to create
  92928. * @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
  92929. * @param scene defines the hosting scene
  92930. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92931. * @param updatable defines if the mesh must be flagged as updatable
  92932. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92933. * @param earcutInjection can be used to inject your own earcut reference
  92934. * @returns a new Mesh
  92935. */
  92936. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92937. /**
  92938. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  92939. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  92940. * @param name defines the name of the mesh to create
  92941. * @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
  92942. * @param depth defines the height of extrusion
  92943. * @param scene defines the hosting scene
  92944. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92945. * @param updatable defines if the mesh must be flagged as updatable
  92946. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92947. * @param earcutInjection can be used to inject your own earcut reference
  92948. * @returns a new Mesh
  92949. */
  92950. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92951. /**
  92952. * Creates an extruded shape mesh.
  92953. * 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
  92954. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92955. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92956. * @param name defines the name of the mesh to create
  92957. * @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
  92958. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92959. * @param scale is the value to scale the shape
  92960. * @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
  92961. * @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
  92962. * @param scene defines the hosting scene
  92963. * @param updatable defines if the mesh must be flagged as updatable
  92964. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92965. * @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)
  92966. * @returns a new Mesh
  92967. */
  92968. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92969. /**
  92970. * Creates an custom extruded shape mesh.
  92971. * The custom extrusion is a parametric shape.
  92972. * It has no predefined shape. Its final shape will depend on the input parameters.
  92973. * Please consider using the same method from the MeshBuilder class instead
  92974. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92975. * @param name defines the name of the mesh to create
  92976. * @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
  92977. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92978. * @param scaleFunction is a custom Javascript function called on each path point
  92979. * @param rotationFunction is a custom Javascript function called on each path point
  92980. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  92981. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  92982. * @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
  92983. * @param scene defines the hosting scene
  92984. * @param updatable defines if the mesh must be flagged as updatable
  92985. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92986. * @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)
  92987. * @returns a new Mesh
  92988. */
  92989. 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;
  92990. /**
  92991. * Creates lathe mesh.
  92992. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  92993. * Please consider using the same method from the MeshBuilder class instead
  92994. * @param name defines the name of the mesh to create
  92995. * @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
  92996. * @param radius is the radius value of the lathe
  92997. * @param tessellation is the side number of the lathe.
  92998. * @param scene defines the hosting scene
  92999. * @param updatable defines if the mesh must be flagged as updatable
  93000. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93001. * @returns a new Mesh
  93002. */
  93003. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93004. /**
  93005. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  93006. * @param name defines the name of the mesh to create
  93007. * @param size sets the size (float) of both sides of the plane at once (default 1)
  93008. * @param scene defines the hosting scene
  93009. * @param updatable defines if the mesh must be flagged as updatable
  93010. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93011. * @returns a new Mesh
  93012. */
  93013. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93014. /**
  93015. * Creates a ground mesh.
  93016. * Please consider using the same method from the MeshBuilder class instead
  93017. * @param name defines the name of the mesh to create
  93018. * @param width set the width of the ground
  93019. * @param height set the height of the ground
  93020. * @param subdivisions sets the number of subdivisions per side
  93021. * @param scene defines the hosting scene
  93022. * @param updatable defines if the mesh must be flagged as updatable
  93023. * @returns a new Mesh
  93024. */
  93025. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  93026. /**
  93027. * Creates a tiled ground mesh.
  93028. * Please consider using the same method from the MeshBuilder class instead
  93029. * @param name defines the name of the mesh to create
  93030. * @param xmin set the ground minimum X coordinate
  93031. * @param zmin set the ground minimum Y coordinate
  93032. * @param xmax set the ground maximum X coordinate
  93033. * @param zmax set the ground maximum Z coordinate
  93034. * @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
  93035. * @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
  93036. * @param scene defines the hosting scene
  93037. * @param updatable defines if the mesh must be flagged as updatable
  93038. * @returns a new Mesh
  93039. */
  93040. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  93041. w: number;
  93042. h: number;
  93043. }, precision: {
  93044. w: number;
  93045. h: number;
  93046. }, scene: Scene, updatable?: boolean): Mesh;
  93047. /**
  93048. * Creates a ground mesh from a height map.
  93049. * Please consider using the same method from the MeshBuilder class instead
  93050. * @see http://doc.babylonjs.com/babylon101/height_map
  93051. * @param name defines the name of the mesh to create
  93052. * @param url sets the URL of the height map image resource
  93053. * @param width set the ground width size
  93054. * @param height set the ground height size
  93055. * @param subdivisions sets the number of subdivision per side
  93056. * @param minHeight is the minimum altitude on the ground
  93057. * @param maxHeight is the maximum altitude on the ground
  93058. * @param scene defines the hosting scene
  93059. * @param updatable defines if the mesh must be flagged as updatable
  93060. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  93061. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  93062. * @returns a new Mesh
  93063. */
  93064. 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;
  93065. /**
  93066. * Creates a tube mesh.
  93067. * The tube is a parametric shape.
  93068. * It has no predefined shape. Its final shape will depend on the input parameters.
  93069. * Please consider using the same method from the MeshBuilder class instead
  93070. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93071. * @param name defines the name of the mesh to create
  93072. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  93073. * @param radius sets the tube radius size
  93074. * @param tessellation is the number of sides on the tubular surface
  93075. * @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
  93076. * @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
  93077. * @param scene defines the hosting scene
  93078. * @param updatable defines if the mesh must be flagged as updatable
  93079. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93080. * @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)
  93081. * @returns a new Mesh
  93082. */
  93083. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  93084. (i: number, distance: number): number;
  93085. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93086. /**
  93087. * Creates a polyhedron mesh.
  93088. * Please consider using the same method from the MeshBuilder class instead.
  93089. * * 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
  93090. * * The parameter `size` (positive float, default 1) sets the polygon size
  93091. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  93092. * * 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`
  93093. * * 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
  93094. * * 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)`)
  93095. * * 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
  93096. * * 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
  93097. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93098. * * 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
  93099. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93100. * @param name defines the name of the mesh to create
  93101. * @param options defines the options used to create the mesh
  93102. * @param scene defines the hosting scene
  93103. * @returns a new Mesh
  93104. */
  93105. static CreatePolyhedron(name: string, options: {
  93106. type?: number;
  93107. size?: number;
  93108. sizeX?: number;
  93109. sizeY?: number;
  93110. sizeZ?: number;
  93111. custom?: any;
  93112. faceUV?: Vector4[];
  93113. faceColors?: Color4[];
  93114. updatable?: boolean;
  93115. sideOrientation?: number;
  93116. }, scene: Scene): Mesh;
  93117. /**
  93118. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  93119. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  93120. * * 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`)
  93121. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  93122. * * 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
  93123. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93124. * * 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
  93125. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93126. * @param name defines the name of the mesh
  93127. * @param options defines the options used to create the mesh
  93128. * @param scene defines the hosting scene
  93129. * @returns a new Mesh
  93130. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  93131. */
  93132. static CreateIcoSphere(name: string, options: {
  93133. radius?: number;
  93134. flat?: boolean;
  93135. subdivisions?: number;
  93136. sideOrientation?: number;
  93137. updatable?: boolean;
  93138. }, scene: Scene): Mesh;
  93139. /**
  93140. * Creates a decal mesh.
  93141. * Please consider using the same method from the MeshBuilder class instead.
  93142. * A decal is a mesh usually applied as a model onto the surface of another mesh
  93143. * @param name defines the name of the mesh
  93144. * @param sourceMesh defines the mesh receiving the decal
  93145. * @param position sets the position of the decal in world coordinates
  93146. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  93147. * @param size sets the decal scaling
  93148. * @param angle sets the angle to rotate the decal
  93149. * @returns a new Mesh
  93150. */
  93151. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  93152. /**
  93153. * Prepare internal position array for software CPU skinning
  93154. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  93155. */
  93156. setPositionsForCPUSkinning(): Float32Array;
  93157. /**
  93158. * Prepare internal normal array for software CPU skinning
  93159. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  93160. */
  93161. setNormalsForCPUSkinning(): Float32Array;
  93162. /**
  93163. * Updates the vertex buffer by applying transformation from the bones
  93164. * @param skeleton defines the skeleton to apply to current mesh
  93165. * @returns the current mesh
  93166. */
  93167. applySkeleton(skeleton: Skeleton): Mesh;
  93168. /**
  93169. * 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
  93170. * @param meshes defines the list of meshes to scan
  93171. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  93172. */
  93173. static MinMax(meshes: AbstractMesh[]): {
  93174. min: Vector3;
  93175. max: Vector3;
  93176. };
  93177. /**
  93178. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  93179. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  93180. * @returns a vector3
  93181. */
  93182. static Center(meshesOrMinMaxVector: {
  93183. min: Vector3;
  93184. max: Vector3;
  93185. } | AbstractMesh[]): Vector3;
  93186. /**
  93187. * Merge the array of meshes into a single mesh for performance reasons.
  93188. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  93189. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  93190. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  93191. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  93192. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  93193. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  93194. * @returns a new mesh
  93195. */
  93196. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  93197. /** @hidden */
  93198. addInstance(instance: InstancedMesh): void;
  93199. /** @hidden */
  93200. removeInstance(instance: InstancedMesh): void;
  93201. }
  93202. }
  93203. declare module BABYLON {
  93204. /**
  93205. * This is the base class of all the camera used in the application.
  93206. * @see http://doc.babylonjs.com/features/cameras
  93207. */
  93208. export class Camera extends Node {
  93209. /** @hidden */
  93210. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  93211. /**
  93212. * This is the default projection mode used by the cameras.
  93213. * It helps recreating a feeling of perspective and better appreciate depth.
  93214. * This is the best way to simulate real life cameras.
  93215. */
  93216. static readonly PERSPECTIVE_CAMERA: number;
  93217. /**
  93218. * This helps creating camera with an orthographic mode.
  93219. * 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.
  93220. */
  93221. static readonly ORTHOGRAPHIC_CAMERA: number;
  93222. /**
  93223. * This is the default FOV mode for perspective cameras.
  93224. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  93225. */
  93226. static readonly FOVMODE_VERTICAL_FIXED: number;
  93227. /**
  93228. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  93229. */
  93230. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  93231. /**
  93232. * This specifies ther is no need for a camera rig.
  93233. * Basically only one eye is rendered corresponding to the camera.
  93234. */
  93235. static readonly RIG_MODE_NONE: number;
  93236. /**
  93237. * Simulates a camera Rig with one blue eye and one red eye.
  93238. * This can be use with 3d blue and red glasses.
  93239. */
  93240. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  93241. /**
  93242. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  93243. */
  93244. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  93245. /**
  93246. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  93247. */
  93248. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  93249. /**
  93250. * Defines that both eyes of the camera will be rendered over under each other.
  93251. */
  93252. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  93253. /**
  93254. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  93255. */
  93256. static readonly RIG_MODE_VR: number;
  93257. /**
  93258. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  93259. */
  93260. static readonly RIG_MODE_WEBVR: number;
  93261. /**
  93262. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  93263. */
  93264. static readonly RIG_MODE_CUSTOM: number;
  93265. /**
  93266. * Defines if by default attaching controls should prevent the default javascript event to continue.
  93267. */
  93268. static ForceAttachControlToAlwaysPreventDefault: boolean;
  93269. /**
  93270. * Define the input manager associated with the camera.
  93271. */
  93272. inputs: CameraInputsManager<Camera>;
  93273. /** @hidden */
  93274. _position: Vector3;
  93275. /**
  93276. * Define the current local position of the camera in the scene
  93277. */
  93278. position: Vector3;
  93279. /**
  93280. * The vector the camera should consider as up.
  93281. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  93282. */
  93283. upVector: Vector3;
  93284. /**
  93285. * Define the current limit on the left side for an orthographic camera
  93286. * In scene unit
  93287. */
  93288. orthoLeft: Nullable<number>;
  93289. /**
  93290. * Define the current limit on the right side for an orthographic camera
  93291. * In scene unit
  93292. */
  93293. orthoRight: Nullable<number>;
  93294. /**
  93295. * Define the current limit on the bottom side for an orthographic camera
  93296. * In scene unit
  93297. */
  93298. orthoBottom: Nullable<number>;
  93299. /**
  93300. * Define the current limit on the top side for an orthographic camera
  93301. * In scene unit
  93302. */
  93303. orthoTop: Nullable<number>;
  93304. /**
  93305. * Field Of View is set in Radians. (default is 0.8)
  93306. */
  93307. fov: number;
  93308. /**
  93309. * Define the minimum distance the camera can see from.
  93310. * This is important to note that the depth buffer are not infinite and the closer it starts
  93311. * the more your scene might encounter depth fighting issue.
  93312. */
  93313. minZ: number;
  93314. /**
  93315. * Define the maximum distance the camera can see to.
  93316. * This is important to note that the depth buffer are not infinite and the further it end
  93317. * the more your scene might encounter depth fighting issue.
  93318. */
  93319. maxZ: number;
  93320. /**
  93321. * Define the default inertia of the camera.
  93322. * This helps giving a smooth feeling to the camera movement.
  93323. */
  93324. inertia: number;
  93325. /**
  93326. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  93327. */
  93328. mode: number;
  93329. /**
  93330. * Define wether the camera is intermediate.
  93331. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  93332. */
  93333. isIntermediate: boolean;
  93334. /**
  93335. * Define the viewport of the camera.
  93336. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  93337. */
  93338. viewport: Viewport;
  93339. /**
  93340. * Restricts the camera to viewing objects with the same layerMask.
  93341. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  93342. */
  93343. layerMask: number;
  93344. /**
  93345. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  93346. */
  93347. fovMode: number;
  93348. /**
  93349. * Rig mode of the camera.
  93350. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  93351. * This is normally controlled byt the camera themselves as internal use.
  93352. */
  93353. cameraRigMode: number;
  93354. /**
  93355. * Defines the distance between both "eyes" in case of a RIG
  93356. */
  93357. interaxialDistance: number;
  93358. /**
  93359. * Defines if stereoscopic rendering is done side by side or over under.
  93360. */
  93361. isStereoscopicSideBySide: boolean;
  93362. /**
  93363. * 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
  93364. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  93365. * else in the scene. (Eg. security camera)
  93366. *
  93367. * 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)
  93368. */
  93369. customRenderTargets: RenderTargetTexture[];
  93370. /**
  93371. * When set, the camera will render to this render target instead of the default canvas
  93372. *
  93373. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  93374. */
  93375. outputRenderTarget: Nullable<RenderTargetTexture>;
  93376. /**
  93377. * Observable triggered when the camera view matrix has changed.
  93378. */
  93379. onViewMatrixChangedObservable: Observable<Camera>;
  93380. /**
  93381. * Observable triggered when the camera Projection matrix has changed.
  93382. */
  93383. onProjectionMatrixChangedObservable: Observable<Camera>;
  93384. /**
  93385. * Observable triggered when the inputs have been processed.
  93386. */
  93387. onAfterCheckInputsObservable: Observable<Camera>;
  93388. /**
  93389. * Observable triggered when reset has been called and applied to the camera.
  93390. */
  93391. onRestoreStateObservable: Observable<Camera>;
  93392. /** @hidden */
  93393. _cameraRigParams: any;
  93394. /** @hidden */
  93395. _rigCameras: Camera[];
  93396. /** @hidden */
  93397. _rigPostProcess: Nullable<PostProcess>;
  93398. protected _webvrViewMatrix: Matrix;
  93399. /** @hidden */
  93400. _skipRendering: boolean;
  93401. /** @hidden */
  93402. _projectionMatrix: Matrix;
  93403. /** @hidden */
  93404. _postProcesses: Nullable<PostProcess>[];
  93405. /** @hidden */
  93406. _activeMeshes: SmartArray<AbstractMesh>;
  93407. protected _globalPosition: Vector3;
  93408. /** @hidden */
  93409. _computedViewMatrix: Matrix;
  93410. private _doNotComputeProjectionMatrix;
  93411. private _transformMatrix;
  93412. private _frustumPlanes;
  93413. private _refreshFrustumPlanes;
  93414. private _storedFov;
  93415. private _stateStored;
  93416. /**
  93417. * Instantiates a new camera object.
  93418. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  93419. * @see http://doc.babylonjs.com/features/cameras
  93420. * @param name Defines the name of the camera in the scene
  93421. * @param position Defines the position of the camera
  93422. * @param scene Defines the scene the camera belongs too
  93423. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  93424. */
  93425. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  93426. /**
  93427. * Store current camera state (fov, position, etc..)
  93428. * @returns the camera
  93429. */
  93430. storeState(): Camera;
  93431. /**
  93432. * Restores the camera state values if it has been stored. You must call storeState() first
  93433. */
  93434. protected _restoreStateValues(): boolean;
  93435. /**
  93436. * Restored camera state. You must call storeState() first.
  93437. * @returns true if restored and false otherwise
  93438. */
  93439. restoreState(): boolean;
  93440. /**
  93441. * Gets the class name of the camera.
  93442. * @returns the class name
  93443. */
  93444. getClassName(): string;
  93445. /** @hidden */
  93446. readonly _isCamera: boolean;
  93447. /**
  93448. * Gets a string representation of the camera useful for debug purpose.
  93449. * @param fullDetails Defines that a more verboe level of logging is required
  93450. * @returns the string representation
  93451. */
  93452. toString(fullDetails?: boolean): string;
  93453. /**
  93454. * Gets the current world space position of the camera.
  93455. */
  93456. readonly globalPosition: Vector3;
  93457. /**
  93458. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  93459. * @returns the active meshe list
  93460. */
  93461. getActiveMeshes(): SmartArray<AbstractMesh>;
  93462. /**
  93463. * Check wether a mesh is part of the current active mesh list of the camera
  93464. * @param mesh Defines the mesh to check
  93465. * @returns true if active, false otherwise
  93466. */
  93467. isActiveMesh(mesh: Mesh): boolean;
  93468. /**
  93469. * Is this camera ready to be used/rendered
  93470. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  93471. * @return true if the camera is ready
  93472. */
  93473. isReady(completeCheck?: boolean): boolean;
  93474. /** @hidden */
  93475. _initCache(): void;
  93476. /** @hidden */
  93477. _updateCache(ignoreParentClass?: boolean): void;
  93478. /** @hidden */
  93479. _isSynchronized(): boolean;
  93480. /** @hidden */
  93481. _isSynchronizedViewMatrix(): boolean;
  93482. /** @hidden */
  93483. _isSynchronizedProjectionMatrix(): boolean;
  93484. /**
  93485. * Attach the input controls to a specific dom element to get the input from.
  93486. * @param element Defines the element the controls should be listened from
  93487. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  93488. */
  93489. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  93490. /**
  93491. * Detach the current controls from the specified dom element.
  93492. * @param element Defines the element to stop listening the inputs from
  93493. */
  93494. detachControl(element: HTMLElement): void;
  93495. /**
  93496. * Update the camera state according to the different inputs gathered during the frame.
  93497. */
  93498. update(): void;
  93499. /** @hidden */
  93500. _checkInputs(): void;
  93501. /** @hidden */
  93502. readonly rigCameras: Camera[];
  93503. /**
  93504. * Gets the post process used by the rig cameras
  93505. */
  93506. readonly rigPostProcess: Nullable<PostProcess>;
  93507. /**
  93508. * Internal, gets the first post proces.
  93509. * @returns the first post process to be run on this camera.
  93510. */
  93511. _getFirstPostProcess(): Nullable<PostProcess>;
  93512. private _cascadePostProcessesToRigCams;
  93513. /**
  93514. * Attach a post process to the camera.
  93515. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93516. * @param postProcess The post process to attach to the camera
  93517. * @param insertAt The position of the post process in case several of them are in use in the scene
  93518. * @returns the position the post process has been inserted at
  93519. */
  93520. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  93521. /**
  93522. * Detach a post process to the camera.
  93523. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93524. * @param postProcess The post process to detach from the camera
  93525. */
  93526. detachPostProcess(postProcess: PostProcess): void;
  93527. /**
  93528. * Gets the current world matrix of the camera
  93529. */
  93530. getWorldMatrix(): Matrix;
  93531. /** @hidden */
  93532. _getViewMatrix(): Matrix;
  93533. /**
  93534. * Gets the current view matrix of the camera.
  93535. * @param force forces the camera to recompute the matrix without looking at the cached state
  93536. * @returns the view matrix
  93537. */
  93538. getViewMatrix(force?: boolean): Matrix;
  93539. /**
  93540. * Freeze the projection matrix.
  93541. * It will prevent the cache check of the camera projection compute and can speed up perf
  93542. * if no parameter of the camera are meant to change
  93543. * @param projection Defines manually a projection if necessary
  93544. */
  93545. freezeProjectionMatrix(projection?: Matrix): void;
  93546. /**
  93547. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  93548. */
  93549. unfreezeProjectionMatrix(): void;
  93550. /**
  93551. * Gets the current projection matrix of the camera.
  93552. * @param force forces the camera to recompute the matrix without looking at the cached state
  93553. * @returns the projection matrix
  93554. */
  93555. getProjectionMatrix(force?: boolean): Matrix;
  93556. /**
  93557. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  93558. * @returns a Matrix
  93559. */
  93560. getTransformationMatrix(): Matrix;
  93561. private _updateFrustumPlanes;
  93562. /**
  93563. * Checks if a cullable object (mesh...) is in the camera frustum
  93564. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  93565. * @param target The object to check
  93566. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  93567. * @returns true if the object is in frustum otherwise false
  93568. */
  93569. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  93570. /**
  93571. * Checks if a cullable object (mesh...) is in the camera frustum
  93572. * Unlike isInFrustum this cheks the full bounding box
  93573. * @param target The object to check
  93574. * @returns true if the object is in frustum otherwise false
  93575. */
  93576. isCompletelyInFrustum(target: ICullable): boolean;
  93577. /**
  93578. * Gets a ray in the forward direction from the camera.
  93579. * @param length Defines the length of the ray to create
  93580. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  93581. * @param origin Defines the start point of the ray which defaults to the camera position
  93582. * @returns the forward ray
  93583. */
  93584. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  93585. /**
  93586. * Releases resources associated with this node.
  93587. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93588. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93589. */
  93590. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93591. /** @hidden */
  93592. _isLeftCamera: boolean;
  93593. /**
  93594. * Gets the left camera of a rig setup in case of Rigged Camera
  93595. */
  93596. readonly isLeftCamera: boolean;
  93597. /** @hidden */
  93598. _isRightCamera: boolean;
  93599. /**
  93600. * Gets the right camera of a rig setup in case of Rigged Camera
  93601. */
  93602. readonly isRightCamera: boolean;
  93603. /**
  93604. * Gets the left camera of a rig setup in case of Rigged Camera
  93605. */
  93606. readonly leftCamera: Nullable<FreeCamera>;
  93607. /**
  93608. * Gets the right camera of a rig setup in case of Rigged Camera
  93609. */
  93610. readonly rightCamera: Nullable<FreeCamera>;
  93611. /**
  93612. * Gets the left camera target of a rig setup in case of Rigged Camera
  93613. * @returns the target position
  93614. */
  93615. getLeftTarget(): Nullable<Vector3>;
  93616. /**
  93617. * Gets the right camera target of a rig setup in case of Rigged Camera
  93618. * @returns the target position
  93619. */
  93620. getRightTarget(): Nullable<Vector3>;
  93621. /**
  93622. * @hidden
  93623. */
  93624. setCameraRigMode(mode: number, rigParams: any): void;
  93625. /** @hidden */
  93626. static _setStereoscopicRigMode(camera: Camera): void;
  93627. /** @hidden */
  93628. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  93629. /** @hidden */
  93630. static _setVRRigMode(camera: Camera, rigParams: any): void;
  93631. /** @hidden */
  93632. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  93633. /** @hidden */
  93634. _getVRProjectionMatrix(): Matrix;
  93635. protected _updateCameraRotationMatrix(): void;
  93636. protected _updateWebVRCameraRotationMatrix(): void;
  93637. /**
  93638. * This function MUST be overwritten by the different WebVR cameras available.
  93639. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93640. * @hidden
  93641. */
  93642. _getWebVRProjectionMatrix(): Matrix;
  93643. /**
  93644. * This function MUST be overwritten by the different WebVR cameras available.
  93645. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93646. * @hidden
  93647. */
  93648. _getWebVRViewMatrix(): Matrix;
  93649. /** @hidden */
  93650. setCameraRigParameter(name: string, value: any): void;
  93651. /**
  93652. * needs to be overridden by children so sub has required properties to be copied
  93653. * @hidden
  93654. */
  93655. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  93656. /**
  93657. * May need to be overridden by children
  93658. * @hidden
  93659. */
  93660. _updateRigCameras(): void;
  93661. /** @hidden */
  93662. _setupInputs(): void;
  93663. /**
  93664. * Serialiaze the camera setup to a json represention
  93665. * @returns the JSON representation
  93666. */
  93667. serialize(): any;
  93668. /**
  93669. * Clones the current camera.
  93670. * @param name The cloned camera name
  93671. * @returns the cloned camera
  93672. */
  93673. clone(name: string): Camera;
  93674. /**
  93675. * Gets the direction of the camera relative to a given local axis.
  93676. * @param localAxis Defines the reference axis to provide a relative direction.
  93677. * @return the direction
  93678. */
  93679. getDirection(localAxis: Vector3): Vector3;
  93680. /**
  93681. * Returns the current camera absolute rotation
  93682. */
  93683. readonly absoluteRotation: Quaternion;
  93684. /**
  93685. * Gets the direction of the camera relative to a given local axis into a passed vector.
  93686. * @param localAxis Defines the reference axis to provide a relative direction.
  93687. * @param result Defines the vector to store the result in
  93688. */
  93689. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  93690. /**
  93691. * Gets a camera constructor for a given camera type
  93692. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  93693. * @param name The name of the camera the result will be able to instantiate
  93694. * @param scene The scene the result will construct the camera in
  93695. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  93696. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  93697. * @returns a factory method to construc the camera
  93698. */
  93699. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  93700. /**
  93701. * Compute the world matrix of the camera.
  93702. * @returns the camera world matrix
  93703. */
  93704. computeWorldMatrix(): Matrix;
  93705. /**
  93706. * Parse a JSON and creates the camera from the parsed information
  93707. * @param parsedCamera The JSON to parse
  93708. * @param scene The scene to instantiate the camera in
  93709. * @returns the newly constructed camera
  93710. */
  93711. static Parse(parsedCamera: any, scene: Scene): Camera;
  93712. }
  93713. }
  93714. declare module BABYLON {
  93715. /**
  93716. * Class containing static functions to help procedurally build meshes
  93717. */
  93718. export class DiscBuilder {
  93719. /**
  93720. * Creates a plane polygonal mesh. By default, this is a disc
  93721. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  93722. * * 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
  93723. * * 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
  93724. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  93725. * * 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
  93726. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93727. * @param name defines the name of the mesh
  93728. * @param options defines the options used to create the mesh
  93729. * @param scene defines the hosting scene
  93730. * @returns the plane polygonal mesh
  93731. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  93732. */
  93733. static CreateDisc(name: string, options: {
  93734. radius?: number;
  93735. tessellation?: number;
  93736. arc?: number;
  93737. updatable?: boolean;
  93738. sideOrientation?: number;
  93739. frontUVs?: Vector4;
  93740. backUVs?: Vector4;
  93741. }, scene?: Nullable<Scene>): Mesh;
  93742. }
  93743. }
  93744. declare module BABYLON {
  93745. /**
  93746. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93747. *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.
  93748. * The SPS is also a particle system. It provides some methods to manage the particles.
  93749. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93750. *
  93751. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93752. */
  93753. export class SolidParticleSystem implements IDisposable {
  93754. /**
  93755. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93756. * Example : var p = SPS.particles[i];
  93757. */
  93758. particles: SolidParticle[];
  93759. /**
  93760. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93761. */
  93762. nbParticles: number;
  93763. /**
  93764. * If the particles must ever face the camera (default false). Useful for planar particles.
  93765. */
  93766. billboard: boolean;
  93767. /**
  93768. * Recompute normals when adding a shape
  93769. */
  93770. recomputeNormals: boolean;
  93771. /**
  93772. * This a counter ofr your own usage. It's not set by any SPS functions.
  93773. */
  93774. counter: number;
  93775. /**
  93776. * The SPS name. This name is also given to the underlying mesh.
  93777. */
  93778. name: string;
  93779. /**
  93780. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93781. */
  93782. mesh: Mesh;
  93783. /**
  93784. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93785. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93786. */
  93787. vars: any;
  93788. /**
  93789. * This array is populated when the SPS is set as 'pickable'.
  93790. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  93791. * Each element of this array is an object `{idx: int, faceId: int}`.
  93792. * `idx` is the picked particle index in the `SPS.particles` array
  93793. * `faceId` is the picked face index counted within this particle.
  93794. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  93795. */
  93796. pickedParticles: {
  93797. idx: number;
  93798. faceId: number;
  93799. }[];
  93800. /**
  93801. * This array is populated when `enableDepthSort` is set to true.
  93802. * Each element of this array is an instance of the class DepthSortedParticle.
  93803. */
  93804. depthSortedParticles: DepthSortedParticle[];
  93805. /**
  93806. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  93807. * @hidden
  93808. */
  93809. _bSphereOnly: boolean;
  93810. /**
  93811. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  93812. * @hidden
  93813. */
  93814. _bSphereRadiusFactor: number;
  93815. private _scene;
  93816. private _positions;
  93817. private _indices;
  93818. private _normals;
  93819. private _colors;
  93820. private _uvs;
  93821. private _indices32;
  93822. private _positions32;
  93823. private _normals32;
  93824. private _fixedNormal32;
  93825. private _colors32;
  93826. private _uvs32;
  93827. private _index;
  93828. private _updatable;
  93829. private _pickable;
  93830. private _isVisibilityBoxLocked;
  93831. private _alwaysVisible;
  93832. private _depthSort;
  93833. private _expandable;
  93834. private _shapeCounter;
  93835. private _copy;
  93836. private _color;
  93837. private _computeParticleColor;
  93838. private _computeParticleTexture;
  93839. private _computeParticleRotation;
  93840. private _computeParticleVertex;
  93841. private _computeBoundingBox;
  93842. private _depthSortParticles;
  93843. private _camera;
  93844. private _mustUnrotateFixedNormals;
  93845. private _particlesIntersect;
  93846. private _needs32Bits;
  93847. private _isNotBuilt;
  93848. private _lastParticleId;
  93849. private _idxOfId;
  93850. /**
  93851. * Creates a SPS (Solid Particle System) object.
  93852. * @param name (String) is the SPS name, this will be the underlying mesh name.
  93853. * @param scene (Scene) is the scene in which the SPS is added.
  93854. * @param options defines the options of the sps e.g.
  93855. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  93856. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  93857. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  93858. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  93859. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  93860. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  93861. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  93862. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  93863. */
  93864. constructor(name: string, scene: Scene, options?: {
  93865. updatable?: boolean;
  93866. isPickable?: boolean;
  93867. enableDepthSort?: boolean;
  93868. particleIntersection?: boolean;
  93869. boundingSphereOnly?: boolean;
  93870. bSphereRadiusFactor?: number;
  93871. expandable?: boolean;
  93872. });
  93873. /**
  93874. * Builds the SPS underlying mesh. Returns a standard Mesh.
  93875. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  93876. * @returns the created mesh
  93877. */
  93878. buildMesh(): Mesh;
  93879. /**
  93880. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  93881. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  93882. * Thus the particles generated from `digest()` have their property `position` set yet.
  93883. * @param mesh ( Mesh ) is the mesh to be digested
  93884. * @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
  93885. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  93886. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  93887. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  93888. * @returns the current SPS
  93889. */
  93890. digest(mesh: Mesh, options?: {
  93891. facetNb?: number;
  93892. number?: number;
  93893. delta?: number;
  93894. storage?: [];
  93895. }): SolidParticleSystem;
  93896. /**
  93897. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  93898. * @hidden
  93899. */
  93900. private _unrotateFixedNormals;
  93901. /**
  93902. * Resets the temporary working copy particle
  93903. * @hidden
  93904. */
  93905. private _resetCopy;
  93906. /**
  93907. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  93908. * @param p the current index in the positions array to be updated
  93909. * @param shape a Vector3 array, the shape geometry
  93910. * @param positions the positions array to be updated
  93911. * @param meshInd the shape indices array
  93912. * @param indices the indices array to be updated
  93913. * @param meshUV the shape uv array
  93914. * @param uvs the uv array to be updated
  93915. * @param meshCol the shape color array
  93916. * @param colors the color array to be updated
  93917. * @param meshNor the shape normals array
  93918. * @param normals the normals array to be updated
  93919. * @param idx the particle index
  93920. * @param idxInShape the particle index in its shape
  93921. * @param options the addShape() method passed options
  93922. * @hidden
  93923. */
  93924. private _meshBuilder;
  93925. /**
  93926. * Returns a shape Vector3 array from positions float array
  93927. * @param positions float array
  93928. * @returns a vector3 array
  93929. * @hidden
  93930. */
  93931. private _posToShape;
  93932. /**
  93933. * Returns a shapeUV array from a float uvs (array deep copy)
  93934. * @param uvs as a float array
  93935. * @returns a shapeUV array
  93936. * @hidden
  93937. */
  93938. private _uvsToShapeUV;
  93939. /**
  93940. * Adds a new particle object in the particles array
  93941. * @param idx particle index in particles array
  93942. * @param id particle id
  93943. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  93944. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  93945. * @param model particle ModelShape object
  93946. * @param shapeId model shape identifier
  93947. * @param idxInShape index of the particle in the current model
  93948. * @param bInfo model bounding info object
  93949. * @param storage target storage array, if any
  93950. * @hidden
  93951. */
  93952. private _addParticle;
  93953. /**
  93954. * Adds some particles to the SPS from the model shape. Returns the shape id.
  93955. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  93956. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  93957. * @param nb (positive integer) the number of particles to be created from this model
  93958. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  93959. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  93960. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  93961. * @returns the number of shapes in the system
  93962. */
  93963. addShape(mesh: Mesh, nb: number, options?: {
  93964. positionFunction?: any;
  93965. vertexFunction?: any;
  93966. storage?: [];
  93967. }): number;
  93968. /**
  93969. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  93970. * @hidden
  93971. */
  93972. private _rebuildParticle;
  93973. /**
  93974. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  93975. * @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.
  93976. * @returns the SPS.
  93977. */
  93978. rebuildMesh(reset?: boolean): SolidParticleSystem;
  93979. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  93980. * Returns an array with the removed particles.
  93981. * 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.
  93982. * The SPS can't be empty so at least one particle needs to remain in place.
  93983. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  93984. * @param start index of the first particle to remove
  93985. * @param end index of the last particle to remove (included)
  93986. * @returns an array populated with the removed particles
  93987. */
  93988. removeParticles(start: number, end: number): SolidParticle[];
  93989. /**
  93990. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  93991. * @param solidParticleArray an array populated with Solid Particles objects
  93992. * @returns the SPS
  93993. */
  93994. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  93995. /**
  93996. * Creates a new particle and modifies the SPS mesh geometry :
  93997. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  93998. * - calls _addParticle() to populate the particle array
  93999. * factorized code from addShape() and insertParticlesFromArray()
  94000. * @param idx particle index in the particles array
  94001. * @param i particle index in its shape
  94002. * @param modelShape particle ModelShape object
  94003. * @param shape shape vertex array
  94004. * @param meshInd shape indices array
  94005. * @param meshUV shape uv array
  94006. * @param meshCol shape color array
  94007. * @param meshNor shape normals array
  94008. * @param bbInfo shape bounding info
  94009. * @param storage target particle storage
  94010. * @options addShape() passed options
  94011. * @hidden
  94012. */
  94013. private _insertNewParticle;
  94014. /**
  94015. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  94016. * This method calls `updateParticle()` for each particle of the SPS.
  94017. * For an animated SPS, it is usually called within the render loop.
  94018. * 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.
  94019. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  94020. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  94021. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  94022. * @returns the SPS.
  94023. */
  94024. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  94025. /**
  94026. * Disposes the SPS.
  94027. */
  94028. dispose(): void;
  94029. /**
  94030. * Returns a SolidParticle object from its identifier : particle.id
  94031. * @param id (integer) the particle Id
  94032. * @returns the searched particle or null if not found in the SPS.
  94033. */
  94034. getParticleById(id: number): Nullable<SolidParticle>;
  94035. /**
  94036. * Returns a new array populated with the particles having the passed shapeId.
  94037. * @param shapeId (integer) the shape identifier
  94038. * @returns a new solid particle array
  94039. */
  94040. getParticlesByShapeId(shapeId: number): SolidParticle[];
  94041. /**
  94042. * Populates the passed array "ref" with the particles having the passed shapeId.
  94043. * @param shapeId the shape identifier
  94044. * @returns the SPS
  94045. * @param ref
  94046. */
  94047. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  94048. /**
  94049. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  94050. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94051. * @returns the SPS.
  94052. */
  94053. refreshVisibleSize(): SolidParticleSystem;
  94054. /**
  94055. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  94056. * @param size the size (float) of the visibility box
  94057. * note : this doesn't lock the SPS mesh bounding box.
  94058. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94059. */
  94060. setVisibilityBox(size: number): void;
  94061. /**
  94062. * Gets whether the SPS as always visible or not
  94063. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94064. */
  94065. /**
  94066. * Sets the SPS as always visible or not
  94067. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94068. */
  94069. isAlwaysVisible: boolean;
  94070. /**
  94071. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94072. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94073. */
  94074. /**
  94075. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94076. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94077. */
  94078. isVisibilityBoxLocked: boolean;
  94079. /**
  94080. * Tells to `setParticles()` to compute the particle rotations or not.
  94081. * Default value : true. The SPS is faster when it's set to false.
  94082. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94083. */
  94084. /**
  94085. * Gets if `setParticles()` computes the particle rotations or not.
  94086. * Default value : true. The SPS is faster when it's set to false.
  94087. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94088. */
  94089. computeParticleRotation: boolean;
  94090. /**
  94091. * Tells to `setParticles()` to compute the particle colors or not.
  94092. * Default value : true. The SPS is faster when it's set to false.
  94093. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94094. */
  94095. /**
  94096. * Gets if `setParticles()` computes the particle colors or not.
  94097. * Default value : true. The SPS is faster when it's set to false.
  94098. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94099. */
  94100. computeParticleColor: boolean;
  94101. /**
  94102. * Gets if `setParticles()` computes the particle textures or not.
  94103. * Default value : true. The SPS is faster when it's set to false.
  94104. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  94105. */
  94106. computeParticleTexture: boolean;
  94107. /**
  94108. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  94109. * Default value : false. The SPS is faster when it's set to false.
  94110. * Note : the particle custom vertex positions aren't stored values.
  94111. */
  94112. /**
  94113. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  94114. * Default value : false. The SPS is faster when it's set to false.
  94115. * Note : the particle custom vertex positions aren't stored values.
  94116. */
  94117. computeParticleVertex: boolean;
  94118. /**
  94119. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  94120. */
  94121. /**
  94122. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  94123. */
  94124. computeBoundingBox: boolean;
  94125. /**
  94126. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  94127. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94128. * Default : `true`
  94129. */
  94130. /**
  94131. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  94132. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94133. * Default : `true`
  94134. */
  94135. depthSortParticles: boolean;
  94136. /**
  94137. * Gets if the SPS is created as expandable at construction time.
  94138. * Default : `false`
  94139. */
  94140. readonly expandable: boolean;
  94141. /**
  94142. * This function does nothing. It may be overwritten to set all the particle first values.
  94143. * The SPS doesn't call this function, you may have to call it by your own.
  94144. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94145. */
  94146. initParticles(): void;
  94147. /**
  94148. * This function does nothing. It may be overwritten to recycle a particle.
  94149. * The SPS doesn't call this function, you may have to call it by your own.
  94150. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94151. * @param particle The particle to recycle
  94152. * @returns the recycled particle
  94153. */
  94154. recycleParticle(particle: SolidParticle): SolidParticle;
  94155. /**
  94156. * Updates a particle : this function should be overwritten by the user.
  94157. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  94158. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94159. * @example : just set a particle position or velocity and recycle conditions
  94160. * @param particle The particle to update
  94161. * @returns the updated particle
  94162. */
  94163. updateParticle(particle: SolidParticle): SolidParticle;
  94164. /**
  94165. * Updates a vertex of a particle : it can be overwritten by the user.
  94166. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  94167. * @param particle the current particle
  94168. * @param vertex the current index of the current particle
  94169. * @param pt the index of the current vertex in the particle shape
  94170. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  94171. * @example : just set a vertex particle position
  94172. * @returns the updated vertex
  94173. */
  94174. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  94175. /**
  94176. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  94177. * This does nothing and may be overwritten by the user.
  94178. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94179. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94180. * @param update the boolean update value actually passed to setParticles()
  94181. */
  94182. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94183. /**
  94184. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  94185. * This will be passed three parameters.
  94186. * This does nothing and may be overwritten by the user.
  94187. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94188. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94189. * @param update the boolean update value actually passed to setParticles()
  94190. */
  94191. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94192. }
  94193. }
  94194. declare module BABYLON {
  94195. /**
  94196. * Represents one particle of a solid particle system.
  94197. */
  94198. export class SolidParticle {
  94199. /**
  94200. * particle global index
  94201. */
  94202. idx: number;
  94203. /**
  94204. * particle identifier
  94205. */
  94206. id: number;
  94207. /**
  94208. * The color of the particle
  94209. */
  94210. color: Nullable<Color4>;
  94211. /**
  94212. * The world space position of the particle.
  94213. */
  94214. position: Vector3;
  94215. /**
  94216. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  94217. */
  94218. rotation: Vector3;
  94219. /**
  94220. * The world space rotation quaternion of the particle.
  94221. */
  94222. rotationQuaternion: Nullable<Quaternion>;
  94223. /**
  94224. * The scaling of the particle.
  94225. */
  94226. scaling: Vector3;
  94227. /**
  94228. * The uvs of the particle.
  94229. */
  94230. uvs: Vector4;
  94231. /**
  94232. * The current speed of the particle.
  94233. */
  94234. velocity: Vector3;
  94235. /**
  94236. * The pivot point in the particle local space.
  94237. */
  94238. pivot: Vector3;
  94239. /**
  94240. * Must the particle be translated from its pivot point in its local space ?
  94241. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  94242. * Default : false
  94243. */
  94244. translateFromPivot: boolean;
  94245. /**
  94246. * Is the particle active or not ?
  94247. */
  94248. alive: boolean;
  94249. /**
  94250. * Is the particle visible or not ?
  94251. */
  94252. isVisible: boolean;
  94253. /**
  94254. * Index of this particle in the global "positions" array (Internal use)
  94255. * @hidden
  94256. */
  94257. _pos: number;
  94258. /**
  94259. * @hidden Index of this particle in the global "indices" array (Internal use)
  94260. */
  94261. _ind: number;
  94262. /**
  94263. * @hidden ModelShape of this particle (Internal use)
  94264. */
  94265. _model: ModelShape;
  94266. /**
  94267. * ModelShape id of this particle
  94268. */
  94269. shapeId: number;
  94270. /**
  94271. * Index of the particle in its shape id
  94272. */
  94273. idxInShape: number;
  94274. /**
  94275. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  94276. */
  94277. _modelBoundingInfo: BoundingInfo;
  94278. /**
  94279. * @hidden Particle BoundingInfo object (Internal use)
  94280. */
  94281. _boundingInfo: BoundingInfo;
  94282. /**
  94283. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  94284. */
  94285. _sps: SolidParticleSystem;
  94286. /**
  94287. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  94288. */
  94289. _stillInvisible: boolean;
  94290. /**
  94291. * @hidden Last computed particle rotation matrix
  94292. */
  94293. _rotationMatrix: number[];
  94294. /**
  94295. * Parent particle Id, if any.
  94296. * Default null.
  94297. */
  94298. parentId: Nullable<number>;
  94299. /**
  94300. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  94301. * The possible values are :
  94302. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94303. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94304. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94305. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94306. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94307. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  94308. * */
  94309. cullingStrategy: number;
  94310. /**
  94311. * @hidden Internal global position in the SPS.
  94312. */
  94313. _globalPosition: Vector3;
  94314. /**
  94315. * Creates a Solid Particle object.
  94316. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  94317. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  94318. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  94319. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  94320. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  94321. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  94322. * @param shapeId (integer) is the model shape identifier in the SPS.
  94323. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  94324. * @param sps defines the sps it is associated to
  94325. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  94326. */
  94327. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  94328. /**
  94329. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  94330. * @param target the particle target
  94331. * @returns the current particle
  94332. */
  94333. copyToRef(target: SolidParticle): SolidParticle;
  94334. /**
  94335. * Legacy support, changed scale to scaling
  94336. */
  94337. /**
  94338. * Legacy support, changed scale to scaling
  94339. */
  94340. scale: Vector3;
  94341. /**
  94342. * Legacy support, changed quaternion to rotationQuaternion
  94343. */
  94344. /**
  94345. * Legacy support, changed quaternion to rotationQuaternion
  94346. */
  94347. quaternion: Nullable<Quaternion>;
  94348. /**
  94349. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  94350. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  94351. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  94352. * @returns true if it intersects
  94353. */
  94354. intersectsMesh(target: Mesh | SolidParticle): boolean;
  94355. /**
  94356. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  94357. * A particle is in the frustum if its bounding box intersects the frustum
  94358. * @param frustumPlanes defines the frustum to test
  94359. * @returns true if the particle is in the frustum planes
  94360. */
  94361. isInFrustum(frustumPlanes: Plane[]): boolean;
  94362. /**
  94363. * get the rotation matrix of the particle
  94364. * @hidden
  94365. */
  94366. getRotationMatrix(m: Matrix): void;
  94367. }
  94368. /**
  94369. * Represents the shape of the model used by one particle of a solid particle system.
  94370. * SPS internal tool, don't use it manually.
  94371. */
  94372. export class ModelShape {
  94373. /**
  94374. * The shape id
  94375. * @hidden
  94376. */
  94377. shapeID: number;
  94378. /**
  94379. * flat array of model positions (internal use)
  94380. * @hidden
  94381. */
  94382. _shape: Vector3[];
  94383. /**
  94384. * flat array of model UVs (internal use)
  94385. * @hidden
  94386. */
  94387. _shapeUV: number[];
  94388. /**
  94389. * color array of the model
  94390. * @hidden
  94391. */
  94392. _shapeColors: number[];
  94393. /**
  94394. * indices array of the model
  94395. * @hidden
  94396. */
  94397. _indices: number[];
  94398. /**
  94399. * normals array of the model
  94400. * @hidden
  94401. */
  94402. _normals: number[];
  94403. /**
  94404. * length of the shape in the model indices array (internal use)
  94405. * @hidden
  94406. */
  94407. _indicesLength: number;
  94408. /**
  94409. * Custom position function (internal use)
  94410. * @hidden
  94411. */
  94412. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  94413. /**
  94414. * Custom vertex function (internal use)
  94415. * @hidden
  94416. */
  94417. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  94418. /**
  94419. * 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.
  94420. * SPS internal tool, don't use it manually.
  94421. * @hidden
  94422. */
  94423. 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>);
  94424. }
  94425. /**
  94426. * Represents a Depth Sorted Particle in the solid particle system.
  94427. */
  94428. export class DepthSortedParticle {
  94429. /**
  94430. * Index of the particle in the "indices" array
  94431. */
  94432. ind: number;
  94433. /**
  94434. * Length of the particle shape in the "indices" array
  94435. */
  94436. indicesLength: number;
  94437. /**
  94438. * Squared distance from the particle to the camera
  94439. */
  94440. sqDistance: number;
  94441. }
  94442. }
  94443. declare module BABYLON {
  94444. /**
  94445. * @hidden
  94446. */
  94447. export class _MeshCollisionData {
  94448. _checkCollisions: boolean;
  94449. _collisionMask: number;
  94450. _collisionGroup: number;
  94451. _collider: Nullable<Collider>;
  94452. _oldPositionForCollisions: Vector3;
  94453. _diffPositionForCollisions: Vector3;
  94454. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  94455. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  94456. }
  94457. }
  94458. declare module BABYLON {
  94459. /** @hidden */
  94460. class _FacetDataStorage {
  94461. facetPositions: Vector3[];
  94462. facetNormals: Vector3[];
  94463. facetPartitioning: number[][];
  94464. facetNb: number;
  94465. partitioningSubdivisions: number;
  94466. partitioningBBoxRatio: number;
  94467. facetDataEnabled: boolean;
  94468. facetParameters: any;
  94469. bbSize: Vector3;
  94470. subDiv: {
  94471. max: number;
  94472. X: number;
  94473. Y: number;
  94474. Z: number;
  94475. };
  94476. facetDepthSort: boolean;
  94477. facetDepthSortEnabled: boolean;
  94478. depthSortedIndices: IndicesArray;
  94479. depthSortedFacets: {
  94480. ind: number;
  94481. sqDistance: number;
  94482. }[];
  94483. facetDepthSortFunction: (f1: {
  94484. ind: number;
  94485. sqDistance: number;
  94486. }, f2: {
  94487. ind: number;
  94488. sqDistance: number;
  94489. }) => number;
  94490. facetDepthSortFrom: Vector3;
  94491. facetDepthSortOrigin: Vector3;
  94492. invertedMatrix: Matrix;
  94493. }
  94494. /**
  94495. * @hidden
  94496. **/
  94497. class _InternalAbstractMeshDataInfo {
  94498. _hasVertexAlpha: boolean;
  94499. _useVertexColors: boolean;
  94500. _numBoneInfluencers: number;
  94501. _applyFog: boolean;
  94502. _receiveShadows: boolean;
  94503. _facetData: _FacetDataStorage;
  94504. _visibility: number;
  94505. _skeleton: Nullable<Skeleton>;
  94506. _layerMask: number;
  94507. _computeBonesUsingShaders: boolean;
  94508. _isActive: boolean;
  94509. _onlyForInstances: boolean;
  94510. _isActiveIntermediate: boolean;
  94511. _onlyForInstancesIntermediate: boolean;
  94512. _actAsRegularMesh: boolean;
  94513. }
  94514. /**
  94515. * Class used to store all common mesh properties
  94516. */
  94517. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  94518. /** No occlusion */
  94519. static OCCLUSION_TYPE_NONE: number;
  94520. /** Occlusion set to optimisitic */
  94521. static OCCLUSION_TYPE_OPTIMISTIC: number;
  94522. /** Occlusion set to strict */
  94523. static OCCLUSION_TYPE_STRICT: number;
  94524. /** Use an accurante occlusion algorithm */
  94525. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  94526. /** Use a conservative occlusion algorithm */
  94527. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  94528. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  94529. * Test order :
  94530. * Is the bounding sphere outside the frustum ?
  94531. * If not, are the bounding box vertices outside the frustum ?
  94532. * It not, then the cullable object is in the frustum.
  94533. */
  94534. static readonly CULLINGSTRATEGY_STANDARD: number;
  94535. /** Culling strategy : Bounding Sphere Only.
  94536. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  94537. * It's also less accurate than the standard because some not visible objects can still be selected.
  94538. * Test : is the bounding sphere outside the frustum ?
  94539. * If not, then the cullable object is in the frustum.
  94540. */
  94541. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  94542. /** Culling strategy : Optimistic Inclusion.
  94543. * This in an inclusion test first, then the standard exclusion test.
  94544. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  94545. * 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.
  94546. * Anyway, it's as accurate as the standard strategy.
  94547. * Test :
  94548. * Is the cullable object bounding sphere center in the frustum ?
  94549. * If not, apply the default culling strategy.
  94550. */
  94551. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  94552. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  94553. * This in an inclusion test first, then the bounding sphere only exclusion test.
  94554. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  94555. * 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.
  94556. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  94557. * Test :
  94558. * Is the cullable object bounding sphere center in the frustum ?
  94559. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  94560. */
  94561. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  94562. /**
  94563. * No billboard
  94564. */
  94565. static readonly BILLBOARDMODE_NONE: number;
  94566. /** Billboard on X axis */
  94567. static readonly BILLBOARDMODE_X: number;
  94568. /** Billboard on Y axis */
  94569. static readonly BILLBOARDMODE_Y: number;
  94570. /** Billboard on Z axis */
  94571. static readonly BILLBOARDMODE_Z: number;
  94572. /** Billboard on all axes */
  94573. static readonly BILLBOARDMODE_ALL: number;
  94574. /** Billboard on using position instead of orientation */
  94575. static readonly BILLBOARDMODE_USE_POSITION: number;
  94576. /** @hidden */
  94577. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  94578. /**
  94579. * The culling strategy to use to check whether the mesh must be rendered or not.
  94580. * This value can be changed at any time and will be used on the next render mesh selection.
  94581. * The possible values are :
  94582. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94583. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94584. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94585. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94586. * Please read each static variable documentation to get details about the culling process.
  94587. * */
  94588. cullingStrategy: number;
  94589. /**
  94590. * Gets the number of facets in the mesh
  94591. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94592. */
  94593. readonly facetNb: number;
  94594. /**
  94595. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  94596. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94597. */
  94598. partitioningSubdivisions: number;
  94599. /**
  94600. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  94601. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  94602. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94603. */
  94604. partitioningBBoxRatio: number;
  94605. /**
  94606. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  94607. * Works only for updatable meshes.
  94608. * Doesn't work with multi-materials
  94609. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94610. */
  94611. mustDepthSortFacets: boolean;
  94612. /**
  94613. * The location (Vector3) where the facet depth sort must be computed from.
  94614. * By default, the active camera position.
  94615. * Used only when facet depth sort is enabled
  94616. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94617. */
  94618. facetDepthSortFrom: Vector3;
  94619. /**
  94620. * gets a boolean indicating if facetData is enabled
  94621. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94622. */
  94623. readonly isFacetDataEnabled: boolean;
  94624. /** @hidden */
  94625. _updateNonUniformScalingState(value: boolean): boolean;
  94626. /**
  94627. * An event triggered when this mesh collides with another one
  94628. */
  94629. onCollideObservable: Observable<AbstractMesh>;
  94630. /** Set a function to call when this mesh collides with another one */
  94631. onCollide: () => void;
  94632. /**
  94633. * An event triggered when the collision's position changes
  94634. */
  94635. onCollisionPositionChangeObservable: Observable<Vector3>;
  94636. /** Set a function to call when the collision's position changes */
  94637. onCollisionPositionChange: () => void;
  94638. /**
  94639. * An event triggered when material is changed
  94640. */
  94641. onMaterialChangedObservable: Observable<AbstractMesh>;
  94642. /**
  94643. * Gets or sets the orientation for POV movement & rotation
  94644. */
  94645. definedFacingForward: boolean;
  94646. /** @hidden */
  94647. _occlusionQuery: Nullable<WebGLQuery>;
  94648. /** @hidden */
  94649. _renderingGroup: Nullable<RenderingGroup>;
  94650. /**
  94651. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94652. */
  94653. /**
  94654. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94655. */
  94656. visibility: number;
  94657. /** Gets or sets the alpha index used to sort transparent meshes
  94658. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  94659. */
  94660. alphaIndex: number;
  94661. /**
  94662. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  94663. */
  94664. isVisible: boolean;
  94665. /**
  94666. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  94667. */
  94668. isPickable: boolean;
  94669. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  94670. showSubMeshesBoundingBox: boolean;
  94671. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  94672. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  94673. */
  94674. isBlocker: boolean;
  94675. /**
  94676. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  94677. */
  94678. enablePointerMoveEvents: boolean;
  94679. /**
  94680. * Specifies the rendering group id for this mesh (0 by default)
  94681. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  94682. */
  94683. renderingGroupId: number;
  94684. private _material;
  94685. /** Gets or sets current material */
  94686. material: Nullable<Material>;
  94687. /**
  94688. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  94689. * @see http://doc.babylonjs.com/babylon101/shadows
  94690. */
  94691. receiveShadows: boolean;
  94692. /** Defines color to use when rendering outline */
  94693. outlineColor: Color3;
  94694. /** Define width to use when rendering outline */
  94695. outlineWidth: number;
  94696. /** Defines color to use when rendering overlay */
  94697. overlayColor: Color3;
  94698. /** Defines alpha to use when rendering overlay */
  94699. overlayAlpha: number;
  94700. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  94701. hasVertexAlpha: boolean;
  94702. /** 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) */
  94703. useVertexColors: boolean;
  94704. /**
  94705. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  94706. */
  94707. computeBonesUsingShaders: boolean;
  94708. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  94709. numBoneInfluencers: number;
  94710. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  94711. applyFog: boolean;
  94712. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  94713. useOctreeForRenderingSelection: boolean;
  94714. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  94715. useOctreeForPicking: boolean;
  94716. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  94717. useOctreeForCollisions: boolean;
  94718. /**
  94719. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  94720. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  94721. */
  94722. layerMask: number;
  94723. /**
  94724. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  94725. */
  94726. alwaysSelectAsActiveMesh: boolean;
  94727. /**
  94728. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  94729. */
  94730. doNotSyncBoundingInfo: boolean;
  94731. /**
  94732. * Gets or sets the current action manager
  94733. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94734. */
  94735. actionManager: Nullable<AbstractActionManager>;
  94736. private _meshCollisionData;
  94737. /**
  94738. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  94739. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94740. */
  94741. ellipsoid: Vector3;
  94742. /**
  94743. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  94744. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94745. */
  94746. ellipsoidOffset: Vector3;
  94747. /**
  94748. * Gets or sets a collision mask used to mask collisions (default is -1).
  94749. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94750. */
  94751. collisionMask: number;
  94752. /**
  94753. * Gets or sets the current collision group mask (-1 by default).
  94754. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94755. */
  94756. collisionGroup: number;
  94757. /**
  94758. * Defines edge width used when edgesRenderer is enabled
  94759. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94760. */
  94761. edgesWidth: number;
  94762. /**
  94763. * Defines edge color used when edgesRenderer is enabled
  94764. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94765. */
  94766. edgesColor: Color4;
  94767. /** @hidden */
  94768. _edgesRenderer: Nullable<IEdgesRenderer>;
  94769. /** @hidden */
  94770. _masterMesh: Nullable<AbstractMesh>;
  94771. /** @hidden */
  94772. _boundingInfo: Nullable<BoundingInfo>;
  94773. /** @hidden */
  94774. _renderId: number;
  94775. /**
  94776. * Gets or sets the list of subMeshes
  94777. * @see http://doc.babylonjs.com/how_to/multi_materials
  94778. */
  94779. subMeshes: SubMesh[];
  94780. /** @hidden */
  94781. _intersectionsInProgress: AbstractMesh[];
  94782. /** @hidden */
  94783. _unIndexed: boolean;
  94784. /** @hidden */
  94785. _lightSources: Light[];
  94786. /** Gets the list of lights affecting that mesh */
  94787. readonly lightSources: Light[];
  94788. /** @hidden */
  94789. readonly _positions: Nullable<Vector3[]>;
  94790. /** @hidden */
  94791. _waitingData: {
  94792. lods: Nullable<any>;
  94793. actions: Nullable<any>;
  94794. freezeWorldMatrix: Nullable<boolean>;
  94795. };
  94796. /** @hidden */
  94797. _bonesTransformMatrices: Nullable<Float32Array>;
  94798. /** @hidden */
  94799. _transformMatrixTexture: Nullable<RawTexture>;
  94800. /**
  94801. * Gets or sets a skeleton to apply skining transformations
  94802. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  94803. */
  94804. skeleton: Nullable<Skeleton>;
  94805. /**
  94806. * An event triggered when the mesh is rebuilt.
  94807. */
  94808. onRebuildObservable: Observable<AbstractMesh>;
  94809. /**
  94810. * Creates a new AbstractMesh
  94811. * @param name defines the name of the mesh
  94812. * @param scene defines the hosting scene
  94813. */
  94814. constructor(name: string, scene?: Nullable<Scene>);
  94815. /**
  94816. * Returns the string "AbstractMesh"
  94817. * @returns "AbstractMesh"
  94818. */
  94819. getClassName(): string;
  94820. /**
  94821. * Gets a string representation of the current mesh
  94822. * @param fullDetails defines a boolean indicating if full details must be included
  94823. * @returns a string representation of the current mesh
  94824. */
  94825. toString(fullDetails?: boolean): string;
  94826. /**
  94827. * @hidden
  94828. */
  94829. protected _getEffectiveParent(): Nullable<Node>;
  94830. /** @hidden */
  94831. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94832. /** @hidden */
  94833. _rebuild(): void;
  94834. /** @hidden */
  94835. _resyncLightSources(): void;
  94836. /** @hidden */
  94837. _resyncLighSource(light: Light): void;
  94838. /** @hidden */
  94839. _unBindEffect(): void;
  94840. /** @hidden */
  94841. _removeLightSource(light: Light, dispose: boolean): void;
  94842. private _markSubMeshesAsDirty;
  94843. /** @hidden */
  94844. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  94845. /** @hidden */
  94846. _markSubMeshesAsAttributesDirty(): void;
  94847. /** @hidden */
  94848. _markSubMeshesAsMiscDirty(): void;
  94849. /**
  94850. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  94851. */
  94852. scaling: Vector3;
  94853. /**
  94854. * Returns true if the mesh is blocked. Implemented by child classes
  94855. */
  94856. readonly isBlocked: boolean;
  94857. /**
  94858. * Returns the mesh itself by default. Implemented by child classes
  94859. * @param camera defines the camera to use to pick the right LOD level
  94860. * @returns the currentAbstractMesh
  94861. */
  94862. getLOD(camera: Camera): Nullable<AbstractMesh>;
  94863. /**
  94864. * Returns 0 by default. Implemented by child classes
  94865. * @returns an integer
  94866. */
  94867. getTotalVertices(): number;
  94868. /**
  94869. * Returns a positive integer : the total number of indices in this mesh geometry.
  94870. * @returns the numner of indices or zero if the mesh has no geometry.
  94871. */
  94872. getTotalIndices(): number;
  94873. /**
  94874. * Returns null by default. Implemented by child classes
  94875. * @returns null
  94876. */
  94877. getIndices(): Nullable<IndicesArray>;
  94878. /**
  94879. * Returns the array of the requested vertex data kind. Implemented by child classes
  94880. * @param kind defines the vertex data kind to use
  94881. * @returns null
  94882. */
  94883. getVerticesData(kind: string): Nullable<FloatArray>;
  94884. /**
  94885. * Sets the vertex data of the mesh geometry for the requested `kind`.
  94886. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  94887. * Note that a new underlying VertexBuffer object is created each call.
  94888. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  94889. * @param kind defines vertex data kind:
  94890. * * VertexBuffer.PositionKind
  94891. * * VertexBuffer.UVKind
  94892. * * VertexBuffer.UV2Kind
  94893. * * VertexBuffer.UV3Kind
  94894. * * VertexBuffer.UV4Kind
  94895. * * VertexBuffer.UV5Kind
  94896. * * VertexBuffer.UV6Kind
  94897. * * VertexBuffer.ColorKind
  94898. * * VertexBuffer.MatricesIndicesKind
  94899. * * VertexBuffer.MatricesIndicesExtraKind
  94900. * * VertexBuffer.MatricesWeightsKind
  94901. * * VertexBuffer.MatricesWeightsExtraKind
  94902. * @param data defines the data source
  94903. * @param updatable defines if the data must be flagged as updatable (or static)
  94904. * @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
  94905. * @returns the current mesh
  94906. */
  94907. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  94908. /**
  94909. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  94910. * If the mesh has no geometry, it is simply returned as it is.
  94911. * @param kind defines vertex data kind:
  94912. * * VertexBuffer.PositionKind
  94913. * * VertexBuffer.UVKind
  94914. * * VertexBuffer.UV2Kind
  94915. * * VertexBuffer.UV3Kind
  94916. * * VertexBuffer.UV4Kind
  94917. * * VertexBuffer.UV5Kind
  94918. * * VertexBuffer.UV6Kind
  94919. * * VertexBuffer.ColorKind
  94920. * * VertexBuffer.MatricesIndicesKind
  94921. * * VertexBuffer.MatricesIndicesExtraKind
  94922. * * VertexBuffer.MatricesWeightsKind
  94923. * * VertexBuffer.MatricesWeightsExtraKind
  94924. * @param data defines the data source
  94925. * @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
  94926. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  94927. * @returns the current mesh
  94928. */
  94929. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  94930. /**
  94931. * Sets the mesh indices,
  94932. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  94933. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  94934. * @param totalVertices Defines the total number of vertices
  94935. * @returns the current mesh
  94936. */
  94937. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  94938. /**
  94939. * Gets a boolean indicating if specific vertex data is present
  94940. * @param kind defines the vertex data kind to use
  94941. * @returns true is data kind is present
  94942. */
  94943. isVerticesDataPresent(kind: string): boolean;
  94944. /**
  94945. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  94946. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  94947. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  94948. * @returns a BoundingInfo
  94949. */
  94950. getBoundingInfo(): BoundingInfo;
  94951. /**
  94952. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  94953. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  94954. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  94955. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  94956. * @returns the current mesh
  94957. */
  94958. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  94959. /**
  94960. * Overwrite the current bounding info
  94961. * @param boundingInfo defines the new bounding info
  94962. * @returns the current mesh
  94963. */
  94964. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  94965. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  94966. readonly useBones: boolean;
  94967. /** @hidden */
  94968. _preActivate(): void;
  94969. /** @hidden */
  94970. _preActivateForIntermediateRendering(renderId: number): void;
  94971. /** @hidden */
  94972. _activate(renderId: number, intermediateRendering: boolean): boolean;
  94973. /** @hidden */
  94974. _postActivate(): void;
  94975. /** @hidden */
  94976. _freeze(): void;
  94977. /** @hidden */
  94978. _unFreeze(): void;
  94979. /**
  94980. * Gets the current world matrix
  94981. * @returns a Matrix
  94982. */
  94983. getWorldMatrix(): Matrix;
  94984. /** @hidden */
  94985. _getWorldMatrixDeterminant(): number;
  94986. /**
  94987. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  94988. */
  94989. readonly isAnInstance: boolean;
  94990. /**
  94991. * Gets a boolean indicating if this mesh has instances
  94992. */
  94993. readonly hasInstances: boolean;
  94994. /**
  94995. * Perform relative position change from the point of view of behind the front of the mesh.
  94996. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94997. * Supports definition of mesh facing forward or backward
  94998. * @param amountRight defines the distance on the right axis
  94999. * @param amountUp defines the distance on the up axis
  95000. * @param amountForward defines the distance on the forward axis
  95001. * @returns the current mesh
  95002. */
  95003. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  95004. /**
  95005. * Calculate relative position change from the point of view of behind the front of the mesh.
  95006. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95007. * Supports definition of mesh facing forward or backward
  95008. * @param amountRight defines the distance on the right axis
  95009. * @param amountUp defines the distance on the up axis
  95010. * @param amountForward defines the distance on the forward axis
  95011. * @returns the new displacement vector
  95012. */
  95013. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  95014. /**
  95015. * Perform relative rotation change from the point of view of behind the front of the mesh.
  95016. * Supports definition of mesh facing forward or backward
  95017. * @param flipBack defines the flip
  95018. * @param twirlClockwise defines the twirl
  95019. * @param tiltRight defines the tilt
  95020. * @returns the current mesh
  95021. */
  95022. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  95023. /**
  95024. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  95025. * Supports definition of mesh facing forward or backward.
  95026. * @param flipBack defines the flip
  95027. * @param twirlClockwise defines the twirl
  95028. * @param tiltRight defines the tilt
  95029. * @returns the new rotation vector
  95030. */
  95031. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  95032. /**
  95033. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  95034. * This means the mesh underlying bounding box and sphere are recomputed.
  95035. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  95036. * @returns the current mesh
  95037. */
  95038. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  95039. /** @hidden */
  95040. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  95041. /** @hidden */
  95042. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  95043. /** @hidden */
  95044. _updateBoundingInfo(): AbstractMesh;
  95045. /** @hidden */
  95046. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  95047. /** @hidden */
  95048. protected _afterComputeWorldMatrix(): void;
  95049. /** @hidden */
  95050. readonly _effectiveMesh: AbstractMesh;
  95051. /**
  95052. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  95053. * A mesh is in the frustum if its bounding box intersects the frustum
  95054. * @param frustumPlanes defines the frustum to test
  95055. * @returns true if the mesh is in the frustum planes
  95056. */
  95057. isInFrustum(frustumPlanes: Plane[]): boolean;
  95058. /**
  95059. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  95060. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  95061. * @param frustumPlanes defines the frustum to test
  95062. * @returns true if the mesh is completely in the frustum planes
  95063. */
  95064. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  95065. /**
  95066. * True if the mesh intersects another mesh or a SolidParticle object
  95067. * @param mesh defines a target mesh or SolidParticle to test
  95068. * @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)
  95069. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  95070. * @returns true if there is an intersection
  95071. */
  95072. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  95073. /**
  95074. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  95075. * @param point defines the point to test
  95076. * @returns true if there is an intersection
  95077. */
  95078. intersectsPoint(point: Vector3): boolean;
  95079. /**
  95080. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  95081. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95082. */
  95083. checkCollisions: boolean;
  95084. /**
  95085. * Gets Collider object used to compute collisions (not physics)
  95086. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95087. */
  95088. readonly collider: Nullable<Collider>;
  95089. /**
  95090. * Move the mesh using collision engine
  95091. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95092. * @param displacement defines the requested displacement vector
  95093. * @returns the current mesh
  95094. */
  95095. moveWithCollisions(displacement: Vector3): AbstractMesh;
  95096. private _onCollisionPositionChange;
  95097. /** @hidden */
  95098. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  95099. /** @hidden */
  95100. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  95101. /** @hidden */
  95102. _checkCollision(collider: Collider): AbstractMesh;
  95103. /** @hidden */
  95104. _generatePointsArray(): boolean;
  95105. /**
  95106. * Checks if the passed Ray intersects with the mesh
  95107. * @param ray defines the ray to use
  95108. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  95109. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  95110. * @returns the picking info
  95111. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  95112. */
  95113. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  95114. /**
  95115. * Clones the current mesh
  95116. * @param name defines the mesh name
  95117. * @param newParent defines the new mesh parent
  95118. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  95119. * @returns the new mesh
  95120. */
  95121. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  95122. /**
  95123. * Disposes all the submeshes of the current meshnp
  95124. * @returns the current mesh
  95125. */
  95126. releaseSubMeshes(): AbstractMesh;
  95127. /**
  95128. * Releases resources associated with this abstract mesh.
  95129. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95130. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95131. */
  95132. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95133. /**
  95134. * Adds the passed mesh as a child to the current mesh
  95135. * @param mesh defines the child mesh
  95136. * @returns the current mesh
  95137. */
  95138. addChild(mesh: AbstractMesh): AbstractMesh;
  95139. /**
  95140. * Removes the passed mesh from the current mesh children list
  95141. * @param mesh defines the child mesh
  95142. * @returns the current mesh
  95143. */
  95144. removeChild(mesh: AbstractMesh): AbstractMesh;
  95145. /** @hidden */
  95146. private _initFacetData;
  95147. /**
  95148. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  95149. * This method can be called within the render loop.
  95150. * 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
  95151. * @returns the current mesh
  95152. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95153. */
  95154. updateFacetData(): AbstractMesh;
  95155. /**
  95156. * Returns the facetLocalNormals array.
  95157. * The normals are expressed in the mesh local spac
  95158. * @returns an array of Vector3
  95159. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95160. */
  95161. getFacetLocalNormals(): Vector3[];
  95162. /**
  95163. * Returns the facetLocalPositions array.
  95164. * The facet positions are expressed in the mesh local space
  95165. * @returns an array of Vector3
  95166. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95167. */
  95168. getFacetLocalPositions(): Vector3[];
  95169. /**
  95170. * Returns the facetLocalPartioning array
  95171. * @returns an array of array of numbers
  95172. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95173. */
  95174. getFacetLocalPartitioning(): number[][];
  95175. /**
  95176. * Returns the i-th facet position in the world system.
  95177. * This method allocates a new Vector3 per call
  95178. * @param i defines the facet index
  95179. * @returns a new Vector3
  95180. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95181. */
  95182. getFacetPosition(i: number): Vector3;
  95183. /**
  95184. * Sets the reference Vector3 with the i-th facet position in the world system
  95185. * @param i defines the facet index
  95186. * @param ref defines the target vector
  95187. * @returns the current mesh
  95188. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95189. */
  95190. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  95191. /**
  95192. * Returns the i-th facet normal in the world system.
  95193. * This method allocates a new Vector3 per call
  95194. * @param i defines the facet index
  95195. * @returns a new Vector3
  95196. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95197. */
  95198. getFacetNormal(i: number): Vector3;
  95199. /**
  95200. * Sets the reference Vector3 with the i-th facet normal in the world system
  95201. * @param i defines the facet index
  95202. * @param ref defines the target vector
  95203. * @returns the current mesh
  95204. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95205. */
  95206. getFacetNormalToRef(i: number, ref: Vector3): this;
  95207. /**
  95208. * 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)
  95209. * @param x defines x coordinate
  95210. * @param y defines y coordinate
  95211. * @param z defines z coordinate
  95212. * @returns the array of facet indexes
  95213. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95214. */
  95215. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  95216. /**
  95217. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  95218. * @param projected sets as the (x,y,z) world projection on the facet
  95219. * @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
  95220. * @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
  95221. * @param x defines x coordinate
  95222. * @param y defines y coordinate
  95223. * @param z defines z coordinate
  95224. * @returns the face index if found (or null instead)
  95225. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95226. */
  95227. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95228. /**
  95229. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  95230. * @param projected sets as the (x,y,z) local projection on the facet
  95231. * @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
  95232. * @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
  95233. * @param x defines x coordinate
  95234. * @param y defines y coordinate
  95235. * @param z defines z coordinate
  95236. * @returns the face index if found (or null instead)
  95237. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95238. */
  95239. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95240. /**
  95241. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  95242. * @returns the parameters
  95243. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95244. */
  95245. getFacetDataParameters(): any;
  95246. /**
  95247. * Disables the feature FacetData and frees the related memory
  95248. * @returns the current mesh
  95249. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95250. */
  95251. disableFacetData(): AbstractMesh;
  95252. /**
  95253. * Updates the AbstractMesh indices array
  95254. * @param indices defines the data source
  95255. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  95256. * @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)
  95257. * @returns the current mesh
  95258. */
  95259. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  95260. /**
  95261. * Creates new normals data for the mesh
  95262. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  95263. * @returns the current mesh
  95264. */
  95265. createNormals(updatable: boolean): AbstractMesh;
  95266. /**
  95267. * Align the mesh with a normal
  95268. * @param normal defines the normal to use
  95269. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  95270. * @returns the current mesh
  95271. */
  95272. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  95273. /** @hidden */
  95274. _checkOcclusionQuery(): boolean;
  95275. /**
  95276. * Disables the mesh edge rendering mode
  95277. * @returns the currentAbstractMesh
  95278. */
  95279. disableEdgesRendering(): AbstractMesh;
  95280. /**
  95281. * Enables the edge rendering mode on the mesh.
  95282. * This mode makes the mesh edges visible
  95283. * @param epsilon defines the maximal distance between two angles to detect a face
  95284. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  95285. * @returns the currentAbstractMesh
  95286. * @see https://www.babylonjs-playground.com/#19O9TU#0
  95287. */
  95288. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  95289. }
  95290. }
  95291. declare module BABYLON {
  95292. /**
  95293. * Interface used to define ActionEvent
  95294. */
  95295. export interface IActionEvent {
  95296. /** The mesh or sprite that triggered the action */
  95297. source: any;
  95298. /** The X mouse cursor position at the time of the event */
  95299. pointerX: number;
  95300. /** The Y mouse cursor position at the time of the event */
  95301. pointerY: number;
  95302. /** The mesh that is currently pointed at (can be null) */
  95303. meshUnderPointer: Nullable<AbstractMesh>;
  95304. /** the original (browser) event that triggered the ActionEvent */
  95305. sourceEvent?: any;
  95306. /** additional data for the event */
  95307. additionalData?: any;
  95308. }
  95309. /**
  95310. * ActionEvent is the event being sent when an action is triggered.
  95311. */
  95312. export class ActionEvent implements IActionEvent {
  95313. /** The mesh or sprite that triggered the action */
  95314. source: any;
  95315. /** The X mouse cursor position at the time of the event */
  95316. pointerX: number;
  95317. /** The Y mouse cursor position at the time of the event */
  95318. pointerY: number;
  95319. /** The mesh that is currently pointed at (can be null) */
  95320. meshUnderPointer: Nullable<AbstractMesh>;
  95321. /** the original (browser) event that triggered the ActionEvent */
  95322. sourceEvent?: any;
  95323. /** additional data for the event */
  95324. additionalData?: any;
  95325. /**
  95326. * Creates a new ActionEvent
  95327. * @param source The mesh or sprite that triggered the action
  95328. * @param pointerX The X mouse cursor position at the time of the event
  95329. * @param pointerY The Y mouse cursor position at the time of the event
  95330. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  95331. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  95332. * @param additionalData additional data for the event
  95333. */
  95334. constructor(
  95335. /** The mesh or sprite that triggered the action */
  95336. source: any,
  95337. /** The X mouse cursor position at the time of the event */
  95338. pointerX: number,
  95339. /** The Y mouse cursor position at the time of the event */
  95340. pointerY: number,
  95341. /** The mesh that is currently pointed at (can be null) */
  95342. meshUnderPointer: Nullable<AbstractMesh>,
  95343. /** the original (browser) event that triggered the ActionEvent */
  95344. sourceEvent?: any,
  95345. /** additional data for the event */
  95346. additionalData?: any);
  95347. /**
  95348. * Helper function to auto-create an ActionEvent from a source mesh.
  95349. * @param source The source mesh that triggered the event
  95350. * @param evt The original (browser) event
  95351. * @param additionalData additional data for the event
  95352. * @returns the new ActionEvent
  95353. */
  95354. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  95355. /**
  95356. * Helper function to auto-create an ActionEvent from a source sprite
  95357. * @param source The source sprite that triggered the event
  95358. * @param scene Scene associated with the sprite
  95359. * @param evt The original (browser) event
  95360. * @param additionalData additional data for the event
  95361. * @returns the new ActionEvent
  95362. */
  95363. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  95364. /**
  95365. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  95366. * @param scene the scene where the event occurred
  95367. * @param evt The original (browser) event
  95368. * @returns the new ActionEvent
  95369. */
  95370. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  95371. /**
  95372. * Helper function to auto-create an ActionEvent from a primitive
  95373. * @param prim defines the target primitive
  95374. * @param pointerPos defines the pointer position
  95375. * @param evt The original (browser) event
  95376. * @param additionalData additional data for the event
  95377. * @returns the new ActionEvent
  95378. */
  95379. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  95380. }
  95381. }
  95382. declare module BABYLON {
  95383. /**
  95384. * Abstract class used to decouple action Manager from scene and meshes.
  95385. * Do not instantiate.
  95386. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95387. */
  95388. export abstract class AbstractActionManager implements IDisposable {
  95389. /** Gets the list of active triggers */
  95390. static Triggers: {
  95391. [key: string]: number;
  95392. };
  95393. /** Gets the cursor to use when hovering items */
  95394. hoverCursor: string;
  95395. /** Gets the list of actions */
  95396. actions: IAction[];
  95397. /**
  95398. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  95399. */
  95400. isRecursive: boolean;
  95401. /**
  95402. * Releases all associated resources
  95403. */
  95404. abstract dispose(): void;
  95405. /**
  95406. * Does this action manager has pointer triggers
  95407. */
  95408. abstract readonly hasPointerTriggers: boolean;
  95409. /**
  95410. * Does this action manager has pick triggers
  95411. */
  95412. abstract readonly hasPickTriggers: boolean;
  95413. /**
  95414. * Process a specific trigger
  95415. * @param trigger defines the trigger to process
  95416. * @param evt defines the event details to be processed
  95417. */
  95418. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  95419. /**
  95420. * Does this action manager handles actions of any of the given triggers
  95421. * @param triggers defines the triggers to be tested
  95422. * @return a boolean indicating whether one (or more) of the triggers is handled
  95423. */
  95424. abstract hasSpecificTriggers(triggers: number[]): boolean;
  95425. /**
  95426. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  95427. * speed.
  95428. * @param triggerA defines the trigger to be tested
  95429. * @param triggerB defines the trigger to be tested
  95430. * @return a boolean indicating whether one (or more) of the triggers is handled
  95431. */
  95432. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  95433. /**
  95434. * Does this action manager handles actions of a given trigger
  95435. * @param trigger defines the trigger to be tested
  95436. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  95437. * @return whether the trigger is handled
  95438. */
  95439. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  95440. /**
  95441. * Serialize this manager to a JSON object
  95442. * @param name defines the property name to store this manager
  95443. * @returns a JSON representation of this manager
  95444. */
  95445. abstract serialize(name: string): any;
  95446. /**
  95447. * Registers an action to this action manager
  95448. * @param action defines the action to be registered
  95449. * @return the action amended (prepared) after registration
  95450. */
  95451. abstract registerAction(action: IAction): Nullable<IAction>;
  95452. /**
  95453. * Unregisters an action to this action manager
  95454. * @param action defines the action to be unregistered
  95455. * @return a boolean indicating whether the action has been unregistered
  95456. */
  95457. abstract unregisterAction(action: IAction): Boolean;
  95458. /**
  95459. * Does exist one action manager with at least one trigger
  95460. **/
  95461. static readonly HasTriggers: boolean;
  95462. /**
  95463. * Does exist one action manager with at least one pick trigger
  95464. **/
  95465. static readonly HasPickTriggers: boolean;
  95466. /**
  95467. * Does exist one action manager that handles actions of a given trigger
  95468. * @param trigger defines the trigger to be tested
  95469. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  95470. **/
  95471. static HasSpecificTrigger(trigger: number): boolean;
  95472. }
  95473. }
  95474. declare module BABYLON {
  95475. /**
  95476. * Defines how a node can be built from a string name.
  95477. */
  95478. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  95479. /**
  95480. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  95481. */
  95482. export class Node implements IBehaviorAware<Node> {
  95483. /** @hidden */
  95484. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  95485. private static _NodeConstructors;
  95486. /**
  95487. * Add a new node constructor
  95488. * @param type defines the type name of the node to construct
  95489. * @param constructorFunc defines the constructor function
  95490. */
  95491. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  95492. /**
  95493. * Returns a node constructor based on type name
  95494. * @param type defines the type name
  95495. * @param name defines the new node name
  95496. * @param scene defines the hosting scene
  95497. * @param options defines optional options to transmit to constructors
  95498. * @returns the new constructor or null
  95499. */
  95500. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  95501. /**
  95502. * Gets or sets the name of the node
  95503. */
  95504. name: string;
  95505. /**
  95506. * Gets or sets the id of the node
  95507. */
  95508. id: string;
  95509. /**
  95510. * Gets or sets the unique id of the node
  95511. */
  95512. uniqueId: number;
  95513. /**
  95514. * Gets or sets a string used to store user defined state for the node
  95515. */
  95516. state: string;
  95517. /**
  95518. * Gets or sets an object used to store user defined information for the node
  95519. */
  95520. metadata: any;
  95521. /**
  95522. * For internal use only. Please do not use.
  95523. */
  95524. reservedDataStore: any;
  95525. /**
  95526. * List of inspectable custom properties (used by the Inspector)
  95527. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  95528. */
  95529. inspectableCustomProperties: IInspectable[];
  95530. private _doNotSerialize;
  95531. /**
  95532. * Gets or sets a boolean used to define if the node must be serialized
  95533. */
  95534. doNotSerialize: boolean;
  95535. /** @hidden */
  95536. _isDisposed: boolean;
  95537. /**
  95538. * Gets a list of Animations associated with the node
  95539. */
  95540. animations: Animation[];
  95541. protected _ranges: {
  95542. [name: string]: Nullable<AnimationRange>;
  95543. };
  95544. /**
  95545. * Callback raised when the node is ready to be used
  95546. */
  95547. onReady: Nullable<(node: Node) => void>;
  95548. private _isEnabled;
  95549. private _isParentEnabled;
  95550. private _isReady;
  95551. /** @hidden */
  95552. _currentRenderId: number;
  95553. private _parentUpdateId;
  95554. /** @hidden */
  95555. _childUpdateId: number;
  95556. /** @hidden */
  95557. _waitingParentId: Nullable<string>;
  95558. /** @hidden */
  95559. _scene: Scene;
  95560. /** @hidden */
  95561. _cache: any;
  95562. private _parentNode;
  95563. private _children;
  95564. /** @hidden */
  95565. _worldMatrix: Matrix;
  95566. /** @hidden */
  95567. _worldMatrixDeterminant: number;
  95568. /** @hidden */
  95569. _worldMatrixDeterminantIsDirty: boolean;
  95570. /** @hidden */
  95571. private _sceneRootNodesIndex;
  95572. /**
  95573. * Gets a boolean indicating if the node has been disposed
  95574. * @returns true if the node was disposed
  95575. */
  95576. isDisposed(): boolean;
  95577. /**
  95578. * Gets or sets the parent of the node (without keeping the current position in the scene)
  95579. * @see https://doc.babylonjs.com/how_to/parenting
  95580. */
  95581. parent: Nullable<Node>;
  95582. /** @hidden */
  95583. _addToSceneRootNodes(): void;
  95584. /** @hidden */
  95585. _removeFromSceneRootNodes(): void;
  95586. private _animationPropertiesOverride;
  95587. /**
  95588. * Gets or sets the animation properties override
  95589. */
  95590. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  95591. /**
  95592. * Gets a string idenfifying the name of the class
  95593. * @returns "Node" string
  95594. */
  95595. getClassName(): string;
  95596. /** @hidden */
  95597. readonly _isNode: boolean;
  95598. /**
  95599. * An event triggered when the mesh is disposed
  95600. */
  95601. onDisposeObservable: Observable<Node>;
  95602. private _onDisposeObserver;
  95603. /**
  95604. * Sets a callback that will be raised when the node will be disposed
  95605. */
  95606. onDispose: () => void;
  95607. /**
  95608. * Creates a new Node
  95609. * @param name the name and id to be given to this node
  95610. * @param scene the scene this node will be added to
  95611. */
  95612. constructor(name: string, scene?: Nullable<Scene>);
  95613. /**
  95614. * Gets the scene of the node
  95615. * @returns a scene
  95616. */
  95617. getScene(): Scene;
  95618. /**
  95619. * Gets the engine of the node
  95620. * @returns a Engine
  95621. */
  95622. getEngine(): Engine;
  95623. private _behaviors;
  95624. /**
  95625. * Attach a behavior to the node
  95626. * @see http://doc.babylonjs.com/features/behaviour
  95627. * @param behavior defines the behavior to attach
  95628. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  95629. * @returns the current Node
  95630. */
  95631. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  95632. /**
  95633. * Remove an attached behavior
  95634. * @see http://doc.babylonjs.com/features/behaviour
  95635. * @param behavior defines the behavior to attach
  95636. * @returns the current Node
  95637. */
  95638. removeBehavior(behavior: Behavior<Node>): Node;
  95639. /**
  95640. * Gets the list of attached behaviors
  95641. * @see http://doc.babylonjs.com/features/behaviour
  95642. */
  95643. readonly behaviors: Behavior<Node>[];
  95644. /**
  95645. * Gets an attached behavior by name
  95646. * @param name defines the name of the behavior to look for
  95647. * @see http://doc.babylonjs.com/features/behaviour
  95648. * @returns null if behavior was not found else the requested behavior
  95649. */
  95650. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  95651. /**
  95652. * Returns the latest update of the World matrix
  95653. * @returns a Matrix
  95654. */
  95655. getWorldMatrix(): Matrix;
  95656. /** @hidden */
  95657. _getWorldMatrixDeterminant(): number;
  95658. /**
  95659. * Returns directly the latest state of the mesh World matrix.
  95660. * A Matrix is returned.
  95661. */
  95662. readonly worldMatrixFromCache: Matrix;
  95663. /** @hidden */
  95664. _initCache(): void;
  95665. /** @hidden */
  95666. updateCache(force?: boolean): void;
  95667. /** @hidden */
  95668. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95669. /** @hidden */
  95670. _updateCache(ignoreParentClass?: boolean): void;
  95671. /** @hidden */
  95672. _isSynchronized(): boolean;
  95673. /** @hidden */
  95674. _markSyncedWithParent(): void;
  95675. /** @hidden */
  95676. isSynchronizedWithParent(): boolean;
  95677. /** @hidden */
  95678. isSynchronized(): boolean;
  95679. /**
  95680. * Is this node ready to be used/rendered
  95681. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  95682. * @return true if the node is ready
  95683. */
  95684. isReady(completeCheck?: boolean): boolean;
  95685. /**
  95686. * Is this node enabled?
  95687. * 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
  95688. * @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
  95689. * @return whether this node (and its parent) is enabled
  95690. */
  95691. isEnabled(checkAncestors?: boolean): boolean;
  95692. /** @hidden */
  95693. protected _syncParentEnabledState(): void;
  95694. /**
  95695. * Set the enabled state of this node
  95696. * @param value defines the new enabled state
  95697. */
  95698. setEnabled(value: boolean): void;
  95699. /**
  95700. * Is this node a descendant of the given node?
  95701. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  95702. * @param ancestor defines the parent node to inspect
  95703. * @returns a boolean indicating if this node is a descendant of the given node
  95704. */
  95705. isDescendantOf(ancestor: Node): boolean;
  95706. /** @hidden */
  95707. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  95708. /**
  95709. * Will return all nodes that have this node as ascendant
  95710. * @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
  95711. * @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
  95712. * @return all children nodes of all types
  95713. */
  95714. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  95715. /**
  95716. * Get all child-meshes of this node
  95717. * @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)
  95718. * @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
  95719. * @returns an array of AbstractMesh
  95720. */
  95721. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  95722. /**
  95723. * Get all direct children of this node
  95724. * @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
  95725. * @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)
  95726. * @returns an array of Node
  95727. */
  95728. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  95729. /** @hidden */
  95730. _setReady(state: boolean): void;
  95731. /**
  95732. * Get an animation by name
  95733. * @param name defines the name of the animation to look for
  95734. * @returns null if not found else the requested animation
  95735. */
  95736. getAnimationByName(name: string): Nullable<Animation>;
  95737. /**
  95738. * Creates an animation range for this node
  95739. * @param name defines the name of the range
  95740. * @param from defines the starting key
  95741. * @param to defines the end key
  95742. */
  95743. createAnimationRange(name: string, from: number, to: number): void;
  95744. /**
  95745. * Delete a specific animation range
  95746. * @param name defines the name of the range to delete
  95747. * @param deleteFrames defines if animation frames from the range must be deleted as well
  95748. */
  95749. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  95750. /**
  95751. * Get an animation range by name
  95752. * @param name defines the name of the animation range to look for
  95753. * @returns null if not found else the requested animation range
  95754. */
  95755. getAnimationRange(name: string): Nullable<AnimationRange>;
  95756. /**
  95757. * Gets the list of all animation ranges defined on this node
  95758. * @returns an array
  95759. */
  95760. getAnimationRanges(): Nullable<AnimationRange>[];
  95761. /**
  95762. * Will start the animation sequence
  95763. * @param name defines the range frames for animation sequence
  95764. * @param loop defines if the animation should loop (false by default)
  95765. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  95766. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  95767. * @returns the object created for this animation. If range does not exist, it will return null
  95768. */
  95769. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  95770. /**
  95771. * Serialize animation ranges into a JSON compatible object
  95772. * @returns serialization object
  95773. */
  95774. serializeAnimationRanges(): any;
  95775. /**
  95776. * Computes the world matrix of the node
  95777. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  95778. * @returns the world matrix
  95779. */
  95780. computeWorldMatrix(force?: boolean): Matrix;
  95781. /**
  95782. * Releases resources associated with this node.
  95783. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95784. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95785. */
  95786. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95787. /**
  95788. * Parse animation range data from a serialization object and store them into a given node
  95789. * @param node defines where to store the animation ranges
  95790. * @param parsedNode defines the serialization object to read data from
  95791. * @param scene defines the hosting scene
  95792. */
  95793. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  95794. /**
  95795. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  95796. * @param includeDescendants Include bounding info from descendants as well (true by default)
  95797. * @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
  95798. * @returns the new bounding vectors
  95799. */
  95800. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  95801. min: Vector3;
  95802. max: Vector3;
  95803. };
  95804. }
  95805. }
  95806. declare module BABYLON {
  95807. /**
  95808. * @hidden
  95809. */
  95810. export class _IAnimationState {
  95811. key: number;
  95812. repeatCount: number;
  95813. workValue?: any;
  95814. loopMode?: number;
  95815. offsetValue?: any;
  95816. highLimitValue?: any;
  95817. }
  95818. /**
  95819. * Class used to store any kind of animation
  95820. */
  95821. export class Animation {
  95822. /**Name of the animation */
  95823. name: string;
  95824. /**Property to animate */
  95825. targetProperty: string;
  95826. /**The frames per second of the animation */
  95827. framePerSecond: number;
  95828. /**The data type of the animation */
  95829. dataType: number;
  95830. /**The loop mode of the animation */
  95831. loopMode?: number | undefined;
  95832. /**Specifies if blending should be enabled */
  95833. enableBlending?: boolean | undefined;
  95834. /**
  95835. * Use matrix interpolation instead of using direct key value when animating matrices
  95836. */
  95837. static AllowMatricesInterpolation: boolean;
  95838. /**
  95839. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  95840. */
  95841. static AllowMatrixDecomposeForInterpolation: boolean;
  95842. /**
  95843. * Stores the key frames of the animation
  95844. */
  95845. private _keys;
  95846. /**
  95847. * Stores the easing function of the animation
  95848. */
  95849. private _easingFunction;
  95850. /**
  95851. * @hidden Internal use only
  95852. */
  95853. _runtimeAnimations: RuntimeAnimation[];
  95854. /**
  95855. * The set of event that will be linked to this animation
  95856. */
  95857. private _events;
  95858. /**
  95859. * Stores an array of target property paths
  95860. */
  95861. targetPropertyPath: string[];
  95862. /**
  95863. * Stores the blending speed of the animation
  95864. */
  95865. blendingSpeed: number;
  95866. /**
  95867. * Stores the animation ranges for the animation
  95868. */
  95869. private _ranges;
  95870. /**
  95871. * @hidden Internal use
  95872. */
  95873. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  95874. /**
  95875. * Sets up an animation
  95876. * @param property The property to animate
  95877. * @param animationType The animation type to apply
  95878. * @param framePerSecond The frames per second of the animation
  95879. * @param easingFunction The easing function used in the animation
  95880. * @returns The created animation
  95881. */
  95882. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  95883. /**
  95884. * Create and start an animation on a node
  95885. * @param name defines the name of the global animation that will be run on all nodes
  95886. * @param node defines the root node where the animation will take place
  95887. * @param targetProperty defines property to animate
  95888. * @param framePerSecond defines the number of frame per second yo use
  95889. * @param totalFrame defines the number of frames in total
  95890. * @param from defines the initial value
  95891. * @param to defines the final value
  95892. * @param loopMode defines which loop mode you want to use (off by default)
  95893. * @param easingFunction defines the easing function to use (linear by default)
  95894. * @param onAnimationEnd defines the callback to call when animation end
  95895. * @returns the animatable created for this animation
  95896. */
  95897. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95898. /**
  95899. * Create and start an animation on a node and its descendants
  95900. * @param name defines the name of the global animation that will be run on all nodes
  95901. * @param node defines the root node where the animation will take place
  95902. * @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
  95903. * @param targetProperty defines property to animate
  95904. * @param framePerSecond defines the number of frame per second to use
  95905. * @param totalFrame defines the number of frames in total
  95906. * @param from defines the initial value
  95907. * @param to defines the final value
  95908. * @param loopMode defines which loop mode you want to use (off by default)
  95909. * @param easingFunction defines the easing function to use (linear by default)
  95910. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  95911. * @returns the list of animatables created for all nodes
  95912. * @example https://www.babylonjs-playground.com/#MH0VLI
  95913. */
  95914. 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[]>;
  95915. /**
  95916. * Creates a new animation, merges it with the existing animations and starts it
  95917. * @param name Name of the animation
  95918. * @param node Node which contains the scene that begins the animations
  95919. * @param targetProperty Specifies which property to animate
  95920. * @param framePerSecond The frames per second of the animation
  95921. * @param totalFrame The total number of frames
  95922. * @param from The frame at the beginning of the animation
  95923. * @param to The frame at the end of the animation
  95924. * @param loopMode Specifies the loop mode of the animation
  95925. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  95926. * @param onAnimationEnd Callback to run once the animation is complete
  95927. * @returns Nullable animation
  95928. */
  95929. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95930. /**
  95931. * Transition property of an host to the target Value
  95932. * @param property The property to transition
  95933. * @param targetValue The target Value of the property
  95934. * @param host The object where the property to animate belongs
  95935. * @param scene Scene used to run the animation
  95936. * @param frameRate Framerate (in frame/s) to use
  95937. * @param transition The transition type we want to use
  95938. * @param duration The duration of the animation, in milliseconds
  95939. * @param onAnimationEnd Callback trigger at the end of the animation
  95940. * @returns Nullable animation
  95941. */
  95942. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  95943. /**
  95944. * Return the array of runtime animations currently using this animation
  95945. */
  95946. readonly runtimeAnimations: RuntimeAnimation[];
  95947. /**
  95948. * Specifies if any of the runtime animations are currently running
  95949. */
  95950. readonly hasRunningRuntimeAnimations: boolean;
  95951. /**
  95952. * Initializes the animation
  95953. * @param name Name of the animation
  95954. * @param targetProperty Property to animate
  95955. * @param framePerSecond The frames per second of the animation
  95956. * @param dataType The data type of the animation
  95957. * @param loopMode The loop mode of the animation
  95958. * @param enableBlending Specifies if blending should be enabled
  95959. */
  95960. constructor(
  95961. /**Name of the animation */
  95962. name: string,
  95963. /**Property to animate */
  95964. targetProperty: string,
  95965. /**The frames per second of the animation */
  95966. framePerSecond: number,
  95967. /**The data type of the animation */
  95968. dataType: number,
  95969. /**The loop mode of the animation */
  95970. loopMode?: number | undefined,
  95971. /**Specifies if blending should be enabled */
  95972. enableBlending?: boolean | undefined);
  95973. /**
  95974. * Converts the animation to a string
  95975. * @param fullDetails support for multiple levels of logging within scene loading
  95976. * @returns String form of the animation
  95977. */
  95978. toString(fullDetails?: boolean): string;
  95979. /**
  95980. * Add an event to this animation
  95981. * @param event Event to add
  95982. */
  95983. addEvent(event: AnimationEvent): void;
  95984. /**
  95985. * Remove all events found at the given frame
  95986. * @param frame The frame to remove events from
  95987. */
  95988. removeEvents(frame: number): void;
  95989. /**
  95990. * Retrieves all the events from the animation
  95991. * @returns Events from the animation
  95992. */
  95993. getEvents(): AnimationEvent[];
  95994. /**
  95995. * Creates an animation range
  95996. * @param name Name of the animation range
  95997. * @param from Starting frame of the animation range
  95998. * @param to Ending frame of the animation
  95999. */
  96000. createRange(name: string, from: number, to: number): void;
  96001. /**
  96002. * Deletes an animation range by name
  96003. * @param name Name of the animation range to delete
  96004. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  96005. */
  96006. deleteRange(name: string, deleteFrames?: boolean): void;
  96007. /**
  96008. * Gets the animation range by name, or null if not defined
  96009. * @param name Name of the animation range
  96010. * @returns Nullable animation range
  96011. */
  96012. getRange(name: string): Nullable<AnimationRange>;
  96013. /**
  96014. * Gets the key frames from the animation
  96015. * @returns The key frames of the animation
  96016. */
  96017. getKeys(): Array<IAnimationKey>;
  96018. /**
  96019. * Gets the highest frame rate of the animation
  96020. * @returns Highest frame rate of the animation
  96021. */
  96022. getHighestFrame(): number;
  96023. /**
  96024. * Gets the easing function of the animation
  96025. * @returns Easing function of the animation
  96026. */
  96027. getEasingFunction(): IEasingFunction;
  96028. /**
  96029. * Sets the easing function of the animation
  96030. * @param easingFunction A custom mathematical formula for animation
  96031. */
  96032. setEasingFunction(easingFunction: EasingFunction): void;
  96033. /**
  96034. * Interpolates a scalar linearly
  96035. * @param startValue Start value of the animation curve
  96036. * @param endValue End value of the animation curve
  96037. * @param gradient Scalar amount to interpolate
  96038. * @returns Interpolated scalar value
  96039. */
  96040. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  96041. /**
  96042. * Interpolates a scalar cubically
  96043. * @param startValue Start value of the animation curve
  96044. * @param outTangent End tangent of the animation
  96045. * @param endValue End value of the animation curve
  96046. * @param inTangent Start tangent of the animation curve
  96047. * @param gradient Scalar amount to interpolate
  96048. * @returns Interpolated scalar value
  96049. */
  96050. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  96051. /**
  96052. * Interpolates a quaternion using a spherical linear interpolation
  96053. * @param startValue Start value of the animation curve
  96054. * @param endValue End value of the animation curve
  96055. * @param gradient Scalar amount to interpolate
  96056. * @returns Interpolated quaternion value
  96057. */
  96058. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  96059. /**
  96060. * Interpolates a quaternion cubically
  96061. * @param startValue Start value of the animation curve
  96062. * @param outTangent End tangent of the animation curve
  96063. * @param endValue End value of the animation curve
  96064. * @param inTangent Start tangent of the animation curve
  96065. * @param gradient Scalar amount to interpolate
  96066. * @returns Interpolated quaternion value
  96067. */
  96068. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  96069. /**
  96070. * Interpolates a Vector3 linearl
  96071. * @param startValue Start value of the animation curve
  96072. * @param endValue End value of the animation curve
  96073. * @param gradient Scalar amount to interpolate
  96074. * @returns Interpolated scalar value
  96075. */
  96076. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  96077. /**
  96078. * Interpolates a Vector3 cubically
  96079. * @param startValue Start value of the animation curve
  96080. * @param outTangent End tangent of the animation
  96081. * @param endValue End value of the animation curve
  96082. * @param inTangent Start tangent of the animation curve
  96083. * @param gradient Scalar amount to interpolate
  96084. * @returns InterpolatedVector3 value
  96085. */
  96086. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  96087. /**
  96088. * Interpolates a Vector2 linearly
  96089. * @param startValue Start value of the animation curve
  96090. * @param endValue End value of the animation curve
  96091. * @param gradient Scalar amount to interpolate
  96092. * @returns Interpolated Vector2 value
  96093. */
  96094. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  96095. /**
  96096. * Interpolates a Vector2 cubically
  96097. * @param startValue Start value of the animation curve
  96098. * @param outTangent End tangent of the animation
  96099. * @param endValue End value of the animation curve
  96100. * @param inTangent Start tangent of the animation curve
  96101. * @param gradient Scalar amount to interpolate
  96102. * @returns Interpolated Vector2 value
  96103. */
  96104. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  96105. /**
  96106. * Interpolates a size linearly
  96107. * @param startValue Start value of the animation curve
  96108. * @param endValue End value of the animation curve
  96109. * @param gradient Scalar amount to interpolate
  96110. * @returns Interpolated Size value
  96111. */
  96112. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  96113. /**
  96114. * Interpolates a Color3 linearly
  96115. * @param startValue Start value of the animation curve
  96116. * @param endValue End value of the animation curve
  96117. * @param gradient Scalar amount to interpolate
  96118. * @returns Interpolated Color3 value
  96119. */
  96120. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  96121. /**
  96122. * Interpolates a Color4 linearly
  96123. * @param startValue Start value of the animation curve
  96124. * @param endValue End value of the animation curve
  96125. * @param gradient Scalar amount to interpolate
  96126. * @returns Interpolated Color3 value
  96127. */
  96128. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  96129. /**
  96130. * @hidden Internal use only
  96131. */
  96132. _getKeyValue(value: any): any;
  96133. /**
  96134. * @hidden Internal use only
  96135. */
  96136. _interpolate(currentFrame: number, state: _IAnimationState): any;
  96137. /**
  96138. * Defines the function to use to interpolate matrices
  96139. * @param startValue defines the start matrix
  96140. * @param endValue defines the end matrix
  96141. * @param gradient defines the gradient between both matrices
  96142. * @param result defines an optional target matrix where to store the interpolation
  96143. * @returns the interpolated matrix
  96144. */
  96145. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  96146. /**
  96147. * Makes a copy of the animation
  96148. * @returns Cloned animation
  96149. */
  96150. clone(): Animation;
  96151. /**
  96152. * Sets the key frames of the animation
  96153. * @param values The animation key frames to set
  96154. */
  96155. setKeys(values: Array<IAnimationKey>): void;
  96156. /**
  96157. * Serializes the animation to an object
  96158. * @returns Serialized object
  96159. */
  96160. serialize(): any;
  96161. /**
  96162. * Float animation type
  96163. */
  96164. static readonly ANIMATIONTYPE_FLOAT: number;
  96165. /**
  96166. * Vector3 animation type
  96167. */
  96168. static readonly ANIMATIONTYPE_VECTOR3: number;
  96169. /**
  96170. * Quaternion animation type
  96171. */
  96172. static readonly ANIMATIONTYPE_QUATERNION: number;
  96173. /**
  96174. * Matrix animation type
  96175. */
  96176. static readonly ANIMATIONTYPE_MATRIX: number;
  96177. /**
  96178. * Color3 animation type
  96179. */
  96180. static readonly ANIMATIONTYPE_COLOR3: number;
  96181. /**
  96182. * Color3 animation type
  96183. */
  96184. static readonly ANIMATIONTYPE_COLOR4: number;
  96185. /**
  96186. * Vector2 animation type
  96187. */
  96188. static readonly ANIMATIONTYPE_VECTOR2: number;
  96189. /**
  96190. * Size animation type
  96191. */
  96192. static readonly ANIMATIONTYPE_SIZE: number;
  96193. /**
  96194. * Relative Loop Mode
  96195. */
  96196. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  96197. /**
  96198. * Cycle Loop Mode
  96199. */
  96200. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  96201. /**
  96202. * Constant Loop Mode
  96203. */
  96204. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  96205. /** @hidden */
  96206. static _UniversalLerp(left: any, right: any, amount: number): any;
  96207. /**
  96208. * Parses an animation object and creates an animation
  96209. * @param parsedAnimation Parsed animation object
  96210. * @returns Animation object
  96211. */
  96212. static Parse(parsedAnimation: any): Animation;
  96213. /**
  96214. * Appends the serialized animations from the source animations
  96215. * @param source Source containing the animations
  96216. * @param destination Target to store the animations
  96217. */
  96218. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96219. }
  96220. }
  96221. declare module BABYLON {
  96222. /**
  96223. * Interface containing an array of animations
  96224. */
  96225. export interface IAnimatable {
  96226. /**
  96227. * Array of animations
  96228. */
  96229. animations: Nullable<Array<Animation>>;
  96230. }
  96231. }
  96232. declare module BABYLON {
  96233. /**
  96234. * This represents all the required information to add a fresnel effect on a material:
  96235. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  96236. */
  96237. export class FresnelParameters {
  96238. private _isEnabled;
  96239. /**
  96240. * Define if the fresnel effect is enable or not.
  96241. */
  96242. isEnabled: boolean;
  96243. /**
  96244. * Define the color used on edges (grazing angle)
  96245. */
  96246. leftColor: Color3;
  96247. /**
  96248. * Define the color used on center
  96249. */
  96250. rightColor: Color3;
  96251. /**
  96252. * Define bias applied to computed fresnel term
  96253. */
  96254. bias: number;
  96255. /**
  96256. * Defined the power exponent applied to fresnel term
  96257. */
  96258. power: number;
  96259. /**
  96260. * Clones the current fresnel and its valuues
  96261. * @returns a clone fresnel configuration
  96262. */
  96263. clone(): FresnelParameters;
  96264. /**
  96265. * Serializes the current fresnel parameters to a JSON representation.
  96266. * @return the JSON serialization
  96267. */
  96268. serialize(): any;
  96269. /**
  96270. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  96271. * @param parsedFresnelParameters Define the JSON representation
  96272. * @returns the parsed parameters
  96273. */
  96274. static Parse(parsedFresnelParameters: any): FresnelParameters;
  96275. }
  96276. }
  96277. declare module BABYLON {
  96278. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  96279. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96280. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96281. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96282. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96283. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96284. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96285. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96286. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96287. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96288. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96289. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96290. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96291. /**
  96292. * Decorator used to define property that can be serialized as reference to a camera
  96293. * @param sourceName defines the name of the property to decorate
  96294. */
  96295. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96296. /**
  96297. * Class used to help serialization objects
  96298. */
  96299. export class SerializationHelper {
  96300. /** @hidden */
  96301. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  96302. /** @hidden */
  96303. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  96304. /** @hidden */
  96305. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  96306. /** @hidden */
  96307. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  96308. /**
  96309. * Appends the serialized animations from the source animations
  96310. * @param source Source containing the animations
  96311. * @param destination Target to store the animations
  96312. */
  96313. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96314. /**
  96315. * Static function used to serialized a specific entity
  96316. * @param entity defines the entity to serialize
  96317. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  96318. * @returns a JSON compatible object representing the serialization of the entity
  96319. */
  96320. static Serialize<T>(entity: T, serializationObject?: any): any;
  96321. /**
  96322. * Creates a new entity from a serialization data object
  96323. * @param creationFunction defines a function used to instanciated the new entity
  96324. * @param source defines the source serialization data
  96325. * @param scene defines the hosting scene
  96326. * @param rootUrl defines the root url for resources
  96327. * @returns a new entity
  96328. */
  96329. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  96330. /**
  96331. * Clones an object
  96332. * @param creationFunction defines the function used to instanciate the new object
  96333. * @param source defines the source object
  96334. * @returns the cloned object
  96335. */
  96336. static Clone<T>(creationFunction: () => T, source: T): T;
  96337. /**
  96338. * Instanciates a new object based on a source one (some data will be shared between both object)
  96339. * @param creationFunction defines the function used to instanciate the new object
  96340. * @param source defines the source object
  96341. * @returns the new object
  96342. */
  96343. static Instanciate<T>(creationFunction: () => T, source: T): T;
  96344. }
  96345. }
  96346. declare module BABYLON {
  96347. /**
  96348. * Class used to manipulate GUIDs
  96349. */
  96350. export class GUID {
  96351. /**
  96352. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96353. * Be aware Math.random() could cause collisions, but:
  96354. * "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"
  96355. * @returns a pseudo random id
  96356. */
  96357. static RandomId(): string;
  96358. }
  96359. }
  96360. declare module BABYLON {
  96361. /**
  96362. * Base class of all the textures in babylon.
  96363. * It groups all the common properties the materials, post process, lights... might need
  96364. * in order to make a correct use of the texture.
  96365. */
  96366. export class BaseTexture implements IAnimatable {
  96367. /**
  96368. * Default anisotropic filtering level for the application.
  96369. * It is set to 4 as a good tradeoff between perf and quality.
  96370. */
  96371. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  96372. /**
  96373. * Gets or sets the unique id of the texture
  96374. */
  96375. uniqueId: number;
  96376. /**
  96377. * Define the name of the texture.
  96378. */
  96379. name: string;
  96380. /**
  96381. * Gets or sets an object used to store user defined information.
  96382. */
  96383. metadata: any;
  96384. /**
  96385. * For internal use only. Please do not use.
  96386. */
  96387. reservedDataStore: any;
  96388. private _hasAlpha;
  96389. /**
  96390. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  96391. */
  96392. hasAlpha: boolean;
  96393. /**
  96394. * Defines if the alpha value should be determined via the rgb values.
  96395. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  96396. */
  96397. getAlphaFromRGB: boolean;
  96398. /**
  96399. * Intensity or strength of the texture.
  96400. * It is commonly used by materials to fine tune the intensity of the texture
  96401. */
  96402. level: number;
  96403. /**
  96404. * Define the UV chanel to use starting from 0 and defaulting to 0.
  96405. * This is part of the texture as textures usually maps to one uv set.
  96406. */
  96407. coordinatesIndex: number;
  96408. private _coordinatesMode;
  96409. /**
  96410. * How a texture is mapped.
  96411. *
  96412. * | Value | Type | Description |
  96413. * | ----- | ----------------------------------- | ----------- |
  96414. * | 0 | EXPLICIT_MODE | |
  96415. * | 1 | SPHERICAL_MODE | |
  96416. * | 2 | PLANAR_MODE | |
  96417. * | 3 | CUBIC_MODE | |
  96418. * | 4 | PROJECTION_MODE | |
  96419. * | 5 | SKYBOX_MODE | |
  96420. * | 6 | INVCUBIC_MODE | |
  96421. * | 7 | EQUIRECTANGULAR_MODE | |
  96422. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  96423. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  96424. */
  96425. coordinatesMode: number;
  96426. /**
  96427. * | Value | Type | Description |
  96428. * | ----- | ------------------ | ----------- |
  96429. * | 0 | CLAMP_ADDRESSMODE | |
  96430. * | 1 | WRAP_ADDRESSMODE | |
  96431. * | 2 | MIRROR_ADDRESSMODE | |
  96432. */
  96433. wrapU: number;
  96434. /**
  96435. * | Value | Type | Description |
  96436. * | ----- | ------------------ | ----------- |
  96437. * | 0 | CLAMP_ADDRESSMODE | |
  96438. * | 1 | WRAP_ADDRESSMODE | |
  96439. * | 2 | MIRROR_ADDRESSMODE | |
  96440. */
  96441. wrapV: number;
  96442. /**
  96443. * | Value | Type | Description |
  96444. * | ----- | ------------------ | ----------- |
  96445. * | 0 | CLAMP_ADDRESSMODE | |
  96446. * | 1 | WRAP_ADDRESSMODE | |
  96447. * | 2 | MIRROR_ADDRESSMODE | |
  96448. */
  96449. wrapR: number;
  96450. /**
  96451. * With compliant hardware and browser (supporting anisotropic filtering)
  96452. * this defines the level of anisotropic filtering in the texture.
  96453. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  96454. */
  96455. anisotropicFilteringLevel: number;
  96456. /**
  96457. * Define if the texture is a cube texture or if false a 2d texture.
  96458. */
  96459. isCube: boolean;
  96460. /**
  96461. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  96462. */
  96463. is3D: boolean;
  96464. /**
  96465. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  96466. */
  96467. is2DArray: boolean;
  96468. /**
  96469. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  96470. * HDR texture are usually stored in linear space.
  96471. * This only impacts the PBR and Background materials
  96472. */
  96473. gammaSpace: boolean;
  96474. /**
  96475. * Gets or sets whether or not the texture contains RGBD data.
  96476. */
  96477. isRGBD: boolean;
  96478. /**
  96479. * Is Z inverted in the texture (useful in a cube texture).
  96480. */
  96481. invertZ: boolean;
  96482. /**
  96483. * Are mip maps generated for this texture or not.
  96484. */
  96485. readonly noMipmap: boolean;
  96486. /**
  96487. * @hidden
  96488. */
  96489. lodLevelInAlpha: boolean;
  96490. /**
  96491. * With prefiltered texture, defined the offset used during the prefiltering steps.
  96492. */
  96493. lodGenerationOffset: number;
  96494. /**
  96495. * With prefiltered texture, defined the scale used during the prefiltering steps.
  96496. */
  96497. lodGenerationScale: number;
  96498. /**
  96499. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  96500. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  96501. * average roughness values.
  96502. */
  96503. linearSpecularLOD: boolean;
  96504. /**
  96505. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  96506. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  96507. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  96508. */
  96509. irradianceTexture: Nullable<BaseTexture>;
  96510. /**
  96511. * Define if the texture is a render target.
  96512. */
  96513. isRenderTarget: boolean;
  96514. /**
  96515. * Define the unique id of the texture in the scene.
  96516. */
  96517. readonly uid: string;
  96518. /**
  96519. * Return a string representation of the texture.
  96520. * @returns the texture as a string
  96521. */
  96522. toString(): string;
  96523. /**
  96524. * Get the class name of the texture.
  96525. * @returns "BaseTexture"
  96526. */
  96527. getClassName(): string;
  96528. /**
  96529. * Define the list of animation attached to the texture.
  96530. */
  96531. animations: Animation[];
  96532. /**
  96533. * An event triggered when the texture is disposed.
  96534. */
  96535. onDisposeObservable: Observable<BaseTexture>;
  96536. private _onDisposeObserver;
  96537. /**
  96538. * Callback triggered when the texture has been disposed.
  96539. * Kept for back compatibility, you can use the onDisposeObservable instead.
  96540. */
  96541. onDispose: () => void;
  96542. /**
  96543. * Define the current state of the loading sequence when in delayed load mode.
  96544. */
  96545. delayLoadState: number;
  96546. private _scene;
  96547. /** @hidden */
  96548. _texture: Nullable<InternalTexture>;
  96549. private _uid;
  96550. /**
  96551. * Define if the texture is preventinga material to render or not.
  96552. * If not and the texture is not ready, the engine will use a default black texture instead.
  96553. */
  96554. readonly isBlocking: boolean;
  96555. /**
  96556. * Instantiates a new BaseTexture.
  96557. * Base class of all the textures in babylon.
  96558. * It groups all the common properties the materials, post process, lights... might need
  96559. * in order to make a correct use of the texture.
  96560. * @param scene Define the scene the texture blongs to
  96561. */
  96562. constructor(scene: Nullable<Scene>);
  96563. /**
  96564. * Get the scene the texture belongs to.
  96565. * @returns the scene or null if undefined
  96566. */
  96567. getScene(): Nullable<Scene>;
  96568. /**
  96569. * Get the texture transform matrix used to offset tile the texture for istance.
  96570. * @returns the transformation matrix
  96571. */
  96572. getTextureMatrix(): Matrix;
  96573. /**
  96574. * Get the texture reflection matrix used to rotate/transform the reflection.
  96575. * @returns the reflection matrix
  96576. */
  96577. getReflectionTextureMatrix(): Matrix;
  96578. /**
  96579. * Get the underlying lower level texture from Babylon.
  96580. * @returns the insternal texture
  96581. */
  96582. getInternalTexture(): Nullable<InternalTexture>;
  96583. /**
  96584. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  96585. * @returns true if ready or not blocking
  96586. */
  96587. isReadyOrNotBlocking(): boolean;
  96588. /**
  96589. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  96590. * @returns true if fully ready
  96591. */
  96592. isReady(): boolean;
  96593. private _cachedSize;
  96594. /**
  96595. * Get the size of the texture.
  96596. * @returns the texture size.
  96597. */
  96598. getSize(): ISize;
  96599. /**
  96600. * Get the base size of the texture.
  96601. * It can be different from the size if the texture has been resized for POT for instance
  96602. * @returns the base size
  96603. */
  96604. getBaseSize(): ISize;
  96605. /**
  96606. * Update the sampling mode of the texture.
  96607. * Default is Trilinear mode.
  96608. *
  96609. * | Value | Type | Description |
  96610. * | ----- | ------------------ | ----------- |
  96611. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  96612. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  96613. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  96614. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  96615. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  96616. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  96617. * | 7 | NEAREST_LINEAR | |
  96618. * | 8 | NEAREST_NEAREST | |
  96619. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  96620. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  96621. * | 11 | LINEAR_LINEAR | |
  96622. * | 12 | LINEAR_NEAREST | |
  96623. *
  96624. * > _mag_: magnification filter (close to the viewer)
  96625. * > _min_: minification filter (far from the viewer)
  96626. * > _mip_: filter used between mip map levels
  96627. *@param samplingMode Define the new sampling mode of the texture
  96628. */
  96629. updateSamplingMode(samplingMode: number): void;
  96630. /**
  96631. * Scales the texture if is `canRescale()`
  96632. * @param ratio the resize factor we want to use to rescale
  96633. */
  96634. scale(ratio: number): void;
  96635. /**
  96636. * Get if the texture can rescale.
  96637. */
  96638. readonly canRescale: boolean;
  96639. /** @hidden */
  96640. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  96641. /** @hidden */
  96642. _rebuild(): void;
  96643. /**
  96644. * Triggers the load sequence in delayed load mode.
  96645. */
  96646. delayLoad(): void;
  96647. /**
  96648. * Clones the texture.
  96649. * @returns the cloned texture
  96650. */
  96651. clone(): Nullable<BaseTexture>;
  96652. /**
  96653. * Get the texture underlying type (INT, FLOAT...)
  96654. */
  96655. readonly textureType: number;
  96656. /**
  96657. * Get the texture underlying format (RGB, RGBA...)
  96658. */
  96659. readonly textureFormat: number;
  96660. /**
  96661. * Indicates that textures need to be re-calculated for all materials
  96662. */
  96663. protected _markAllSubMeshesAsTexturesDirty(): void;
  96664. /**
  96665. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  96666. * This will returns an RGBA array buffer containing either in values (0-255) or
  96667. * float values (0-1) depending of the underlying buffer type.
  96668. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  96669. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  96670. * @param buffer defines a user defined buffer to fill with data (can be null)
  96671. * @returns The Array buffer containing the pixels data.
  96672. */
  96673. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  96674. /**
  96675. * Release and destroy the underlying lower level texture aka internalTexture.
  96676. */
  96677. releaseInternalTexture(): void;
  96678. /** @hidden */
  96679. readonly _lodTextureHigh: Nullable<BaseTexture>;
  96680. /** @hidden */
  96681. readonly _lodTextureMid: Nullable<BaseTexture>;
  96682. /** @hidden */
  96683. readonly _lodTextureLow: Nullable<BaseTexture>;
  96684. /**
  96685. * Dispose the texture and release its associated resources.
  96686. */
  96687. dispose(): void;
  96688. /**
  96689. * Serialize the texture into a JSON representation that can be parsed later on.
  96690. * @returns the JSON representation of the texture
  96691. */
  96692. serialize(): any;
  96693. /**
  96694. * Helper function to be called back once a list of texture contains only ready textures.
  96695. * @param textures Define the list of textures to wait for
  96696. * @param callback Define the callback triggered once the entire list will be ready
  96697. */
  96698. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  96699. }
  96700. }
  96701. declare module BABYLON {
  96702. /**
  96703. * Options to be used when creating an effect.
  96704. */
  96705. export interface IEffectCreationOptions {
  96706. /**
  96707. * Atrributes that will be used in the shader.
  96708. */
  96709. attributes: string[];
  96710. /**
  96711. * Uniform varible names that will be set in the shader.
  96712. */
  96713. uniformsNames: string[];
  96714. /**
  96715. * Uniform buffer variable names that will be set in the shader.
  96716. */
  96717. uniformBuffersNames: string[];
  96718. /**
  96719. * Sampler texture variable names that will be set in the shader.
  96720. */
  96721. samplers: string[];
  96722. /**
  96723. * Define statements that will be set in the shader.
  96724. */
  96725. defines: any;
  96726. /**
  96727. * Possible fallbacks for this effect to improve performance when needed.
  96728. */
  96729. fallbacks: Nullable<IEffectFallbacks>;
  96730. /**
  96731. * Callback that will be called when the shader is compiled.
  96732. */
  96733. onCompiled: Nullable<(effect: Effect) => void>;
  96734. /**
  96735. * Callback that will be called if an error occurs during shader compilation.
  96736. */
  96737. onError: Nullable<(effect: Effect, errors: string) => void>;
  96738. /**
  96739. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96740. */
  96741. indexParameters?: any;
  96742. /**
  96743. * Max number of lights that can be used in the shader.
  96744. */
  96745. maxSimultaneousLights?: number;
  96746. /**
  96747. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  96748. */
  96749. transformFeedbackVaryings?: Nullable<string[]>;
  96750. }
  96751. /**
  96752. * Effect containing vertex and fragment shader that can be executed on an object.
  96753. */
  96754. export class Effect implements IDisposable {
  96755. /**
  96756. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96757. */
  96758. static ShadersRepository: string;
  96759. /**
  96760. * Name of the effect.
  96761. */
  96762. name: any;
  96763. /**
  96764. * String container all the define statements that should be set on the shader.
  96765. */
  96766. defines: string;
  96767. /**
  96768. * Callback that will be called when the shader is compiled.
  96769. */
  96770. onCompiled: Nullable<(effect: Effect) => void>;
  96771. /**
  96772. * Callback that will be called if an error occurs during shader compilation.
  96773. */
  96774. onError: Nullable<(effect: Effect, errors: string) => void>;
  96775. /**
  96776. * Callback that will be called when effect is bound.
  96777. */
  96778. onBind: Nullable<(effect: Effect) => void>;
  96779. /**
  96780. * Unique ID of the effect.
  96781. */
  96782. uniqueId: number;
  96783. /**
  96784. * Observable that will be called when the shader is compiled.
  96785. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  96786. */
  96787. onCompileObservable: Observable<Effect>;
  96788. /**
  96789. * Observable that will be called if an error occurs during shader compilation.
  96790. */
  96791. onErrorObservable: Observable<Effect>;
  96792. /** @hidden */
  96793. _onBindObservable: Nullable<Observable<Effect>>;
  96794. /**
  96795. * Observable that will be called when effect is bound.
  96796. */
  96797. readonly onBindObservable: Observable<Effect>;
  96798. /** @hidden */
  96799. _bonesComputationForcedToCPU: boolean;
  96800. private static _uniqueIdSeed;
  96801. private _engine;
  96802. private _uniformBuffersNames;
  96803. private _uniformsNames;
  96804. private _samplerList;
  96805. private _samplers;
  96806. private _isReady;
  96807. private _compilationError;
  96808. private _allFallbacksProcessed;
  96809. private _attributesNames;
  96810. private _attributes;
  96811. private _uniforms;
  96812. /**
  96813. * Key for the effect.
  96814. * @hidden
  96815. */
  96816. _key: string;
  96817. private _indexParameters;
  96818. private _fallbacks;
  96819. private _vertexSourceCode;
  96820. private _fragmentSourceCode;
  96821. private _vertexSourceCodeOverride;
  96822. private _fragmentSourceCodeOverride;
  96823. private _transformFeedbackVaryings;
  96824. /**
  96825. * Compiled shader to webGL program.
  96826. * @hidden
  96827. */
  96828. _pipelineContext: Nullable<IPipelineContext>;
  96829. private _valueCache;
  96830. private static _baseCache;
  96831. /**
  96832. * Instantiates an effect.
  96833. * An effect can be used to create/manage/execute vertex and fragment shaders.
  96834. * @param baseName Name of the effect.
  96835. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  96836. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  96837. * @param samplers List of sampler variables that will be passed to the shader.
  96838. * @param engine Engine to be used to render the effect
  96839. * @param defines Define statements to be added to the shader.
  96840. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  96841. * @param onCompiled Callback that will be called when the shader is compiled.
  96842. * @param onError Callback that will be called if an error occurs during shader compilation.
  96843. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96844. */
  96845. 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);
  96846. private _useFinalCode;
  96847. /**
  96848. * Unique key for this effect
  96849. */
  96850. readonly key: string;
  96851. /**
  96852. * If the effect has been compiled and prepared.
  96853. * @returns if the effect is compiled and prepared.
  96854. */
  96855. isReady(): boolean;
  96856. private _isReadyInternal;
  96857. /**
  96858. * The engine the effect was initialized with.
  96859. * @returns the engine.
  96860. */
  96861. getEngine(): Engine;
  96862. /**
  96863. * The pipeline context for this effect
  96864. * @returns the associated pipeline context
  96865. */
  96866. getPipelineContext(): Nullable<IPipelineContext>;
  96867. /**
  96868. * The set of names of attribute variables for the shader.
  96869. * @returns An array of attribute names.
  96870. */
  96871. getAttributesNames(): string[];
  96872. /**
  96873. * Returns the attribute at the given index.
  96874. * @param index The index of the attribute.
  96875. * @returns The location of the attribute.
  96876. */
  96877. getAttributeLocation(index: number): number;
  96878. /**
  96879. * Returns the attribute based on the name of the variable.
  96880. * @param name of the attribute to look up.
  96881. * @returns the attribute location.
  96882. */
  96883. getAttributeLocationByName(name: string): number;
  96884. /**
  96885. * The number of attributes.
  96886. * @returns the numnber of attributes.
  96887. */
  96888. getAttributesCount(): number;
  96889. /**
  96890. * Gets the index of a uniform variable.
  96891. * @param uniformName of the uniform to look up.
  96892. * @returns the index.
  96893. */
  96894. getUniformIndex(uniformName: string): number;
  96895. /**
  96896. * Returns the attribute based on the name of the variable.
  96897. * @param uniformName of the uniform to look up.
  96898. * @returns the location of the uniform.
  96899. */
  96900. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  96901. /**
  96902. * Returns an array of sampler variable names
  96903. * @returns The array of sampler variable neames.
  96904. */
  96905. getSamplers(): string[];
  96906. /**
  96907. * The error from the last compilation.
  96908. * @returns the error string.
  96909. */
  96910. getCompilationError(): string;
  96911. /**
  96912. * Gets a boolean indicating that all fallbacks were used during compilation
  96913. * @returns true if all fallbacks were used
  96914. */
  96915. allFallbacksProcessed(): boolean;
  96916. /**
  96917. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  96918. * @param func The callback to be used.
  96919. */
  96920. executeWhenCompiled(func: (effect: Effect) => void): void;
  96921. private _checkIsReady;
  96922. private _loadShader;
  96923. /**
  96924. * Recompiles the webGL program
  96925. * @param vertexSourceCode The source code for the vertex shader.
  96926. * @param fragmentSourceCode The source code for the fragment shader.
  96927. * @param onCompiled Callback called when completed.
  96928. * @param onError Callback called on error.
  96929. * @hidden
  96930. */
  96931. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  96932. /**
  96933. * Prepares the effect
  96934. * @hidden
  96935. */
  96936. _prepareEffect(): void;
  96937. private _processCompilationErrors;
  96938. /**
  96939. * Checks if the effect is supported. (Must be called after compilation)
  96940. */
  96941. readonly isSupported: boolean;
  96942. /**
  96943. * Binds a texture to the engine to be used as output of the shader.
  96944. * @param channel Name of the output variable.
  96945. * @param texture Texture to bind.
  96946. * @hidden
  96947. */
  96948. _bindTexture(channel: string, texture: InternalTexture): void;
  96949. /**
  96950. * Sets a texture on the engine to be used in the shader.
  96951. * @param channel Name of the sampler variable.
  96952. * @param texture Texture to set.
  96953. */
  96954. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  96955. /**
  96956. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  96957. * @param channel Name of the sampler variable.
  96958. * @param texture Texture to set.
  96959. */
  96960. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  96961. /**
  96962. * Sets an array of textures on the engine to be used in the shader.
  96963. * @param channel Name of the variable.
  96964. * @param textures Textures to set.
  96965. */
  96966. setTextureArray(channel: string, textures: BaseTexture[]): void;
  96967. /**
  96968. * 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)
  96969. * @param channel Name of the sampler variable.
  96970. * @param postProcess Post process to get the input texture from.
  96971. */
  96972. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  96973. /**
  96974. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  96975. * 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)
  96976. * @param channel Name of the sampler variable.
  96977. * @param postProcess Post process to get the output texture from.
  96978. */
  96979. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  96980. /** @hidden */
  96981. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  96982. /** @hidden */
  96983. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  96984. /** @hidden */
  96985. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  96986. /** @hidden */
  96987. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  96988. /**
  96989. * Binds a buffer to a uniform.
  96990. * @param buffer Buffer to bind.
  96991. * @param name Name of the uniform variable to bind to.
  96992. */
  96993. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  96994. /**
  96995. * Binds block to a uniform.
  96996. * @param blockName Name of the block to bind.
  96997. * @param index Index to bind.
  96998. */
  96999. bindUniformBlock(blockName: string, index: number): void;
  97000. /**
  97001. * Sets an interger value on a uniform variable.
  97002. * @param uniformName Name of the variable.
  97003. * @param value Value to be set.
  97004. * @returns this effect.
  97005. */
  97006. setInt(uniformName: string, value: number): Effect;
  97007. /**
  97008. * Sets an int array on a uniform variable.
  97009. * @param uniformName Name of the variable.
  97010. * @param array array to be set.
  97011. * @returns this effect.
  97012. */
  97013. setIntArray(uniformName: string, array: Int32Array): Effect;
  97014. /**
  97015. * 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)
  97016. * @param uniformName Name of the variable.
  97017. * @param array array to be set.
  97018. * @returns this effect.
  97019. */
  97020. setIntArray2(uniformName: string, array: Int32Array): Effect;
  97021. /**
  97022. * 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)
  97023. * @param uniformName Name of the variable.
  97024. * @param array array to be set.
  97025. * @returns this effect.
  97026. */
  97027. setIntArray3(uniformName: string, array: Int32Array): Effect;
  97028. /**
  97029. * 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)
  97030. * @param uniformName Name of the variable.
  97031. * @param array array to be set.
  97032. * @returns this effect.
  97033. */
  97034. setIntArray4(uniformName: string, array: Int32Array): Effect;
  97035. /**
  97036. * Sets an float array on a uniform variable.
  97037. * @param uniformName Name of the variable.
  97038. * @param array array to be set.
  97039. * @returns this effect.
  97040. */
  97041. setFloatArray(uniformName: string, array: Float32Array): Effect;
  97042. /**
  97043. * 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)
  97044. * @param uniformName Name of the variable.
  97045. * @param array array to be set.
  97046. * @returns this effect.
  97047. */
  97048. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  97049. /**
  97050. * 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)
  97051. * @param uniformName Name of the variable.
  97052. * @param array array to be set.
  97053. * @returns this effect.
  97054. */
  97055. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  97056. /**
  97057. * 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)
  97058. * @param uniformName Name of the variable.
  97059. * @param array array to be set.
  97060. * @returns this effect.
  97061. */
  97062. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  97063. /**
  97064. * Sets an array on a uniform variable.
  97065. * @param uniformName Name of the variable.
  97066. * @param array array to be set.
  97067. * @returns this effect.
  97068. */
  97069. setArray(uniformName: string, array: number[]): Effect;
  97070. /**
  97071. * 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)
  97072. * @param uniformName Name of the variable.
  97073. * @param array array to be set.
  97074. * @returns this effect.
  97075. */
  97076. setArray2(uniformName: string, array: number[]): Effect;
  97077. /**
  97078. * 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)
  97079. * @param uniformName Name of the variable.
  97080. * @param array array to be set.
  97081. * @returns this effect.
  97082. */
  97083. setArray3(uniformName: string, array: number[]): Effect;
  97084. /**
  97085. * 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)
  97086. * @param uniformName Name of the variable.
  97087. * @param array array to be set.
  97088. * @returns this effect.
  97089. */
  97090. setArray4(uniformName: string, array: number[]): Effect;
  97091. /**
  97092. * Sets matrices on a uniform variable.
  97093. * @param uniformName Name of the variable.
  97094. * @param matrices matrices to be set.
  97095. * @returns this effect.
  97096. */
  97097. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  97098. /**
  97099. * Sets matrix on a uniform variable.
  97100. * @param uniformName Name of the variable.
  97101. * @param matrix matrix to be set.
  97102. * @returns this effect.
  97103. */
  97104. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  97105. /**
  97106. * 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)
  97107. * @param uniformName Name of the variable.
  97108. * @param matrix matrix to be set.
  97109. * @returns this effect.
  97110. */
  97111. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  97112. /**
  97113. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  97114. * @param uniformName Name of the variable.
  97115. * @param matrix matrix to be set.
  97116. * @returns this effect.
  97117. */
  97118. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  97119. /**
  97120. * Sets a float on a uniform variable.
  97121. * @param uniformName Name of the variable.
  97122. * @param value value to be set.
  97123. * @returns this effect.
  97124. */
  97125. setFloat(uniformName: string, value: number): Effect;
  97126. /**
  97127. * Sets a boolean on a uniform variable.
  97128. * @param uniformName Name of the variable.
  97129. * @param bool value to be set.
  97130. * @returns this effect.
  97131. */
  97132. setBool(uniformName: string, bool: boolean): Effect;
  97133. /**
  97134. * Sets a Vector2 on a uniform variable.
  97135. * @param uniformName Name of the variable.
  97136. * @param vector2 vector2 to be set.
  97137. * @returns this effect.
  97138. */
  97139. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  97140. /**
  97141. * Sets a float2 on a uniform variable.
  97142. * @param uniformName Name of the variable.
  97143. * @param x First float in float2.
  97144. * @param y Second float in float2.
  97145. * @returns this effect.
  97146. */
  97147. setFloat2(uniformName: string, x: number, y: number): Effect;
  97148. /**
  97149. * Sets a Vector3 on a uniform variable.
  97150. * @param uniformName Name of the variable.
  97151. * @param vector3 Value to be set.
  97152. * @returns this effect.
  97153. */
  97154. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  97155. /**
  97156. * Sets a float3 on a uniform variable.
  97157. * @param uniformName Name of the variable.
  97158. * @param x First float in float3.
  97159. * @param y Second float in float3.
  97160. * @param z Third float in float3.
  97161. * @returns this effect.
  97162. */
  97163. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  97164. /**
  97165. * Sets a Vector4 on a uniform variable.
  97166. * @param uniformName Name of the variable.
  97167. * @param vector4 Value to be set.
  97168. * @returns this effect.
  97169. */
  97170. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  97171. /**
  97172. * Sets a float4 on a uniform variable.
  97173. * @param uniformName Name of the variable.
  97174. * @param x First float in float4.
  97175. * @param y Second float in float4.
  97176. * @param z Third float in float4.
  97177. * @param w Fourth float in float4.
  97178. * @returns this effect.
  97179. */
  97180. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  97181. /**
  97182. * Sets a Color3 on a uniform variable.
  97183. * @param uniformName Name of the variable.
  97184. * @param color3 Value to be set.
  97185. * @returns this effect.
  97186. */
  97187. setColor3(uniformName: string, color3: IColor3Like): Effect;
  97188. /**
  97189. * Sets a Color4 on a uniform variable.
  97190. * @param uniformName Name of the variable.
  97191. * @param color3 Value to be set.
  97192. * @param alpha Alpha value to be set.
  97193. * @returns this effect.
  97194. */
  97195. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  97196. /**
  97197. * Sets a Color4 on a uniform variable
  97198. * @param uniformName defines the name of the variable
  97199. * @param color4 defines the value to be set
  97200. * @returns this effect.
  97201. */
  97202. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  97203. /** Release all associated resources */
  97204. dispose(): void;
  97205. /**
  97206. * This function will add a new shader to the shader store
  97207. * @param name the name of the shader
  97208. * @param pixelShader optional pixel shader content
  97209. * @param vertexShader optional vertex shader content
  97210. */
  97211. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  97212. /**
  97213. * Store of each shader (The can be looked up using effect.key)
  97214. */
  97215. static ShadersStore: {
  97216. [key: string]: string;
  97217. };
  97218. /**
  97219. * Store of each included file for a shader (The can be looked up using effect.key)
  97220. */
  97221. static IncludesShadersStore: {
  97222. [key: string]: string;
  97223. };
  97224. /**
  97225. * Resets the cache of effects.
  97226. */
  97227. static ResetCache(): void;
  97228. }
  97229. }
  97230. declare module BABYLON {
  97231. /**
  97232. * Interface used to describe the capabilities of the engine relatively to the current browser
  97233. */
  97234. export interface EngineCapabilities {
  97235. /** Maximum textures units per fragment shader */
  97236. maxTexturesImageUnits: number;
  97237. /** Maximum texture units per vertex shader */
  97238. maxVertexTextureImageUnits: number;
  97239. /** Maximum textures units in the entire pipeline */
  97240. maxCombinedTexturesImageUnits: number;
  97241. /** Maximum texture size */
  97242. maxTextureSize: number;
  97243. /** Maximum texture samples */
  97244. maxSamples?: number;
  97245. /** Maximum cube texture size */
  97246. maxCubemapTextureSize: number;
  97247. /** Maximum render texture size */
  97248. maxRenderTextureSize: number;
  97249. /** Maximum number of vertex attributes */
  97250. maxVertexAttribs: number;
  97251. /** Maximum number of varyings */
  97252. maxVaryingVectors: number;
  97253. /** Maximum number of uniforms per vertex shader */
  97254. maxVertexUniformVectors: number;
  97255. /** Maximum number of uniforms per fragment shader */
  97256. maxFragmentUniformVectors: number;
  97257. /** Defines if standard derivates (dx/dy) are supported */
  97258. standardDerivatives: boolean;
  97259. /** Defines if s3tc texture compression is supported */
  97260. s3tc?: WEBGL_compressed_texture_s3tc;
  97261. /** Defines if pvrtc texture compression is supported */
  97262. pvrtc: any;
  97263. /** Defines if etc1 texture compression is supported */
  97264. etc1: any;
  97265. /** Defines if etc2 texture compression is supported */
  97266. etc2: any;
  97267. /** Defines if astc texture compression is supported */
  97268. astc: any;
  97269. /** Defines if float textures are supported */
  97270. textureFloat: boolean;
  97271. /** Defines if vertex array objects are supported */
  97272. vertexArrayObject: boolean;
  97273. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  97274. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  97275. /** Gets the maximum level of anisotropy supported */
  97276. maxAnisotropy: number;
  97277. /** Defines if instancing is supported */
  97278. instancedArrays: boolean;
  97279. /** Defines if 32 bits indices are supported */
  97280. uintIndices: boolean;
  97281. /** Defines if high precision shaders are supported */
  97282. highPrecisionShaderSupported: boolean;
  97283. /** Defines if depth reading in the fragment shader is supported */
  97284. fragmentDepthSupported: boolean;
  97285. /** Defines if float texture linear filtering is supported*/
  97286. textureFloatLinearFiltering: boolean;
  97287. /** Defines if rendering to float textures is supported */
  97288. textureFloatRender: boolean;
  97289. /** Defines if half float textures are supported*/
  97290. textureHalfFloat: boolean;
  97291. /** Defines if half float texture linear filtering is supported*/
  97292. textureHalfFloatLinearFiltering: boolean;
  97293. /** Defines if rendering to half float textures is supported */
  97294. textureHalfFloatRender: boolean;
  97295. /** Defines if textureLOD shader command is supported */
  97296. textureLOD: boolean;
  97297. /** Defines if draw buffers extension is supported */
  97298. drawBuffersExtension: boolean;
  97299. /** Defines if depth textures are supported */
  97300. depthTextureExtension: boolean;
  97301. /** Defines if float color buffer are supported */
  97302. colorBufferFloat: boolean;
  97303. /** Gets disjoint timer query extension (null if not supported) */
  97304. timerQuery?: EXT_disjoint_timer_query;
  97305. /** Defines if timestamp can be used with timer query */
  97306. canUseTimestampForTimerQuery: boolean;
  97307. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  97308. multiview?: any;
  97309. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  97310. oculusMultiview?: any;
  97311. /** Function used to let the system compiles shaders in background */
  97312. parallelShaderCompile?: {
  97313. COMPLETION_STATUS_KHR: number;
  97314. };
  97315. /** Max number of texture samples for MSAA */
  97316. maxMSAASamples: number;
  97317. /** Defines if the blend min max extension is supported */
  97318. blendMinMax: boolean;
  97319. }
  97320. }
  97321. declare module BABYLON {
  97322. /**
  97323. * @hidden
  97324. **/
  97325. export class DepthCullingState {
  97326. private _isDepthTestDirty;
  97327. private _isDepthMaskDirty;
  97328. private _isDepthFuncDirty;
  97329. private _isCullFaceDirty;
  97330. private _isCullDirty;
  97331. private _isZOffsetDirty;
  97332. private _isFrontFaceDirty;
  97333. private _depthTest;
  97334. private _depthMask;
  97335. private _depthFunc;
  97336. private _cull;
  97337. private _cullFace;
  97338. private _zOffset;
  97339. private _frontFace;
  97340. /**
  97341. * Initializes the state.
  97342. */
  97343. constructor();
  97344. readonly isDirty: boolean;
  97345. zOffset: number;
  97346. cullFace: Nullable<number>;
  97347. cull: Nullable<boolean>;
  97348. depthFunc: Nullable<number>;
  97349. depthMask: boolean;
  97350. depthTest: boolean;
  97351. frontFace: Nullable<number>;
  97352. reset(): void;
  97353. apply(gl: WebGLRenderingContext): void;
  97354. }
  97355. }
  97356. declare module BABYLON {
  97357. /**
  97358. * @hidden
  97359. **/
  97360. export class StencilState {
  97361. /** 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 */
  97362. static readonly ALWAYS: number;
  97363. /** Passed to stencilOperation to specify that stencil value must be kept */
  97364. static readonly KEEP: number;
  97365. /** Passed to stencilOperation to specify that stencil value must be replaced */
  97366. static readonly REPLACE: number;
  97367. private _isStencilTestDirty;
  97368. private _isStencilMaskDirty;
  97369. private _isStencilFuncDirty;
  97370. private _isStencilOpDirty;
  97371. private _stencilTest;
  97372. private _stencilMask;
  97373. private _stencilFunc;
  97374. private _stencilFuncRef;
  97375. private _stencilFuncMask;
  97376. private _stencilOpStencilFail;
  97377. private _stencilOpDepthFail;
  97378. private _stencilOpStencilDepthPass;
  97379. readonly isDirty: boolean;
  97380. stencilFunc: number;
  97381. stencilFuncRef: number;
  97382. stencilFuncMask: number;
  97383. stencilOpStencilFail: number;
  97384. stencilOpDepthFail: number;
  97385. stencilOpStencilDepthPass: number;
  97386. stencilMask: number;
  97387. stencilTest: boolean;
  97388. constructor();
  97389. reset(): void;
  97390. apply(gl: WebGLRenderingContext): void;
  97391. }
  97392. }
  97393. declare module BABYLON {
  97394. /**
  97395. * @hidden
  97396. **/
  97397. export class AlphaState {
  97398. private _isAlphaBlendDirty;
  97399. private _isBlendFunctionParametersDirty;
  97400. private _isBlendEquationParametersDirty;
  97401. private _isBlendConstantsDirty;
  97402. private _alphaBlend;
  97403. private _blendFunctionParameters;
  97404. private _blendEquationParameters;
  97405. private _blendConstants;
  97406. /**
  97407. * Initializes the state.
  97408. */
  97409. constructor();
  97410. readonly isDirty: boolean;
  97411. alphaBlend: boolean;
  97412. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  97413. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  97414. setAlphaEquationParameters(rgb: number, alpha: number): void;
  97415. reset(): void;
  97416. apply(gl: WebGLRenderingContext): void;
  97417. }
  97418. }
  97419. declare module BABYLON {
  97420. /** @hidden */
  97421. export class WebGL2ShaderProcessor implements IShaderProcessor {
  97422. attributeProcessor(attribute: string): string;
  97423. varyingProcessor(varying: string, isFragment: boolean): string;
  97424. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  97425. }
  97426. }
  97427. declare module BABYLON {
  97428. /**
  97429. * Interface for attribute information associated with buffer instanciation
  97430. */
  97431. export interface InstancingAttributeInfo {
  97432. /**
  97433. * Index/offset of the attribute in the vertex shader
  97434. */
  97435. index: number;
  97436. /**
  97437. * size of the attribute, 1, 2, 3 or 4
  97438. */
  97439. attributeSize: number;
  97440. /**
  97441. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  97442. * default is FLOAT
  97443. */
  97444. attributeType: number;
  97445. /**
  97446. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  97447. */
  97448. normalized: boolean;
  97449. /**
  97450. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  97451. */
  97452. offset: number;
  97453. /**
  97454. * Name of the GLSL attribute, for debugging purpose only
  97455. */
  97456. attributeName: string;
  97457. }
  97458. }
  97459. declare module BABYLON {
  97460. interface ThinEngine {
  97461. /**
  97462. * Update a video texture
  97463. * @param texture defines the texture to update
  97464. * @param video defines the video element to use
  97465. * @param invertY defines if data must be stored with Y axis inverted
  97466. */
  97467. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97468. }
  97469. }
  97470. declare module BABYLON {
  97471. /**
  97472. * Settings for finer control over video usage
  97473. */
  97474. export interface VideoTextureSettings {
  97475. /**
  97476. * Applies `autoplay` to video, if specified
  97477. */
  97478. autoPlay?: boolean;
  97479. /**
  97480. * Applies `loop` to video, if specified
  97481. */
  97482. loop?: boolean;
  97483. /**
  97484. * Automatically updates internal texture from video at every frame in the render loop
  97485. */
  97486. autoUpdateTexture: boolean;
  97487. /**
  97488. * Image src displayed during the video loading or until the user interacts with the video.
  97489. */
  97490. poster?: string;
  97491. }
  97492. /**
  97493. * If you want to display a video in your scene, this is the special texture for that.
  97494. * This special texture works similar to other textures, with the exception of a few parameters.
  97495. * @see https://doc.babylonjs.com/how_to/video_texture
  97496. */
  97497. export class VideoTexture extends Texture {
  97498. /**
  97499. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  97500. */
  97501. readonly autoUpdateTexture: boolean;
  97502. /**
  97503. * The video instance used by the texture internally
  97504. */
  97505. readonly video: HTMLVideoElement;
  97506. private _onUserActionRequestedObservable;
  97507. /**
  97508. * Event triggerd when a dom action is required by the user to play the video.
  97509. * This happens due to recent changes in browser policies preventing video to auto start.
  97510. */
  97511. readonly onUserActionRequestedObservable: Observable<Texture>;
  97512. private _generateMipMaps;
  97513. private _engine;
  97514. private _stillImageCaptured;
  97515. private _displayingPosterTexture;
  97516. private _settings;
  97517. private _createInternalTextureOnEvent;
  97518. private _frameId;
  97519. /**
  97520. * Creates a video texture.
  97521. * If you want to display a video in your scene, this is the special texture for that.
  97522. * This special texture works similar to other textures, with the exception of a few parameters.
  97523. * @see https://doc.babylonjs.com/how_to/video_texture
  97524. * @param name optional name, will detect from video source, if not defined
  97525. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  97526. * @param scene is obviously the current scene.
  97527. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  97528. * @param invertY is false by default but can be used to invert video on Y axis
  97529. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  97530. * @param settings allows finer control over video usage
  97531. */
  97532. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  97533. private _getName;
  97534. private _getVideo;
  97535. private _createInternalTexture;
  97536. private reset;
  97537. /**
  97538. * @hidden Internal method to initiate `update`.
  97539. */
  97540. _rebuild(): void;
  97541. /**
  97542. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  97543. */
  97544. update(): void;
  97545. /**
  97546. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  97547. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  97548. */
  97549. updateTexture(isVisible: boolean): void;
  97550. protected _updateInternalTexture: () => void;
  97551. /**
  97552. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  97553. * @param url New url.
  97554. */
  97555. updateURL(url: string): void;
  97556. /**
  97557. * Dispose the texture and release its associated resources.
  97558. */
  97559. dispose(): void;
  97560. /**
  97561. * Creates a video texture straight from a stream.
  97562. * @param scene Define the scene the texture should be created in
  97563. * @param stream Define the stream the texture should be created from
  97564. * @returns The created video texture as a promise
  97565. */
  97566. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  97567. /**
  97568. * Creates a video texture straight from your WebCam video feed.
  97569. * @param scene Define the scene the texture should be created in
  97570. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97571. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97572. * @returns The created video texture as a promise
  97573. */
  97574. static CreateFromWebCamAsync(scene: Scene, constraints: {
  97575. minWidth: number;
  97576. maxWidth: number;
  97577. minHeight: number;
  97578. maxHeight: number;
  97579. deviceId: string;
  97580. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  97581. /**
  97582. * Creates a video texture straight from your WebCam video feed.
  97583. * @param scene Define the scene the texture should be created in
  97584. * @param onReady Define a callback to triggered once the texture will be ready
  97585. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97586. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97587. */
  97588. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  97589. minWidth: number;
  97590. maxWidth: number;
  97591. minHeight: number;
  97592. maxHeight: number;
  97593. deviceId: string;
  97594. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  97595. }
  97596. }
  97597. declare module BABYLON {
  97598. /**
  97599. * Defines the interface used by objects working like Scene
  97600. * @hidden
  97601. */
  97602. interface ISceneLike {
  97603. _addPendingData(data: any): void;
  97604. _removePendingData(data: any): void;
  97605. offlineProvider: IOfflineProvider;
  97606. }
  97607. /** Interface defining initialization parameters for Engine class */
  97608. export interface EngineOptions extends WebGLContextAttributes {
  97609. /**
  97610. * Defines if the engine should no exceed a specified device ratio
  97611. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  97612. */
  97613. limitDeviceRatio?: number;
  97614. /**
  97615. * Defines if webvr should be enabled automatically
  97616. * @see http://doc.babylonjs.com/how_to/webvr_camera
  97617. */
  97618. autoEnableWebVR?: boolean;
  97619. /**
  97620. * Defines if webgl2 should be turned off even if supported
  97621. * @see http://doc.babylonjs.com/features/webgl2
  97622. */
  97623. disableWebGL2Support?: boolean;
  97624. /**
  97625. * Defines if webaudio should be initialized as well
  97626. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97627. */
  97628. audioEngine?: boolean;
  97629. /**
  97630. * Defines if animations should run using a deterministic lock step
  97631. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97632. */
  97633. deterministicLockstep?: boolean;
  97634. /** Defines the maximum steps to use with deterministic lock step mode */
  97635. lockstepMaxSteps?: number;
  97636. /**
  97637. * Defines that engine should ignore context lost events
  97638. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  97639. */
  97640. doNotHandleContextLost?: boolean;
  97641. /**
  97642. * Defines that engine should ignore modifying touch action attribute and style
  97643. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  97644. */
  97645. doNotHandleTouchAction?: boolean;
  97646. /**
  97647. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  97648. */
  97649. useHighPrecisionFloats?: boolean;
  97650. }
  97651. /**
  97652. * The base engine class (root of all engines)
  97653. */
  97654. export class ThinEngine {
  97655. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  97656. static ExceptionList: ({
  97657. key: string;
  97658. capture: string;
  97659. captureConstraint: number;
  97660. targets: string[];
  97661. } | {
  97662. key: string;
  97663. capture: null;
  97664. captureConstraint: null;
  97665. targets: string[];
  97666. })[];
  97667. /** @hidden */
  97668. static _TextureLoaders: IInternalTextureLoader[];
  97669. /**
  97670. * Returns the current npm package of the sdk
  97671. */
  97672. static readonly NpmPackage: string;
  97673. /**
  97674. * Returns the current version of the framework
  97675. */
  97676. static readonly Version: string;
  97677. /**
  97678. * Returns a string describing the current engine
  97679. */
  97680. readonly description: string;
  97681. /**
  97682. * Gets or sets the epsilon value used by collision engine
  97683. */
  97684. static CollisionsEpsilon: number;
  97685. /**
  97686. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  97687. */
  97688. static ShadersRepository: string;
  97689. /** @hidden */
  97690. _shaderProcessor: IShaderProcessor;
  97691. /**
  97692. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  97693. */
  97694. forcePOTTextures: boolean;
  97695. /**
  97696. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  97697. */
  97698. isFullscreen: boolean;
  97699. /**
  97700. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  97701. */
  97702. cullBackFaces: boolean;
  97703. /**
  97704. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  97705. */
  97706. renderEvenInBackground: boolean;
  97707. /**
  97708. * Gets or sets a boolean indicating that cache can be kept between frames
  97709. */
  97710. preventCacheWipeBetweenFrames: boolean;
  97711. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  97712. validateShaderPrograms: boolean;
  97713. /**
  97714. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  97715. */
  97716. disableUniformBuffers: boolean;
  97717. /** @hidden */
  97718. _uniformBuffers: UniformBuffer[];
  97719. /**
  97720. * Gets a boolean indicating that the engine supports uniform buffers
  97721. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  97722. */
  97723. readonly supportsUniformBuffers: boolean;
  97724. /** @hidden */
  97725. _gl: WebGLRenderingContext;
  97726. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  97727. protected _windowIsBackground: boolean;
  97728. protected _webGLVersion: number;
  97729. protected _creationOptions: EngineOptions;
  97730. protected _highPrecisionShadersAllowed: boolean;
  97731. /** @hidden */
  97732. readonly _shouldUseHighPrecisionShader: boolean;
  97733. /**
  97734. * Gets a boolean indicating that only power of 2 textures are supported
  97735. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  97736. */
  97737. readonly needPOTTextures: boolean;
  97738. /** @hidden */
  97739. _badOS: boolean;
  97740. /** @hidden */
  97741. _badDesktopOS: boolean;
  97742. private _hardwareScalingLevel;
  97743. /** @hidden */
  97744. _caps: EngineCapabilities;
  97745. private _isStencilEnable;
  97746. protected _colorWrite: boolean;
  97747. private _glVersion;
  97748. private _glRenderer;
  97749. private _glVendor;
  97750. /** @hidden */
  97751. _videoTextureSupported: boolean;
  97752. protected _renderingQueueLaunched: boolean;
  97753. protected _activeRenderLoops: (() => void)[];
  97754. /**
  97755. * Observable signaled when a context lost event is raised
  97756. */
  97757. onContextLostObservable: Observable<ThinEngine>;
  97758. /**
  97759. * Observable signaled when a context restored event is raised
  97760. */
  97761. onContextRestoredObservable: Observable<ThinEngine>;
  97762. private _onContextLost;
  97763. private _onContextRestored;
  97764. protected _contextWasLost: boolean;
  97765. /** @hidden */
  97766. _doNotHandleContextLost: boolean;
  97767. /**
  97768. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  97769. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  97770. */
  97771. doNotHandleContextLost: boolean;
  97772. /**
  97773. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  97774. */
  97775. disableVertexArrayObjects: boolean;
  97776. /** @hidden */
  97777. protected _depthCullingState: DepthCullingState;
  97778. /** @hidden */
  97779. protected _stencilState: StencilState;
  97780. /** @hidden */
  97781. protected _alphaState: AlphaState;
  97782. /** @hidden */
  97783. _internalTexturesCache: InternalTexture[];
  97784. /** @hidden */
  97785. protected _activeChannel: number;
  97786. private _currentTextureChannel;
  97787. /** @hidden */
  97788. protected _boundTexturesCache: {
  97789. [key: string]: Nullable<InternalTexture>;
  97790. };
  97791. /** @hidden */
  97792. protected _currentEffect: Nullable<Effect>;
  97793. /** @hidden */
  97794. protected _currentProgram: Nullable<WebGLProgram>;
  97795. private _compiledEffects;
  97796. private _vertexAttribArraysEnabled;
  97797. /** @hidden */
  97798. protected _cachedViewport: Nullable<IViewportLike>;
  97799. private _cachedVertexArrayObject;
  97800. /** @hidden */
  97801. protected _cachedVertexBuffers: any;
  97802. /** @hidden */
  97803. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  97804. /** @hidden */
  97805. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  97806. /** @hidden */
  97807. _currentRenderTarget: Nullable<InternalTexture>;
  97808. private _uintIndicesCurrentlySet;
  97809. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  97810. /** @hidden */
  97811. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  97812. private _currentBufferPointers;
  97813. private _currentInstanceLocations;
  97814. private _currentInstanceBuffers;
  97815. private _textureUnits;
  97816. /** @hidden */
  97817. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  97818. /** @hidden */
  97819. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  97820. /** @hidden */
  97821. _boundRenderFunction: any;
  97822. private _vaoRecordInProgress;
  97823. private _mustWipeVertexAttributes;
  97824. private _emptyTexture;
  97825. private _emptyCubeTexture;
  97826. private _emptyTexture3D;
  97827. private _emptyTexture2DArray;
  97828. /** @hidden */
  97829. _frameHandler: number;
  97830. private _nextFreeTextureSlots;
  97831. private _maxSimultaneousTextures;
  97832. private _activeRequests;
  97833. protected _texturesSupported: string[];
  97834. /** @hidden */
  97835. _textureFormatInUse: Nullable<string>;
  97836. protected readonly _supportsHardwareTextureRescaling: boolean;
  97837. /**
  97838. * Gets the list of texture formats supported
  97839. */
  97840. readonly texturesSupported: Array<string>;
  97841. /**
  97842. * Gets the list of texture formats in use
  97843. */
  97844. readonly textureFormatInUse: Nullable<string>;
  97845. /**
  97846. * Gets the current viewport
  97847. */
  97848. readonly currentViewport: Nullable<IViewportLike>;
  97849. /**
  97850. * Gets the default empty texture
  97851. */
  97852. readonly emptyTexture: InternalTexture;
  97853. /**
  97854. * Gets the default empty 3D texture
  97855. */
  97856. readonly emptyTexture3D: InternalTexture;
  97857. /**
  97858. * Gets the default empty 2D array texture
  97859. */
  97860. readonly emptyTexture2DArray: InternalTexture;
  97861. /**
  97862. * Gets the default empty cube texture
  97863. */
  97864. readonly emptyCubeTexture: InternalTexture;
  97865. /**
  97866. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  97867. */
  97868. readonly premultipliedAlpha: boolean;
  97869. /**
  97870. * Observable event triggered before each texture is initialized
  97871. */
  97872. onBeforeTextureInitObservable: Observable<Texture>;
  97873. /**
  97874. * Creates a new engine
  97875. * @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
  97876. * @param antialias defines enable antialiasing (default: false)
  97877. * @param options defines further options to be sent to the getContext() function
  97878. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  97879. */
  97880. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  97881. private _rebuildInternalTextures;
  97882. private _rebuildEffects;
  97883. /**
  97884. * Gets a boolean indicating if all created effects are ready
  97885. * @returns true if all effects are ready
  97886. */
  97887. areAllEffectsReady(): boolean;
  97888. protected _rebuildBuffers(): void;
  97889. private _initGLContext;
  97890. /**
  97891. * Gets version of the current webGL context
  97892. */
  97893. readonly webGLVersion: number;
  97894. /**
  97895. * Gets a string idenfifying the name of the class
  97896. * @returns "Engine" string
  97897. */
  97898. getClassName(): string;
  97899. /**
  97900. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  97901. */
  97902. readonly isStencilEnable: boolean;
  97903. /** @hidden */
  97904. _prepareWorkingCanvas(): void;
  97905. /**
  97906. * Reset the texture cache to empty state
  97907. */
  97908. resetTextureCache(): void;
  97909. /**
  97910. * Gets an object containing information about the current webGL context
  97911. * @returns an object containing the vender, the renderer and the version of the current webGL context
  97912. */
  97913. getGlInfo(): {
  97914. vendor: string;
  97915. renderer: string;
  97916. version: string;
  97917. };
  97918. /**
  97919. * Defines the hardware scaling level.
  97920. * By default the hardware scaling level is computed from the window device ratio.
  97921. * 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.
  97922. * @param level defines the level to use
  97923. */
  97924. setHardwareScalingLevel(level: number): void;
  97925. /**
  97926. * Gets the current hardware scaling level.
  97927. * By default the hardware scaling level is computed from the window device ratio.
  97928. * 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.
  97929. * @returns a number indicating the current hardware scaling level
  97930. */
  97931. getHardwareScalingLevel(): number;
  97932. /**
  97933. * Gets the list of loaded textures
  97934. * @returns an array containing all loaded textures
  97935. */
  97936. getLoadedTexturesCache(): InternalTexture[];
  97937. /**
  97938. * Gets the object containing all engine capabilities
  97939. * @returns the EngineCapabilities object
  97940. */
  97941. getCaps(): EngineCapabilities;
  97942. /**
  97943. * stop executing a render loop function and remove it from the execution array
  97944. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  97945. */
  97946. stopRenderLoop(renderFunction?: () => void): void;
  97947. /** @hidden */
  97948. _renderLoop(): void;
  97949. /**
  97950. * Gets the HTML canvas attached with the current webGL context
  97951. * @returns a HTML canvas
  97952. */
  97953. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  97954. /**
  97955. * Gets host window
  97956. * @returns the host window object
  97957. */
  97958. getHostWindow(): Nullable<Window>;
  97959. /**
  97960. * Gets the current render width
  97961. * @param useScreen defines if screen size must be used (or the current render target if any)
  97962. * @returns a number defining the current render width
  97963. */
  97964. getRenderWidth(useScreen?: boolean): number;
  97965. /**
  97966. * Gets the current render height
  97967. * @param useScreen defines if screen size must be used (or the current render target if any)
  97968. * @returns a number defining the current render height
  97969. */
  97970. getRenderHeight(useScreen?: boolean): number;
  97971. /**
  97972. * Can be used to override the current requestAnimationFrame requester.
  97973. * @hidden
  97974. */
  97975. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  97976. /**
  97977. * Register and execute a render loop. The engine can have more than one render function
  97978. * @param renderFunction defines the function to continuously execute
  97979. */
  97980. runRenderLoop(renderFunction: () => void): void;
  97981. /**
  97982. * Clear the current render buffer or the current render target (if any is set up)
  97983. * @param color defines the color to use
  97984. * @param backBuffer defines if the back buffer must be cleared
  97985. * @param depth defines if the depth buffer must be cleared
  97986. * @param stencil defines if the stencil buffer must be cleared
  97987. */
  97988. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  97989. private _viewportCached;
  97990. /** @hidden */
  97991. _viewport(x: number, y: number, width: number, height: number): void;
  97992. /**
  97993. * Set the WebGL's viewport
  97994. * @param viewport defines the viewport element to be used
  97995. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  97996. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  97997. */
  97998. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  97999. /**
  98000. * Begin a new frame
  98001. */
  98002. beginFrame(): void;
  98003. /**
  98004. * Enf the current frame
  98005. */
  98006. endFrame(): void;
  98007. /**
  98008. * Resize the view according to the canvas' size
  98009. */
  98010. resize(): void;
  98011. /**
  98012. * Force a specific size of the canvas
  98013. * @param width defines the new canvas' width
  98014. * @param height defines the new canvas' height
  98015. */
  98016. setSize(width: number, height: number): void;
  98017. /**
  98018. * Binds the frame buffer to the specified texture.
  98019. * @param texture The texture to render to or null for the default canvas
  98020. * @param faceIndex The face of the texture to render to in case of cube texture
  98021. * @param requiredWidth The width of the target to render to
  98022. * @param requiredHeight The height of the target to render to
  98023. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  98024. * @param depthStencilTexture The depth stencil texture to use to render
  98025. * @param lodLevel defines le lod level to bind to the frame buffer
  98026. */
  98027. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  98028. /** @hidden */
  98029. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  98030. /**
  98031. * Unbind the current render target texture from the webGL context
  98032. * @param texture defines the render target texture to unbind
  98033. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  98034. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  98035. */
  98036. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  98037. /**
  98038. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  98039. */
  98040. flushFramebuffer(): void;
  98041. /**
  98042. * Unbind the current render target and bind the default framebuffer
  98043. */
  98044. restoreDefaultFramebuffer(): void;
  98045. /** @hidden */
  98046. protected _resetVertexBufferBinding(): void;
  98047. /**
  98048. * Creates a vertex buffer
  98049. * @param data the data for the vertex buffer
  98050. * @returns the new WebGL static buffer
  98051. */
  98052. createVertexBuffer(data: DataArray): DataBuffer;
  98053. private _createVertexBuffer;
  98054. /**
  98055. * Creates a dynamic vertex buffer
  98056. * @param data the data for the dynamic vertex buffer
  98057. * @returns the new WebGL dynamic buffer
  98058. */
  98059. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  98060. protected _resetIndexBufferBinding(): void;
  98061. /**
  98062. * Creates a new index buffer
  98063. * @param indices defines the content of the index buffer
  98064. * @param updatable defines if the index buffer must be updatable
  98065. * @returns a new webGL buffer
  98066. */
  98067. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  98068. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  98069. /**
  98070. * Bind a webGL buffer to the webGL context
  98071. * @param buffer defines the buffer to bind
  98072. */
  98073. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  98074. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  98075. private bindBuffer;
  98076. /**
  98077. * update the bound buffer with the given data
  98078. * @param data defines the data to update
  98079. */
  98080. updateArrayBuffer(data: Float32Array): void;
  98081. private _vertexAttribPointer;
  98082. private _bindIndexBufferWithCache;
  98083. private _bindVertexBuffersAttributes;
  98084. /**
  98085. * Records a vertex array object
  98086. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98087. * @param vertexBuffers defines the list of vertex buffers to store
  98088. * @param indexBuffer defines the index buffer to store
  98089. * @param effect defines the effect to store
  98090. * @returns the new vertex array object
  98091. */
  98092. recordVertexArrayObject(vertexBuffers: {
  98093. [key: string]: VertexBuffer;
  98094. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  98095. /**
  98096. * Bind a specific vertex array object
  98097. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98098. * @param vertexArrayObject defines the vertex array object to bind
  98099. * @param indexBuffer defines the index buffer to bind
  98100. */
  98101. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  98102. /**
  98103. * Bind webGl buffers directly to the webGL context
  98104. * @param vertexBuffer defines the vertex buffer to bind
  98105. * @param indexBuffer defines the index buffer to bind
  98106. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  98107. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  98108. * @param effect defines the effect associated with the vertex buffer
  98109. */
  98110. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  98111. private _unbindVertexArrayObject;
  98112. /**
  98113. * Bind a list of vertex buffers to the webGL context
  98114. * @param vertexBuffers defines the list of vertex buffers to bind
  98115. * @param indexBuffer defines the index buffer to bind
  98116. * @param effect defines the effect associated with the vertex buffers
  98117. */
  98118. bindBuffers(vertexBuffers: {
  98119. [key: string]: Nullable<VertexBuffer>;
  98120. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  98121. /**
  98122. * Unbind all instance attributes
  98123. */
  98124. unbindInstanceAttributes(): void;
  98125. /**
  98126. * Release and free the memory of a vertex array object
  98127. * @param vao defines the vertex array object to delete
  98128. */
  98129. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  98130. /** @hidden */
  98131. _releaseBuffer(buffer: DataBuffer): boolean;
  98132. protected _deleteBuffer(buffer: DataBuffer): void;
  98133. /**
  98134. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  98135. * @param instancesBuffer defines the webGL buffer to update and bind
  98136. * @param data defines the data to store in the buffer
  98137. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  98138. */
  98139. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  98140. /**
  98141. * Apply all cached states (depth, culling, stencil and alpha)
  98142. */
  98143. applyStates(): void;
  98144. /**
  98145. * Send a draw order
  98146. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98147. * @param indexStart defines the starting index
  98148. * @param indexCount defines the number of index to draw
  98149. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98150. */
  98151. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  98152. /**
  98153. * Draw a list of points
  98154. * @param verticesStart defines the index of first vertex to draw
  98155. * @param verticesCount defines the count of vertices to draw
  98156. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98157. */
  98158. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98159. /**
  98160. * Draw a list of unindexed primitives
  98161. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98162. * @param verticesStart defines the index of first vertex to draw
  98163. * @param verticesCount defines the count of vertices to draw
  98164. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98165. */
  98166. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98167. /**
  98168. * Draw a list of indexed primitives
  98169. * @param fillMode defines the primitive to use
  98170. * @param indexStart defines the starting index
  98171. * @param indexCount defines the number of index to draw
  98172. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98173. */
  98174. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  98175. /**
  98176. * Draw a list of unindexed primitives
  98177. * @param fillMode defines the primitive to use
  98178. * @param verticesStart defines the index of first vertex to draw
  98179. * @param verticesCount defines the count of vertices to draw
  98180. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98181. */
  98182. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98183. private _drawMode;
  98184. /** @hidden */
  98185. protected _reportDrawCall(): void;
  98186. /** @hidden */
  98187. _releaseEffect(effect: Effect): void;
  98188. /** @hidden */
  98189. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  98190. /**
  98191. * Create a new effect (used to store vertex/fragment shaders)
  98192. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  98193. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  98194. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  98195. * @param samplers defines an array of string used to represent textures
  98196. * @param defines defines the string containing the defines to use to compile the shaders
  98197. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  98198. * @param onCompiled defines a function to call when the effect creation is successful
  98199. * @param onError defines a function to call when the effect creation has failed
  98200. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  98201. * @returns the new Effect
  98202. */
  98203. 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;
  98204. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  98205. private _compileShader;
  98206. private _compileRawShader;
  98207. /**
  98208. * Directly creates a webGL program
  98209. * @param pipelineContext defines the pipeline context to attach to
  98210. * @param vertexCode defines the vertex shader code to use
  98211. * @param fragmentCode defines the fragment shader code to use
  98212. * @param context defines the webGL context to use (if not set, the current one will be used)
  98213. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98214. * @returns the new webGL program
  98215. */
  98216. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98217. /**
  98218. * Creates a webGL program
  98219. * @param pipelineContext defines the pipeline context to attach to
  98220. * @param vertexCode defines the vertex shader code to use
  98221. * @param fragmentCode defines the fragment shader code to use
  98222. * @param defines defines the string containing the defines to use to compile the shaders
  98223. * @param context defines the webGL context to use (if not set, the current one will be used)
  98224. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98225. * @returns the new webGL program
  98226. */
  98227. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98228. /**
  98229. * Creates a new pipeline context
  98230. * @returns the new pipeline
  98231. */
  98232. createPipelineContext(): IPipelineContext;
  98233. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98234. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  98235. /** @hidden */
  98236. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  98237. /** @hidden */
  98238. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  98239. /** @hidden */
  98240. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  98241. /**
  98242. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  98243. * @param pipelineContext defines the pipeline context to use
  98244. * @param uniformsNames defines the list of uniform names
  98245. * @returns an array of webGL uniform locations
  98246. */
  98247. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  98248. /**
  98249. * Gets the lsit of active attributes for a given webGL program
  98250. * @param pipelineContext defines the pipeline context to use
  98251. * @param attributesNames defines the list of attribute names to get
  98252. * @returns an array of indices indicating the offset of each attribute
  98253. */
  98254. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  98255. /**
  98256. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  98257. * @param effect defines the effect to activate
  98258. */
  98259. enableEffect(effect: Nullable<Effect>): void;
  98260. /**
  98261. * Set the value of an uniform to a number (int)
  98262. * @param uniform defines the webGL uniform location where to store the value
  98263. * @param value defines the int number to store
  98264. */
  98265. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98266. /**
  98267. * Set the value of an uniform to an array of int32
  98268. * @param uniform defines the webGL uniform location where to store the value
  98269. * @param array defines the array of int32 to store
  98270. */
  98271. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98272. /**
  98273. * Set the value of an uniform to an array of int32 (stored as vec2)
  98274. * @param uniform defines the webGL uniform location where to store the value
  98275. * @param array defines the array of int32 to store
  98276. */
  98277. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98278. /**
  98279. * Set the value of an uniform to an array of int32 (stored as vec3)
  98280. * @param uniform defines the webGL uniform location where to store the value
  98281. * @param array defines the array of int32 to store
  98282. */
  98283. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98284. /**
  98285. * Set the value of an uniform to an array of int32 (stored as vec4)
  98286. * @param uniform defines the webGL uniform location where to store the value
  98287. * @param array defines the array of int32 to store
  98288. */
  98289. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98290. /**
  98291. * Set the value of an uniform to an array of number
  98292. * @param uniform defines the webGL uniform location where to store the value
  98293. * @param array defines the array of number to store
  98294. */
  98295. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98296. /**
  98297. * Set the value of an uniform to an array of number (stored as vec2)
  98298. * @param uniform defines the webGL uniform location where to store the value
  98299. * @param array defines the array of number to store
  98300. */
  98301. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98302. /**
  98303. * Set the value of an uniform to an array of number (stored as vec3)
  98304. * @param uniform defines the webGL uniform location where to store the value
  98305. * @param array defines the array of number to store
  98306. */
  98307. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98308. /**
  98309. * Set the value of an uniform to an array of number (stored as vec4)
  98310. * @param uniform defines the webGL uniform location where to store the value
  98311. * @param array defines the array of number to store
  98312. */
  98313. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98314. /**
  98315. * Set the value of an uniform to an array of float32 (stored as matrices)
  98316. * @param uniform defines the webGL uniform location where to store the value
  98317. * @param matrices defines the array of float32 to store
  98318. */
  98319. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  98320. /**
  98321. * Set the value of an uniform to a matrix (3x3)
  98322. * @param uniform defines the webGL uniform location where to store the value
  98323. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  98324. */
  98325. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98326. /**
  98327. * Set the value of an uniform to a matrix (2x2)
  98328. * @param uniform defines the webGL uniform location where to store the value
  98329. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  98330. */
  98331. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98332. /**
  98333. * Set the value of an uniform to a number (float)
  98334. * @param uniform defines the webGL uniform location where to store the value
  98335. * @param value defines the float number to store
  98336. */
  98337. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98338. /**
  98339. * Set the value of an uniform to a vec2
  98340. * @param uniform defines the webGL uniform location where to store the value
  98341. * @param x defines the 1st component of the value
  98342. * @param y defines the 2nd component of the value
  98343. */
  98344. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  98345. /**
  98346. * Set the value of an uniform to a vec3
  98347. * @param uniform defines the webGL uniform location where to store the value
  98348. * @param x defines the 1st component of the value
  98349. * @param y defines the 2nd component of the value
  98350. * @param z defines the 3rd component of the value
  98351. */
  98352. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  98353. /**
  98354. * Set the value of an uniform to a vec4
  98355. * @param uniform defines the webGL uniform location where to store the value
  98356. * @param x defines the 1st component of the value
  98357. * @param y defines the 2nd component of the value
  98358. * @param z defines the 3rd component of the value
  98359. * @param w defines the 4th component of the value
  98360. */
  98361. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  98362. /**
  98363. * Gets the depth culling state manager
  98364. */
  98365. readonly depthCullingState: DepthCullingState;
  98366. /**
  98367. * Gets the alpha state manager
  98368. */
  98369. readonly alphaState: AlphaState;
  98370. /**
  98371. * Gets the stencil state manager
  98372. */
  98373. readonly stencilState: StencilState;
  98374. /**
  98375. * Clears the list of texture accessible through engine.
  98376. * This can help preventing texture load conflict due to name collision.
  98377. */
  98378. clearInternalTexturesCache(): void;
  98379. /**
  98380. * Force the entire cache to be cleared
  98381. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  98382. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  98383. */
  98384. wipeCaches(bruteForce?: boolean): void;
  98385. /** @hidden */
  98386. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  98387. min: number;
  98388. mag: number;
  98389. };
  98390. /** @hidden */
  98391. _createTexture(): WebGLTexture;
  98392. /**
  98393. * Usually called from Texture.ts.
  98394. * Passed information to create a WebGLTexture
  98395. * @param urlArg defines a value which contains one of the following:
  98396. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  98397. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  98398. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  98399. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  98400. * @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)
  98401. * @param scene needed for loading to the correct scene
  98402. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  98403. * @param onLoad optional callback to be called upon successful completion
  98404. * @param onError optional callback to be called upon failure
  98405. * @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
  98406. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  98407. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  98408. * @param forcedExtension defines the extension to use to pick the right loader
  98409. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  98410. * @param mimeType defines an optional mime type
  98411. * @returns a InternalTexture for assignment back into BABYLON.Texture
  98412. */
  98413. 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;
  98414. /**
  98415. * @hidden
  98416. */
  98417. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  98418. /**
  98419. * Creates a raw texture
  98420. * @param data defines the data to store in the texture
  98421. * @param width defines the width of the texture
  98422. * @param height defines the height of the texture
  98423. * @param format defines the format of the data
  98424. * @param generateMipMaps defines if the engine should generate the mip levels
  98425. * @param invertY defines if data must be stored with Y axis inverted
  98426. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  98427. * @param compression defines the compression used (null by default)
  98428. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  98429. * @returns the raw texture inside an InternalTexture
  98430. */
  98431. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  98432. /**
  98433. * Creates a new raw cube texture
  98434. * @param data defines the array of data to use to create each face
  98435. * @param size defines the size of the textures
  98436. * @param format defines the format of the data
  98437. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  98438. * @param generateMipMaps defines if the engine should generate the mip levels
  98439. * @param invertY defines if data must be stored with Y axis inverted
  98440. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98441. * @param compression defines the compression used (null by default)
  98442. * @returns the cube texture as an InternalTexture
  98443. */
  98444. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  98445. /**
  98446. * Creates a new raw 3D texture
  98447. * @param data defines the data used to create the texture
  98448. * @param width defines the width of the texture
  98449. * @param height defines the height of the texture
  98450. * @param depth defines the depth of the texture
  98451. * @param format defines the format of the texture
  98452. * @param generateMipMaps defines if the engine must generate mip levels
  98453. * @param invertY defines if data must be stored with Y axis inverted
  98454. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98455. * @param compression defines the compressed used (can be null)
  98456. * @param textureType defines the compressed used (can be null)
  98457. * @returns a new raw 3D texture (stored in an InternalTexture)
  98458. */
  98459. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98460. /**
  98461. * Creates a new raw 2D array texture
  98462. * @param data defines the data used to create the texture
  98463. * @param width defines the width of the texture
  98464. * @param height defines the height of the texture
  98465. * @param depth defines the number of layers of the texture
  98466. * @param format defines the format of the texture
  98467. * @param generateMipMaps defines if the engine must generate mip levels
  98468. * @param invertY defines if data must be stored with Y axis inverted
  98469. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98470. * @param compression defines the compressed used (can be null)
  98471. * @param textureType defines the compressed used (can be null)
  98472. * @returns a new raw 2D array texture (stored in an InternalTexture)
  98473. */
  98474. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98475. private _unpackFlipYCached;
  98476. /**
  98477. * In case you are sharing the context with other applications, it might
  98478. * be interested to not cache the unpack flip y state to ensure a consistent
  98479. * value would be set.
  98480. */
  98481. enableUnpackFlipYCached: boolean;
  98482. /** @hidden */
  98483. _unpackFlipY(value: boolean): void;
  98484. /** @hidden */
  98485. _getUnpackAlignement(): number;
  98486. /**
  98487. * Update the sampling mode of a given texture
  98488. * @param samplingMode defines the required sampling mode
  98489. * @param texture defines the texture to update
  98490. */
  98491. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  98492. /** @hidden */
  98493. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  98494. width: number;
  98495. height: number;
  98496. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  98497. /** @hidden */
  98498. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98499. /** @hidden */
  98500. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  98501. /** @hidden */
  98502. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98503. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  98504. private _prepareWebGLTexture;
  98505. /** @hidden */
  98506. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  98507. /** @hidden */
  98508. _releaseFramebufferObjects(texture: InternalTexture): void;
  98509. /** @hidden */
  98510. _releaseTexture(texture: InternalTexture): void;
  98511. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  98512. protected _setProgram(program: WebGLProgram): void;
  98513. protected _boundUniforms: {
  98514. [key: number]: WebGLUniformLocation;
  98515. };
  98516. /**
  98517. * Binds an effect to the webGL context
  98518. * @param effect defines the effect to bind
  98519. */
  98520. bindSamplers(effect: Effect): void;
  98521. private _activateCurrentTexture;
  98522. /** @hidden */
  98523. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  98524. /** @hidden */
  98525. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  98526. /**
  98527. * Unbind all textures from the webGL context
  98528. */
  98529. unbindAllTextures(): void;
  98530. /**
  98531. * Sets a texture to the according uniform.
  98532. * @param channel The texture channel
  98533. * @param uniform The uniform to set
  98534. * @param texture The texture to apply
  98535. */
  98536. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  98537. private _bindSamplerUniformToChannel;
  98538. private _getTextureWrapMode;
  98539. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  98540. /**
  98541. * Sets an array of texture to the webGL context
  98542. * @param channel defines the channel where the texture array must be set
  98543. * @param uniform defines the associated uniform location
  98544. * @param textures defines the array of textures to bind
  98545. */
  98546. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  98547. /** @hidden */
  98548. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  98549. private _setTextureParameterFloat;
  98550. private _setTextureParameterInteger;
  98551. /**
  98552. * Unbind all vertex attributes from the webGL context
  98553. */
  98554. unbindAllAttributes(): void;
  98555. /**
  98556. * 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
  98557. */
  98558. releaseEffects(): void;
  98559. /**
  98560. * Dispose and release all associated resources
  98561. */
  98562. dispose(): void;
  98563. /**
  98564. * Attach a new callback raised when context lost event is fired
  98565. * @param callback defines the callback to call
  98566. */
  98567. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98568. /**
  98569. * Attach a new callback raised when context restored event is fired
  98570. * @param callback defines the callback to call
  98571. */
  98572. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98573. /**
  98574. * Get the current error code of the webGL context
  98575. * @returns the error code
  98576. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  98577. */
  98578. getError(): number;
  98579. private _canRenderToFloatFramebuffer;
  98580. private _canRenderToHalfFloatFramebuffer;
  98581. private _canRenderToFramebuffer;
  98582. /** @hidden */
  98583. _getWebGLTextureType(type: number): number;
  98584. /** @hidden */
  98585. _getInternalFormat(format: number): number;
  98586. /** @hidden */
  98587. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  98588. /** @hidden */
  98589. _getRGBAMultiSampleBufferFormat(type: number): number;
  98590. /** @hidden */
  98591. _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;
  98592. /**
  98593. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  98594. * @returns true if the engine can be created
  98595. * @ignorenaming
  98596. */
  98597. static isSupported(): boolean;
  98598. /**
  98599. * Find the next highest power of two.
  98600. * @param x Number to start search from.
  98601. * @return Next highest power of two.
  98602. */
  98603. static CeilingPOT(x: number): number;
  98604. /**
  98605. * Find the next lowest power of two.
  98606. * @param x Number to start search from.
  98607. * @return Next lowest power of two.
  98608. */
  98609. static FloorPOT(x: number): number;
  98610. /**
  98611. * Find the nearest power of two.
  98612. * @param x Number to start search from.
  98613. * @return Next nearest power of two.
  98614. */
  98615. static NearestPOT(x: number): number;
  98616. /**
  98617. * Get the closest exponent of two
  98618. * @param value defines the value to approximate
  98619. * @param max defines the maximum value to return
  98620. * @param mode defines how to define the closest value
  98621. * @returns closest exponent of two of the given value
  98622. */
  98623. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  98624. /**
  98625. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  98626. * @param func - the function to be called
  98627. * @param requester - the object that will request the next frame. Falls back to window.
  98628. * @returns frame number
  98629. */
  98630. static QueueNewFrame(func: () => void, requester?: any): number;
  98631. }
  98632. }
  98633. declare module BABYLON {
  98634. /**
  98635. * Class representing spherical harmonics coefficients to the 3rd degree
  98636. */
  98637. export class SphericalHarmonics {
  98638. /**
  98639. * Defines whether or not the harmonics have been prescaled for rendering.
  98640. */
  98641. preScaled: boolean;
  98642. /**
  98643. * The l0,0 coefficients of the spherical harmonics
  98644. */
  98645. l00: Vector3;
  98646. /**
  98647. * The l1,-1 coefficients of the spherical harmonics
  98648. */
  98649. l1_1: Vector3;
  98650. /**
  98651. * The l1,0 coefficients of the spherical harmonics
  98652. */
  98653. l10: Vector3;
  98654. /**
  98655. * The l1,1 coefficients of the spherical harmonics
  98656. */
  98657. l11: Vector3;
  98658. /**
  98659. * The l2,-2 coefficients of the spherical harmonics
  98660. */
  98661. l2_2: Vector3;
  98662. /**
  98663. * The l2,-1 coefficients of the spherical harmonics
  98664. */
  98665. l2_1: Vector3;
  98666. /**
  98667. * The l2,0 coefficients of the spherical harmonics
  98668. */
  98669. l20: Vector3;
  98670. /**
  98671. * The l2,1 coefficients of the spherical harmonics
  98672. */
  98673. l21: Vector3;
  98674. /**
  98675. * The l2,2 coefficients of the spherical harmonics
  98676. */
  98677. l22: Vector3;
  98678. /**
  98679. * Adds a light to the spherical harmonics
  98680. * @param direction the direction of the light
  98681. * @param color the color of the light
  98682. * @param deltaSolidAngle the delta solid angle of the light
  98683. */
  98684. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  98685. /**
  98686. * Scales the spherical harmonics by the given amount
  98687. * @param scale the amount to scale
  98688. */
  98689. scaleInPlace(scale: number): void;
  98690. /**
  98691. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  98692. *
  98693. * ```
  98694. * E_lm = A_l * L_lm
  98695. * ```
  98696. *
  98697. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  98698. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  98699. * the scaling factors are given in equation 9.
  98700. */
  98701. convertIncidentRadianceToIrradiance(): void;
  98702. /**
  98703. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  98704. *
  98705. * ```
  98706. * L = (1/pi) * E * rho
  98707. * ```
  98708. *
  98709. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  98710. */
  98711. convertIrradianceToLambertianRadiance(): void;
  98712. /**
  98713. * Integrates the reconstruction coefficients directly in to the SH preventing further
  98714. * required operations at run time.
  98715. *
  98716. * This is simply done by scaling back the SH with Ylm constants parameter.
  98717. * The trigonometric part being applied by the shader at run time.
  98718. */
  98719. preScaleForRendering(): void;
  98720. /**
  98721. * Constructs a spherical harmonics from an array.
  98722. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  98723. * @returns the spherical harmonics
  98724. */
  98725. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  98726. /**
  98727. * Gets the spherical harmonics from polynomial
  98728. * @param polynomial the spherical polynomial
  98729. * @returns the spherical harmonics
  98730. */
  98731. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  98732. }
  98733. /**
  98734. * Class representing spherical polynomial coefficients to the 3rd degree
  98735. */
  98736. export class SphericalPolynomial {
  98737. private _harmonics;
  98738. /**
  98739. * The spherical harmonics used to create the polynomials.
  98740. */
  98741. readonly preScaledHarmonics: SphericalHarmonics;
  98742. /**
  98743. * The x coefficients of the spherical polynomial
  98744. */
  98745. x: Vector3;
  98746. /**
  98747. * The y coefficients of the spherical polynomial
  98748. */
  98749. y: Vector3;
  98750. /**
  98751. * The z coefficients of the spherical polynomial
  98752. */
  98753. z: Vector3;
  98754. /**
  98755. * The xx coefficients of the spherical polynomial
  98756. */
  98757. xx: Vector3;
  98758. /**
  98759. * The yy coefficients of the spherical polynomial
  98760. */
  98761. yy: Vector3;
  98762. /**
  98763. * The zz coefficients of the spherical polynomial
  98764. */
  98765. zz: Vector3;
  98766. /**
  98767. * The xy coefficients of the spherical polynomial
  98768. */
  98769. xy: Vector3;
  98770. /**
  98771. * The yz coefficients of the spherical polynomial
  98772. */
  98773. yz: Vector3;
  98774. /**
  98775. * The zx coefficients of the spherical polynomial
  98776. */
  98777. zx: Vector3;
  98778. /**
  98779. * Adds an ambient color to the spherical polynomial
  98780. * @param color the color to add
  98781. */
  98782. addAmbient(color: Color3): void;
  98783. /**
  98784. * Scales the spherical polynomial by the given amount
  98785. * @param scale the amount to scale
  98786. */
  98787. scaleInPlace(scale: number): void;
  98788. /**
  98789. * Gets the spherical polynomial from harmonics
  98790. * @param harmonics the spherical harmonics
  98791. * @returns the spherical polynomial
  98792. */
  98793. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  98794. /**
  98795. * Constructs a spherical polynomial from an array.
  98796. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  98797. * @returns the spherical polynomial
  98798. */
  98799. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  98800. }
  98801. }
  98802. declare module BABYLON {
  98803. /**
  98804. * Defines the source of the internal texture
  98805. */
  98806. export enum InternalTextureSource {
  98807. /**
  98808. * The source of the texture data is unknown
  98809. */
  98810. Unknown = 0,
  98811. /**
  98812. * Texture data comes from an URL
  98813. */
  98814. Url = 1,
  98815. /**
  98816. * Texture data is only used for temporary storage
  98817. */
  98818. Temp = 2,
  98819. /**
  98820. * Texture data comes from raw data (ArrayBuffer)
  98821. */
  98822. Raw = 3,
  98823. /**
  98824. * Texture content is dynamic (video or dynamic texture)
  98825. */
  98826. Dynamic = 4,
  98827. /**
  98828. * Texture content is generated by rendering to it
  98829. */
  98830. RenderTarget = 5,
  98831. /**
  98832. * Texture content is part of a multi render target process
  98833. */
  98834. MultiRenderTarget = 6,
  98835. /**
  98836. * Texture data comes from a cube data file
  98837. */
  98838. Cube = 7,
  98839. /**
  98840. * Texture data comes from a raw cube data
  98841. */
  98842. CubeRaw = 8,
  98843. /**
  98844. * Texture data come from a prefiltered cube data file
  98845. */
  98846. CubePrefiltered = 9,
  98847. /**
  98848. * Texture content is raw 3D data
  98849. */
  98850. Raw3D = 10,
  98851. /**
  98852. * Texture content is raw 2D array data
  98853. */
  98854. Raw2DArray = 11,
  98855. /**
  98856. * Texture content is a depth texture
  98857. */
  98858. Depth = 12,
  98859. /**
  98860. * Texture data comes from a raw cube data encoded with RGBD
  98861. */
  98862. CubeRawRGBD = 13
  98863. }
  98864. /**
  98865. * Class used to store data associated with WebGL texture data for the engine
  98866. * This class should not be used directly
  98867. */
  98868. export class InternalTexture {
  98869. /** @hidden */
  98870. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  98871. /**
  98872. * Defines if the texture is ready
  98873. */
  98874. isReady: boolean;
  98875. /**
  98876. * Defines if the texture is a cube texture
  98877. */
  98878. isCube: boolean;
  98879. /**
  98880. * Defines if the texture contains 3D data
  98881. */
  98882. is3D: boolean;
  98883. /**
  98884. * Defines if the texture contains 2D array data
  98885. */
  98886. is2DArray: boolean;
  98887. /**
  98888. * Defines if the texture contains multiview data
  98889. */
  98890. isMultiview: boolean;
  98891. /**
  98892. * Gets the URL used to load this texture
  98893. */
  98894. url: string;
  98895. /**
  98896. * Gets the sampling mode of the texture
  98897. */
  98898. samplingMode: number;
  98899. /**
  98900. * Gets a boolean indicating if the texture needs mipmaps generation
  98901. */
  98902. generateMipMaps: boolean;
  98903. /**
  98904. * Gets the number of samples used by the texture (WebGL2+ only)
  98905. */
  98906. samples: number;
  98907. /**
  98908. * Gets the type of the texture (int, float...)
  98909. */
  98910. type: number;
  98911. /**
  98912. * Gets the format of the texture (RGB, RGBA...)
  98913. */
  98914. format: number;
  98915. /**
  98916. * Observable called when the texture is loaded
  98917. */
  98918. onLoadedObservable: Observable<InternalTexture>;
  98919. /**
  98920. * Gets the width of the texture
  98921. */
  98922. width: number;
  98923. /**
  98924. * Gets the height of the texture
  98925. */
  98926. height: number;
  98927. /**
  98928. * Gets the depth of the texture
  98929. */
  98930. depth: number;
  98931. /**
  98932. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  98933. */
  98934. baseWidth: number;
  98935. /**
  98936. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  98937. */
  98938. baseHeight: number;
  98939. /**
  98940. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  98941. */
  98942. baseDepth: number;
  98943. /**
  98944. * Gets a boolean indicating if the texture is inverted on Y axis
  98945. */
  98946. invertY: boolean;
  98947. /** @hidden */
  98948. _invertVScale: boolean;
  98949. /** @hidden */
  98950. _associatedChannel: number;
  98951. /** @hidden */
  98952. _source: InternalTextureSource;
  98953. /** @hidden */
  98954. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  98955. /** @hidden */
  98956. _bufferView: Nullable<ArrayBufferView>;
  98957. /** @hidden */
  98958. _bufferViewArray: Nullable<ArrayBufferView[]>;
  98959. /** @hidden */
  98960. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  98961. /** @hidden */
  98962. _size: number;
  98963. /** @hidden */
  98964. _extension: string;
  98965. /** @hidden */
  98966. _files: Nullable<string[]>;
  98967. /** @hidden */
  98968. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98969. /** @hidden */
  98970. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98971. /** @hidden */
  98972. _framebuffer: Nullable<WebGLFramebuffer>;
  98973. /** @hidden */
  98974. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  98975. /** @hidden */
  98976. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  98977. /** @hidden */
  98978. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  98979. /** @hidden */
  98980. _attachments: Nullable<number[]>;
  98981. /** @hidden */
  98982. _cachedCoordinatesMode: Nullable<number>;
  98983. /** @hidden */
  98984. _cachedWrapU: Nullable<number>;
  98985. /** @hidden */
  98986. _cachedWrapV: Nullable<number>;
  98987. /** @hidden */
  98988. _cachedWrapR: Nullable<number>;
  98989. /** @hidden */
  98990. _cachedAnisotropicFilteringLevel: Nullable<number>;
  98991. /** @hidden */
  98992. _isDisabled: boolean;
  98993. /** @hidden */
  98994. _compression: Nullable<string>;
  98995. /** @hidden */
  98996. _generateStencilBuffer: boolean;
  98997. /** @hidden */
  98998. _generateDepthBuffer: boolean;
  98999. /** @hidden */
  99000. _comparisonFunction: number;
  99001. /** @hidden */
  99002. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  99003. /** @hidden */
  99004. _lodGenerationScale: number;
  99005. /** @hidden */
  99006. _lodGenerationOffset: number;
  99007. /** @hidden */
  99008. _colorTextureArray: Nullable<WebGLTexture>;
  99009. /** @hidden */
  99010. _depthStencilTextureArray: Nullable<WebGLTexture>;
  99011. /** @hidden */
  99012. _lodTextureHigh: Nullable<BaseTexture>;
  99013. /** @hidden */
  99014. _lodTextureMid: Nullable<BaseTexture>;
  99015. /** @hidden */
  99016. _lodTextureLow: Nullable<BaseTexture>;
  99017. /** @hidden */
  99018. _isRGBD: boolean;
  99019. /** @hidden */
  99020. _linearSpecularLOD: boolean;
  99021. /** @hidden */
  99022. _irradianceTexture: Nullable<BaseTexture>;
  99023. /** @hidden */
  99024. _webGLTexture: Nullable<WebGLTexture>;
  99025. /** @hidden */
  99026. _references: number;
  99027. private _engine;
  99028. /**
  99029. * Gets the Engine the texture belongs to.
  99030. * @returns The babylon engine
  99031. */
  99032. getEngine(): ThinEngine;
  99033. /**
  99034. * Gets the data source type of the texture
  99035. */
  99036. readonly source: InternalTextureSource;
  99037. /**
  99038. * Creates a new InternalTexture
  99039. * @param engine defines the engine to use
  99040. * @param source defines the type of data that will be used
  99041. * @param delayAllocation if the texture allocation should be delayed (default: false)
  99042. */
  99043. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  99044. /**
  99045. * Increments the number of references (ie. the number of Texture that point to it)
  99046. */
  99047. incrementReferences(): void;
  99048. /**
  99049. * Change the size of the texture (not the size of the content)
  99050. * @param width defines the new width
  99051. * @param height defines the new height
  99052. * @param depth defines the new depth (1 by default)
  99053. */
  99054. updateSize(width: int, height: int, depth?: int): void;
  99055. /** @hidden */
  99056. _rebuild(): void;
  99057. /** @hidden */
  99058. _swapAndDie(target: InternalTexture): void;
  99059. /**
  99060. * Dispose the current allocated resources
  99061. */
  99062. dispose(): void;
  99063. }
  99064. }
  99065. declare module BABYLON {
  99066. /**
  99067. * Class used to work with sound analyzer using fast fourier transform (FFT)
  99068. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99069. */
  99070. export class Analyser {
  99071. /**
  99072. * Gets or sets the smoothing
  99073. * @ignorenaming
  99074. */
  99075. SMOOTHING: number;
  99076. /**
  99077. * Gets or sets the FFT table size
  99078. * @ignorenaming
  99079. */
  99080. FFT_SIZE: number;
  99081. /**
  99082. * Gets or sets the bar graph amplitude
  99083. * @ignorenaming
  99084. */
  99085. BARGRAPHAMPLITUDE: number;
  99086. /**
  99087. * Gets or sets the position of the debug canvas
  99088. * @ignorenaming
  99089. */
  99090. DEBUGCANVASPOS: {
  99091. x: number;
  99092. y: number;
  99093. };
  99094. /**
  99095. * Gets or sets the debug canvas size
  99096. * @ignorenaming
  99097. */
  99098. DEBUGCANVASSIZE: {
  99099. width: number;
  99100. height: number;
  99101. };
  99102. private _byteFreqs;
  99103. private _byteTime;
  99104. private _floatFreqs;
  99105. private _webAudioAnalyser;
  99106. private _debugCanvas;
  99107. private _debugCanvasContext;
  99108. private _scene;
  99109. private _registerFunc;
  99110. private _audioEngine;
  99111. /**
  99112. * Creates a new analyser
  99113. * @param scene defines hosting scene
  99114. */
  99115. constructor(scene: Scene);
  99116. /**
  99117. * Get the number of data values you will have to play with for the visualization
  99118. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  99119. * @returns a number
  99120. */
  99121. getFrequencyBinCount(): number;
  99122. /**
  99123. * Gets the current frequency data as a byte array
  99124. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99125. * @returns a Uint8Array
  99126. */
  99127. getByteFrequencyData(): Uint8Array;
  99128. /**
  99129. * Gets the current waveform as a byte array
  99130. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  99131. * @returns a Uint8Array
  99132. */
  99133. getByteTimeDomainData(): Uint8Array;
  99134. /**
  99135. * Gets the current frequency data as a float array
  99136. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99137. * @returns a Float32Array
  99138. */
  99139. getFloatFrequencyData(): Float32Array;
  99140. /**
  99141. * Renders the debug canvas
  99142. */
  99143. drawDebugCanvas(): void;
  99144. /**
  99145. * Stops rendering the debug canvas and removes it
  99146. */
  99147. stopDebugCanvas(): void;
  99148. /**
  99149. * Connects two audio nodes
  99150. * @param inputAudioNode defines first node to connect
  99151. * @param outputAudioNode defines second node to connect
  99152. */
  99153. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  99154. /**
  99155. * Releases all associated resources
  99156. */
  99157. dispose(): void;
  99158. }
  99159. }
  99160. declare module BABYLON {
  99161. /**
  99162. * This represents an audio engine and it is responsible
  99163. * to play, synchronize and analyse sounds throughout the application.
  99164. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99165. */
  99166. export interface IAudioEngine extends IDisposable {
  99167. /**
  99168. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99169. */
  99170. readonly canUseWebAudio: boolean;
  99171. /**
  99172. * Gets the current AudioContext if available.
  99173. */
  99174. readonly audioContext: Nullable<AudioContext>;
  99175. /**
  99176. * The master gain node defines the global audio volume of your audio engine.
  99177. */
  99178. readonly masterGain: GainNode;
  99179. /**
  99180. * Gets whether or not mp3 are supported by your browser.
  99181. */
  99182. readonly isMP3supported: boolean;
  99183. /**
  99184. * Gets whether or not ogg are supported by your browser.
  99185. */
  99186. readonly isOGGsupported: boolean;
  99187. /**
  99188. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99189. * @ignoreNaming
  99190. */
  99191. WarnedWebAudioUnsupported: boolean;
  99192. /**
  99193. * Defines if the audio engine relies on a custom unlocked button.
  99194. * In this case, the embedded button will not be displayed.
  99195. */
  99196. useCustomUnlockedButton: boolean;
  99197. /**
  99198. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  99199. */
  99200. readonly unlocked: boolean;
  99201. /**
  99202. * Event raised when audio has been unlocked on the browser.
  99203. */
  99204. onAudioUnlockedObservable: Observable<AudioEngine>;
  99205. /**
  99206. * Event raised when audio has been locked on the browser.
  99207. */
  99208. onAudioLockedObservable: Observable<AudioEngine>;
  99209. /**
  99210. * Flags the audio engine in Locked state.
  99211. * This happens due to new browser policies preventing audio to autoplay.
  99212. */
  99213. lock(): void;
  99214. /**
  99215. * Unlocks the audio engine once a user action has been done on the dom.
  99216. * This is helpful to resume play once browser policies have been satisfied.
  99217. */
  99218. unlock(): void;
  99219. }
  99220. /**
  99221. * This represents the default audio engine used in babylon.
  99222. * It is responsible to play, synchronize and analyse sounds throughout the application.
  99223. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99224. */
  99225. export class AudioEngine implements IAudioEngine {
  99226. private _audioContext;
  99227. private _audioContextInitialized;
  99228. private _muteButton;
  99229. private _hostElement;
  99230. /**
  99231. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99232. */
  99233. canUseWebAudio: boolean;
  99234. /**
  99235. * The master gain node defines the global audio volume of your audio engine.
  99236. */
  99237. masterGain: GainNode;
  99238. /**
  99239. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99240. * @ignoreNaming
  99241. */
  99242. WarnedWebAudioUnsupported: boolean;
  99243. /**
  99244. * Gets whether or not mp3 are supported by your browser.
  99245. */
  99246. isMP3supported: boolean;
  99247. /**
  99248. * Gets whether or not ogg are supported by your browser.
  99249. */
  99250. isOGGsupported: boolean;
  99251. /**
  99252. * Gets whether audio has been unlocked on the device.
  99253. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  99254. * a user interaction has happened.
  99255. */
  99256. unlocked: boolean;
  99257. /**
  99258. * Defines if the audio engine relies on a custom unlocked button.
  99259. * In this case, the embedded button will not be displayed.
  99260. */
  99261. useCustomUnlockedButton: boolean;
  99262. /**
  99263. * Event raised when audio has been unlocked on the browser.
  99264. */
  99265. onAudioUnlockedObservable: Observable<AudioEngine>;
  99266. /**
  99267. * Event raised when audio has been locked on the browser.
  99268. */
  99269. onAudioLockedObservable: Observable<AudioEngine>;
  99270. /**
  99271. * Gets the current AudioContext if available.
  99272. */
  99273. readonly audioContext: Nullable<AudioContext>;
  99274. private _connectedAnalyser;
  99275. /**
  99276. * Instantiates a new audio engine.
  99277. *
  99278. * There should be only one per page as some browsers restrict the number
  99279. * of audio contexts you can create.
  99280. * @param hostElement defines the host element where to display the mute icon if necessary
  99281. */
  99282. constructor(hostElement?: Nullable<HTMLElement>);
  99283. /**
  99284. * Flags the audio engine in Locked state.
  99285. * This happens due to new browser policies preventing audio to autoplay.
  99286. */
  99287. lock(): void;
  99288. /**
  99289. * Unlocks the audio engine once a user action has been done on the dom.
  99290. * This is helpful to resume play once browser policies have been satisfied.
  99291. */
  99292. unlock(): void;
  99293. private _resumeAudioContext;
  99294. private _initializeAudioContext;
  99295. private _tryToRun;
  99296. private _triggerRunningState;
  99297. private _triggerSuspendedState;
  99298. private _displayMuteButton;
  99299. private _moveButtonToTopLeft;
  99300. private _onResize;
  99301. private _hideMuteButton;
  99302. /**
  99303. * Destroy and release the resources associated with the audio ccontext.
  99304. */
  99305. dispose(): void;
  99306. /**
  99307. * Gets the global volume sets on the master gain.
  99308. * @returns the global volume if set or -1 otherwise
  99309. */
  99310. getGlobalVolume(): number;
  99311. /**
  99312. * Sets the global volume of your experience (sets on the master gain).
  99313. * @param newVolume Defines the new global volume of the application
  99314. */
  99315. setGlobalVolume(newVolume: number): void;
  99316. /**
  99317. * Connect the audio engine to an audio analyser allowing some amazing
  99318. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99319. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99320. * @param analyser The analyser to connect to the engine
  99321. */
  99322. connectToAnalyser(analyser: Analyser): void;
  99323. }
  99324. }
  99325. declare module BABYLON {
  99326. /**
  99327. * Interface used to present a loading screen while loading a scene
  99328. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99329. */
  99330. export interface ILoadingScreen {
  99331. /**
  99332. * Function called to display the loading screen
  99333. */
  99334. displayLoadingUI: () => void;
  99335. /**
  99336. * Function called to hide the loading screen
  99337. */
  99338. hideLoadingUI: () => void;
  99339. /**
  99340. * Gets or sets the color to use for the background
  99341. */
  99342. loadingUIBackgroundColor: string;
  99343. /**
  99344. * Gets or sets the text to display while loading
  99345. */
  99346. loadingUIText: string;
  99347. }
  99348. /**
  99349. * Class used for the default loading screen
  99350. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99351. */
  99352. export class DefaultLoadingScreen implements ILoadingScreen {
  99353. private _renderingCanvas;
  99354. private _loadingText;
  99355. private _loadingDivBackgroundColor;
  99356. private _loadingDiv;
  99357. private _loadingTextDiv;
  99358. /** Gets or sets the logo url to use for the default loading screen */
  99359. static DefaultLogoUrl: string;
  99360. /** Gets or sets the spinner url to use for the default loading screen */
  99361. static DefaultSpinnerUrl: string;
  99362. /**
  99363. * Creates a new default loading screen
  99364. * @param _renderingCanvas defines the canvas used to render the scene
  99365. * @param _loadingText defines the default text to display
  99366. * @param _loadingDivBackgroundColor defines the default background color
  99367. */
  99368. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  99369. /**
  99370. * Function called to display the loading screen
  99371. */
  99372. displayLoadingUI(): void;
  99373. /**
  99374. * Function called to hide the loading screen
  99375. */
  99376. hideLoadingUI(): void;
  99377. /**
  99378. * Gets or sets the text to display while loading
  99379. */
  99380. loadingUIText: string;
  99381. /**
  99382. * Gets or sets the color to use for the background
  99383. */
  99384. loadingUIBackgroundColor: string;
  99385. private _resizeLoadingUI;
  99386. }
  99387. }
  99388. declare module BABYLON {
  99389. /**
  99390. * Interface for any object that can request an animation frame
  99391. */
  99392. export interface ICustomAnimationFrameRequester {
  99393. /**
  99394. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  99395. */
  99396. renderFunction?: Function;
  99397. /**
  99398. * Called to request the next frame to render to
  99399. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  99400. */
  99401. requestAnimationFrame: Function;
  99402. /**
  99403. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  99404. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  99405. */
  99406. requestID?: number;
  99407. }
  99408. }
  99409. declare module BABYLON {
  99410. /**
  99411. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  99412. */
  99413. export class PerformanceMonitor {
  99414. private _enabled;
  99415. private _rollingFrameTime;
  99416. private _lastFrameTimeMs;
  99417. /**
  99418. * constructor
  99419. * @param frameSampleSize The number of samples required to saturate the sliding window
  99420. */
  99421. constructor(frameSampleSize?: number);
  99422. /**
  99423. * Samples current frame
  99424. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  99425. */
  99426. sampleFrame(timeMs?: number): void;
  99427. /**
  99428. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99429. */
  99430. readonly averageFrameTime: number;
  99431. /**
  99432. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99433. */
  99434. readonly averageFrameTimeVariance: number;
  99435. /**
  99436. * Returns the frame time of the most recent frame
  99437. */
  99438. readonly instantaneousFrameTime: number;
  99439. /**
  99440. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  99441. */
  99442. readonly averageFPS: number;
  99443. /**
  99444. * Returns the average framerate in frames per second using the most recent frame time
  99445. */
  99446. readonly instantaneousFPS: number;
  99447. /**
  99448. * Returns true if enough samples have been taken to completely fill the sliding window
  99449. */
  99450. readonly isSaturated: boolean;
  99451. /**
  99452. * Enables contributions to the sliding window sample set
  99453. */
  99454. enable(): void;
  99455. /**
  99456. * Disables contributions to the sliding window sample set
  99457. * Samples will not be interpolated over the disabled period
  99458. */
  99459. disable(): void;
  99460. /**
  99461. * Returns true if sampling is enabled
  99462. */
  99463. readonly isEnabled: boolean;
  99464. /**
  99465. * Resets performance monitor
  99466. */
  99467. reset(): void;
  99468. }
  99469. /**
  99470. * RollingAverage
  99471. *
  99472. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  99473. */
  99474. export class RollingAverage {
  99475. /**
  99476. * Current average
  99477. */
  99478. average: number;
  99479. /**
  99480. * Current variance
  99481. */
  99482. variance: number;
  99483. protected _samples: Array<number>;
  99484. protected _sampleCount: number;
  99485. protected _pos: number;
  99486. protected _m2: number;
  99487. /**
  99488. * constructor
  99489. * @param length The number of samples required to saturate the sliding window
  99490. */
  99491. constructor(length: number);
  99492. /**
  99493. * Adds a sample to the sample set
  99494. * @param v The sample value
  99495. */
  99496. add(v: number): void;
  99497. /**
  99498. * Returns previously added values or null if outside of history or outside the sliding window domain
  99499. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  99500. * @return Value previously recorded with add() or null if outside of range
  99501. */
  99502. history(i: number): number;
  99503. /**
  99504. * Returns true if enough samples have been taken to completely fill the sliding window
  99505. * @return true if sample-set saturated
  99506. */
  99507. isSaturated(): boolean;
  99508. /**
  99509. * Resets the rolling average (equivalent to 0 samples taken so far)
  99510. */
  99511. reset(): void;
  99512. /**
  99513. * Wraps a value around the sample range boundaries
  99514. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  99515. * @return Wrapped position in sample range
  99516. */
  99517. protected _wrapPosition(i: number): number;
  99518. }
  99519. }
  99520. declare module BABYLON {
  99521. /**
  99522. * This class is used to track a performance counter which is number based.
  99523. * The user has access to many properties which give statistics of different nature.
  99524. *
  99525. * The implementer can track two kinds of Performance Counter: time and count.
  99526. * 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.
  99527. * 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.
  99528. */
  99529. export class PerfCounter {
  99530. /**
  99531. * Gets or sets a global boolean to turn on and off all the counters
  99532. */
  99533. static Enabled: boolean;
  99534. /**
  99535. * Returns the smallest value ever
  99536. */
  99537. readonly min: number;
  99538. /**
  99539. * Returns the biggest value ever
  99540. */
  99541. readonly max: number;
  99542. /**
  99543. * Returns the average value since the performance counter is running
  99544. */
  99545. readonly average: number;
  99546. /**
  99547. * Returns the average value of the last second the counter was monitored
  99548. */
  99549. readonly lastSecAverage: number;
  99550. /**
  99551. * Returns the current value
  99552. */
  99553. readonly current: number;
  99554. /**
  99555. * Gets the accumulated total
  99556. */
  99557. readonly total: number;
  99558. /**
  99559. * Gets the total value count
  99560. */
  99561. readonly count: number;
  99562. /**
  99563. * Creates a new counter
  99564. */
  99565. constructor();
  99566. /**
  99567. * Call this method to start monitoring a new frame.
  99568. * 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.
  99569. */
  99570. fetchNewFrame(): void;
  99571. /**
  99572. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  99573. * @param newCount the count value to add to the monitored count
  99574. * @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.
  99575. */
  99576. addCount(newCount: number, fetchResult: boolean): void;
  99577. /**
  99578. * Start monitoring this performance counter
  99579. */
  99580. beginMonitoring(): void;
  99581. /**
  99582. * Compute the time lapsed since the previous beginMonitoring() call.
  99583. * @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
  99584. */
  99585. endMonitoring(newFrame?: boolean): void;
  99586. private _fetchResult;
  99587. private _startMonitoringTime;
  99588. private _min;
  99589. private _max;
  99590. private _average;
  99591. private _current;
  99592. private _totalValueCount;
  99593. private _totalAccumulated;
  99594. private _lastSecAverage;
  99595. private _lastSecAccumulated;
  99596. private _lastSecTime;
  99597. private _lastSecValueCount;
  99598. }
  99599. }
  99600. declare module BABYLON {
  99601. /**
  99602. * Defines the interface used by display changed events
  99603. */
  99604. export interface IDisplayChangedEventArgs {
  99605. /** Gets the vrDisplay object (if any) */
  99606. vrDisplay: Nullable<any>;
  99607. /** Gets a boolean indicating if webVR is supported */
  99608. vrSupported: boolean;
  99609. }
  99610. /**
  99611. * Defines the interface used by objects containing a viewport (like a camera)
  99612. */
  99613. interface IViewportOwnerLike {
  99614. /**
  99615. * Gets or sets the viewport
  99616. */
  99617. viewport: IViewportLike;
  99618. }
  99619. /**
  99620. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  99621. */
  99622. export class Engine extends ThinEngine {
  99623. /** Defines that alpha blending is disabled */
  99624. static readonly ALPHA_DISABLE: number;
  99625. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  99626. static readonly ALPHA_ADD: number;
  99627. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  99628. static readonly ALPHA_COMBINE: number;
  99629. /** Defines that alpha blending to DEST - SRC * DEST */
  99630. static readonly ALPHA_SUBTRACT: number;
  99631. /** Defines that alpha blending to SRC * DEST */
  99632. static readonly ALPHA_MULTIPLY: number;
  99633. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  99634. static readonly ALPHA_MAXIMIZED: number;
  99635. /** Defines that alpha blending to SRC + DEST */
  99636. static readonly ALPHA_ONEONE: number;
  99637. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  99638. static readonly ALPHA_PREMULTIPLIED: number;
  99639. /**
  99640. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  99641. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  99642. */
  99643. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  99644. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  99645. static readonly ALPHA_INTERPOLATE: number;
  99646. /**
  99647. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  99648. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  99649. */
  99650. static readonly ALPHA_SCREENMODE: number;
  99651. /** Defines that the ressource is not delayed*/
  99652. static readonly DELAYLOADSTATE_NONE: number;
  99653. /** Defines that the ressource was successfully delay loaded */
  99654. static readonly DELAYLOADSTATE_LOADED: number;
  99655. /** Defines that the ressource is currently delay loading */
  99656. static readonly DELAYLOADSTATE_LOADING: number;
  99657. /** Defines that the ressource is delayed and has not started loading */
  99658. static readonly DELAYLOADSTATE_NOTLOADED: number;
  99659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  99660. static readonly NEVER: number;
  99661. /** 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 */
  99662. static readonly ALWAYS: number;
  99663. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  99664. static readonly LESS: number;
  99665. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  99666. static readonly EQUAL: number;
  99667. /** 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 */
  99668. static readonly LEQUAL: number;
  99669. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  99670. static readonly GREATER: number;
  99671. /** 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 */
  99672. static readonly GEQUAL: number;
  99673. /** 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 */
  99674. static readonly NOTEQUAL: number;
  99675. /** Passed to stencilOperation to specify that stencil value must be kept */
  99676. static readonly KEEP: number;
  99677. /** Passed to stencilOperation to specify that stencil value must be replaced */
  99678. static readonly REPLACE: number;
  99679. /** Passed to stencilOperation to specify that stencil value must be incremented */
  99680. static readonly INCR: number;
  99681. /** Passed to stencilOperation to specify that stencil value must be decremented */
  99682. static readonly DECR: number;
  99683. /** Passed to stencilOperation to specify that stencil value must be inverted */
  99684. static readonly INVERT: number;
  99685. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  99686. static readonly INCR_WRAP: number;
  99687. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  99688. static readonly DECR_WRAP: number;
  99689. /** Texture is not repeating outside of 0..1 UVs */
  99690. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  99691. /** Texture is repeating outside of 0..1 UVs */
  99692. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  99693. /** Texture is repeating and mirrored */
  99694. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  99695. /** ALPHA */
  99696. static readonly TEXTUREFORMAT_ALPHA: number;
  99697. /** LUMINANCE */
  99698. static readonly TEXTUREFORMAT_LUMINANCE: number;
  99699. /** LUMINANCE_ALPHA */
  99700. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  99701. /** RGB */
  99702. static readonly TEXTUREFORMAT_RGB: number;
  99703. /** RGBA */
  99704. static readonly TEXTUREFORMAT_RGBA: number;
  99705. /** RED */
  99706. static readonly TEXTUREFORMAT_RED: number;
  99707. /** RED (2nd reference) */
  99708. static readonly TEXTUREFORMAT_R: number;
  99709. /** RG */
  99710. static readonly TEXTUREFORMAT_RG: number;
  99711. /** RED_INTEGER */
  99712. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  99713. /** RED_INTEGER (2nd reference) */
  99714. static readonly TEXTUREFORMAT_R_INTEGER: number;
  99715. /** RG_INTEGER */
  99716. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  99717. /** RGB_INTEGER */
  99718. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  99719. /** RGBA_INTEGER */
  99720. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  99721. /** UNSIGNED_BYTE */
  99722. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  99723. /** UNSIGNED_BYTE (2nd reference) */
  99724. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  99725. /** FLOAT */
  99726. static readonly TEXTURETYPE_FLOAT: number;
  99727. /** HALF_FLOAT */
  99728. static readonly TEXTURETYPE_HALF_FLOAT: number;
  99729. /** BYTE */
  99730. static readonly TEXTURETYPE_BYTE: number;
  99731. /** SHORT */
  99732. static readonly TEXTURETYPE_SHORT: number;
  99733. /** UNSIGNED_SHORT */
  99734. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  99735. /** INT */
  99736. static readonly TEXTURETYPE_INT: number;
  99737. /** UNSIGNED_INT */
  99738. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  99739. /** UNSIGNED_SHORT_4_4_4_4 */
  99740. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  99741. /** UNSIGNED_SHORT_5_5_5_1 */
  99742. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  99743. /** UNSIGNED_SHORT_5_6_5 */
  99744. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  99745. /** UNSIGNED_INT_2_10_10_10_REV */
  99746. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  99747. /** UNSIGNED_INT_24_8 */
  99748. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  99749. /** UNSIGNED_INT_10F_11F_11F_REV */
  99750. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  99751. /** UNSIGNED_INT_5_9_9_9_REV */
  99752. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  99753. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  99754. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  99755. /** nearest is mag = nearest and min = nearest and mip = linear */
  99756. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  99757. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99758. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  99759. /** Trilinear is mag = linear and min = linear and mip = linear */
  99760. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  99761. /** nearest is mag = nearest and min = nearest and mip = linear */
  99762. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  99763. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99764. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  99765. /** Trilinear is mag = linear and min = linear and mip = linear */
  99766. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  99767. /** mag = nearest and min = nearest and mip = nearest */
  99768. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  99769. /** mag = nearest and min = linear and mip = nearest */
  99770. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  99771. /** mag = nearest and min = linear and mip = linear */
  99772. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  99773. /** mag = nearest and min = linear and mip = none */
  99774. static readonly TEXTURE_NEAREST_LINEAR: number;
  99775. /** mag = nearest and min = nearest and mip = none */
  99776. static readonly TEXTURE_NEAREST_NEAREST: number;
  99777. /** mag = linear and min = nearest and mip = nearest */
  99778. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  99779. /** mag = linear and min = nearest and mip = linear */
  99780. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  99781. /** mag = linear and min = linear and mip = none */
  99782. static readonly TEXTURE_LINEAR_LINEAR: number;
  99783. /** mag = linear and min = nearest and mip = none */
  99784. static readonly TEXTURE_LINEAR_NEAREST: number;
  99785. /** Explicit coordinates mode */
  99786. static readonly TEXTURE_EXPLICIT_MODE: number;
  99787. /** Spherical coordinates mode */
  99788. static readonly TEXTURE_SPHERICAL_MODE: number;
  99789. /** Planar coordinates mode */
  99790. static readonly TEXTURE_PLANAR_MODE: number;
  99791. /** Cubic coordinates mode */
  99792. static readonly TEXTURE_CUBIC_MODE: number;
  99793. /** Projection coordinates mode */
  99794. static readonly TEXTURE_PROJECTION_MODE: number;
  99795. /** Skybox coordinates mode */
  99796. static readonly TEXTURE_SKYBOX_MODE: number;
  99797. /** Inverse Cubic coordinates mode */
  99798. static readonly TEXTURE_INVCUBIC_MODE: number;
  99799. /** Equirectangular coordinates mode */
  99800. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  99801. /** Equirectangular Fixed coordinates mode */
  99802. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  99803. /** Equirectangular Fixed Mirrored coordinates mode */
  99804. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  99805. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  99806. static readonly SCALEMODE_FLOOR: number;
  99807. /** Defines that texture rescaling will look for the nearest power of 2 size */
  99808. static readonly SCALEMODE_NEAREST: number;
  99809. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  99810. static readonly SCALEMODE_CEILING: number;
  99811. /**
  99812. * Returns the current npm package of the sdk
  99813. */
  99814. static readonly NpmPackage: string;
  99815. /**
  99816. * Returns the current version of the framework
  99817. */
  99818. static readonly Version: string;
  99819. /** Gets the list of created engines */
  99820. static readonly Instances: Engine[];
  99821. /**
  99822. * Gets the latest created engine
  99823. */
  99824. static readonly LastCreatedEngine: Nullable<Engine>;
  99825. /**
  99826. * Gets the latest created scene
  99827. */
  99828. static readonly LastCreatedScene: Nullable<Scene>;
  99829. /**
  99830. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  99831. * @param flag defines which part of the materials must be marked as dirty
  99832. * @param predicate defines a predicate used to filter which materials should be affected
  99833. */
  99834. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99835. /**
  99836. * Method called to create the default loading screen.
  99837. * This can be overriden in your own app.
  99838. * @param canvas The rendering canvas element
  99839. * @returns The loading screen
  99840. */
  99841. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  99842. /**
  99843. * Method called to create the default rescale post process on each engine.
  99844. */
  99845. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  99846. /**
  99847. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  99848. **/
  99849. enableOfflineSupport: boolean;
  99850. /**
  99851. * 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)
  99852. **/
  99853. disableManifestCheck: boolean;
  99854. /**
  99855. * Gets the list of created scenes
  99856. */
  99857. scenes: Scene[];
  99858. /**
  99859. * Event raised when a new scene is created
  99860. */
  99861. onNewSceneAddedObservable: Observable<Scene>;
  99862. /**
  99863. * Gets the list of created postprocesses
  99864. */
  99865. postProcesses: PostProcess[];
  99866. /**
  99867. * Gets a boolean indicating if the pointer is currently locked
  99868. */
  99869. isPointerLock: boolean;
  99870. /**
  99871. * Observable event triggered each time the rendering canvas is resized
  99872. */
  99873. onResizeObservable: Observable<Engine>;
  99874. /**
  99875. * Observable event triggered each time the canvas loses focus
  99876. */
  99877. onCanvasBlurObservable: Observable<Engine>;
  99878. /**
  99879. * Observable event triggered each time the canvas gains focus
  99880. */
  99881. onCanvasFocusObservable: Observable<Engine>;
  99882. /**
  99883. * Observable event triggered each time the canvas receives pointerout event
  99884. */
  99885. onCanvasPointerOutObservable: Observable<PointerEvent>;
  99886. /**
  99887. * Observable raised when the engine begins a new frame
  99888. */
  99889. onBeginFrameObservable: Observable<Engine>;
  99890. /**
  99891. * If set, will be used to request the next animation frame for the render loop
  99892. */
  99893. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  99894. /**
  99895. * Observable raised when the engine ends the current frame
  99896. */
  99897. onEndFrameObservable: Observable<Engine>;
  99898. /**
  99899. * Observable raised when the engine is about to compile a shader
  99900. */
  99901. onBeforeShaderCompilationObservable: Observable<Engine>;
  99902. /**
  99903. * Observable raised when the engine has jsut compiled a shader
  99904. */
  99905. onAfterShaderCompilationObservable: Observable<Engine>;
  99906. /**
  99907. * Gets the audio engine
  99908. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99909. * @ignorenaming
  99910. */
  99911. static audioEngine: IAudioEngine;
  99912. /**
  99913. * Default AudioEngine factory responsible of creating the Audio Engine.
  99914. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  99915. */
  99916. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  99917. /**
  99918. * Default offline support factory responsible of creating a tool used to store data locally.
  99919. * By default, this will create a Database object if the workload has been embedded.
  99920. */
  99921. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  99922. private _loadingScreen;
  99923. private _pointerLockRequested;
  99924. private _dummyFramebuffer;
  99925. private _rescalePostProcess;
  99926. /** @hidden */
  99927. protected _alphaMode: number;
  99928. /** @hidden */
  99929. protected _alphaEquation: number;
  99930. private _deterministicLockstep;
  99931. private _lockstepMaxSteps;
  99932. protected readonly _supportsHardwareTextureRescaling: boolean;
  99933. private _fps;
  99934. private _deltaTime;
  99935. /** @hidden */
  99936. _drawCalls: PerfCounter;
  99937. /**
  99938. * Turn this value on if you want to pause FPS computation when in background
  99939. */
  99940. disablePerformanceMonitorInBackground: boolean;
  99941. private _performanceMonitor;
  99942. /**
  99943. * Gets the performance monitor attached to this engine
  99944. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  99945. */
  99946. readonly performanceMonitor: PerformanceMonitor;
  99947. private _onFocus;
  99948. private _onBlur;
  99949. private _onCanvasPointerOut;
  99950. private _onCanvasBlur;
  99951. private _onCanvasFocus;
  99952. private _onFullscreenChange;
  99953. private _onPointerLockChange;
  99954. /**
  99955. * Gets the HTML element used to attach event listeners
  99956. * @returns a HTML element
  99957. */
  99958. getInputElement(): Nullable<HTMLElement>;
  99959. /**
  99960. * Creates a new engine
  99961. * @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
  99962. * @param antialias defines enable antialiasing (default: false)
  99963. * @param options defines further options to be sent to the getContext() function
  99964. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  99965. */
  99966. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  99967. /**
  99968. * Gets current aspect ratio
  99969. * @param viewportOwner defines the camera to use to get the aspect ratio
  99970. * @param useScreen defines if screen size must be used (or the current render target if any)
  99971. * @returns a number defining the aspect ratio
  99972. */
  99973. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  99974. /**
  99975. * Gets current screen aspect ratio
  99976. * @returns a number defining the aspect ratio
  99977. */
  99978. getScreenAspectRatio(): number;
  99979. /**
  99980. * Gets host document
  99981. * @returns the host document object
  99982. */
  99983. getHostDocument(): Document;
  99984. /**
  99985. * Gets the client rect of the HTML canvas attached with the current webGL context
  99986. * @returns a client rectanglee
  99987. */
  99988. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  99989. /**
  99990. * Gets the client rect of the HTML element used for events
  99991. * @returns a client rectanglee
  99992. */
  99993. getInputElementClientRect(): Nullable<ClientRect>;
  99994. /**
  99995. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  99996. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99997. * @returns true if engine is in deterministic lock step mode
  99998. */
  99999. isDeterministicLockStep(): boolean;
  100000. /**
  100001. * Gets the max steps when engine is running in deterministic lock step
  100002. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100003. * @returns the max steps
  100004. */
  100005. getLockstepMaxSteps(): number;
  100006. /**
  100007. * Force the mipmap generation for the given render target texture
  100008. * @param texture defines the render target texture to use
  100009. */
  100010. generateMipMapsForCubemap(texture: InternalTexture): void;
  100011. /** States */
  100012. /**
  100013. * Set various states to the webGL context
  100014. * @param culling defines backface culling state
  100015. * @param zOffset defines the value to apply to zOffset (0 by default)
  100016. * @param force defines if states must be applied even if cache is up to date
  100017. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  100018. */
  100019. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  100020. /**
  100021. * Set the z offset to apply to current rendering
  100022. * @param value defines the offset to apply
  100023. */
  100024. setZOffset(value: number): void;
  100025. /**
  100026. * Gets the current value of the zOffset
  100027. * @returns the current zOffset state
  100028. */
  100029. getZOffset(): number;
  100030. /**
  100031. * Enable or disable depth buffering
  100032. * @param enable defines the state to set
  100033. */
  100034. setDepthBuffer(enable: boolean): void;
  100035. /**
  100036. * Gets a boolean indicating if depth writing is enabled
  100037. * @returns the current depth writing state
  100038. */
  100039. getDepthWrite(): boolean;
  100040. /**
  100041. * Enable or disable depth writing
  100042. * @param enable defines the state to set
  100043. */
  100044. setDepthWrite(enable: boolean): void;
  100045. /**
  100046. * Enable or disable color writing
  100047. * @param enable defines the state to set
  100048. */
  100049. setColorWrite(enable: boolean): void;
  100050. /**
  100051. * Gets a boolean indicating if color writing is enabled
  100052. * @returns the current color writing state
  100053. */
  100054. getColorWrite(): boolean;
  100055. /**
  100056. * Sets alpha constants used by some alpha blending modes
  100057. * @param r defines the red component
  100058. * @param g defines the green component
  100059. * @param b defines the blue component
  100060. * @param a defines the alpha component
  100061. */
  100062. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  100063. /**
  100064. * Sets the current alpha mode
  100065. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  100066. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  100067. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100068. */
  100069. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  100070. /**
  100071. * Gets the current alpha mode
  100072. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100073. * @returns the current alpha mode
  100074. */
  100075. getAlphaMode(): number;
  100076. /**
  100077. * Sets the current alpha equation
  100078. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  100079. */
  100080. setAlphaEquation(equation: number): void;
  100081. /**
  100082. * Gets the current alpha equation.
  100083. * @returns the current alpha equation
  100084. */
  100085. getAlphaEquation(): number;
  100086. /**
  100087. * Gets a boolean indicating if stencil buffer is enabled
  100088. * @returns the current stencil buffer state
  100089. */
  100090. getStencilBuffer(): boolean;
  100091. /**
  100092. * Enable or disable the stencil buffer
  100093. * @param enable defines if the stencil buffer must be enabled or disabled
  100094. */
  100095. setStencilBuffer(enable: boolean): void;
  100096. /**
  100097. * Gets the current stencil mask
  100098. * @returns a number defining the new stencil mask to use
  100099. */
  100100. getStencilMask(): number;
  100101. /**
  100102. * Sets the current stencil mask
  100103. * @param mask defines the new stencil mask to use
  100104. */
  100105. setStencilMask(mask: number): void;
  100106. /**
  100107. * Gets the current stencil function
  100108. * @returns a number defining the stencil function to use
  100109. */
  100110. getStencilFunction(): number;
  100111. /**
  100112. * Gets the current stencil reference value
  100113. * @returns a number defining the stencil reference value to use
  100114. */
  100115. getStencilFunctionReference(): number;
  100116. /**
  100117. * Gets the current stencil mask
  100118. * @returns a number defining the stencil mask to use
  100119. */
  100120. getStencilFunctionMask(): number;
  100121. /**
  100122. * Sets the current stencil function
  100123. * @param stencilFunc defines the new stencil function to use
  100124. */
  100125. setStencilFunction(stencilFunc: number): void;
  100126. /**
  100127. * Sets the current stencil reference
  100128. * @param reference defines the new stencil reference to use
  100129. */
  100130. setStencilFunctionReference(reference: number): void;
  100131. /**
  100132. * Sets the current stencil mask
  100133. * @param mask defines the new stencil mask to use
  100134. */
  100135. setStencilFunctionMask(mask: number): void;
  100136. /**
  100137. * Gets the current stencil operation when stencil fails
  100138. * @returns a number defining stencil operation to use when stencil fails
  100139. */
  100140. getStencilOperationFail(): number;
  100141. /**
  100142. * Gets the current stencil operation when depth fails
  100143. * @returns a number defining stencil operation to use when depth fails
  100144. */
  100145. getStencilOperationDepthFail(): number;
  100146. /**
  100147. * Gets the current stencil operation when stencil passes
  100148. * @returns a number defining stencil operation to use when stencil passes
  100149. */
  100150. getStencilOperationPass(): number;
  100151. /**
  100152. * Sets the stencil operation to use when stencil fails
  100153. * @param operation defines the stencil operation to use when stencil fails
  100154. */
  100155. setStencilOperationFail(operation: number): void;
  100156. /**
  100157. * Sets the stencil operation to use when depth fails
  100158. * @param operation defines the stencil operation to use when depth fails
  100159. */
  100160. setStencilOperationDepthFail(operation: number): void;
  100161. /**
  100162. * Sets the stencil operation to use when stencil passes
  100163. * @param operation defines the stencil operation to use when stencil passes
  100164. */
  100165. setStencilOperationPass(operation: number): void;
  100166. /**
  100167. * Sets a boolean indicating if the dithering state is enabled or disabled
  100168. * @param value defines the dithering state
  100169. */
  100170. setDitheringState(value: boolean): void;
  100171. /**
  100172. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  100173. * @param value defines the rasterizer state
  100174. */
  100175. setRasterizerState(value: boolean): void;
  100176. /**
  100177. * Gets the current depth function
  100178. * @returns a number defining the depth function
  100179. */
  100180. getDepthFunction(): Nullable<number>;
  100181. /**
  100182. * Sets the current depth function
  100183. * @param depthFunc defines the function to use
  100184. */
  100185. setDepthFunction(depthFunc: number): void;
  100186. /**
  100187. * Sets the current depth function to GREATER
  100188. */
  100189. setDepthFunctionToGreater(): void;
  100190. /**
  100191. * Sets the current depth function to GEQUAL
  100192. */
  100193. setDepthFunctionToGreaterOrEqual(): void;
  100194. /**
  100195. * Sets the current depth function to LESS
  100196. */
  100197. setDepthFunctionToLess(): void;
  100198. /**
  100199. * Sets the current depth function to LEQUAL
  100200. */
  100201. setDepthFunctionToLessOrEqual(): void;
  100202. private _cachedStencilBuffer;
  100203. private _cachedStencilFunction;
  100204. private _cachedStencilMask;
  100205. private _cachedStencilOperationPass;
  100206. private _cachedStencilOperationFail;
  100207. private _cachedStencilOperationDepthFail;
  100208. private _cachedStencilReference;
  100209. /**
  100210. * Caches the the state of the stencil buffer
  100211. */
  100212. cacheStencilState(): void;
  100213. /**
  100214. * Restores the state of the stencil buffer
  100215. */
  100216. restoreStencilState(): void;
  100217. /**
  100218. * Directly set the WebGL Viewport
  100219. * @param x defines the x coordinate of the viewport (in screen space)
  100220. * @param y defines the y coordinate of the viewport (in screen space)
  100221. * @param width defines the width of the viewport (in screen space)
  100222. * @param height defines the height of the viewport (in screen space)
  100223. * @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
  100224. */
  100225. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  100226. /**
  100227. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  100228. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100229. * @param y defines the y-coordinate of the corner of the clear rectangle
  100230. * @param width defines the width of the clear rectangle
  100231. * @param height defines the height of the clear rectangle
  100232. * @param clearColor defines the clear color
  100233. */
  100234. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  100235. /**
  100236. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  100237. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100238. * @param y defines the y-coordinate of the corner of the clear rectangle
  100239. * @param width defines the width of the clear rectangle
  100240. * @param height defines the height of the clear rectangle
  100241. */
  100242. enableScissor(x: number, y: number, width: number, height: number): void;
  100243. /**
  100244. * Disable previously set scissor test rectangle
  100245. */
  100246. disableScissor(): void;
  100247. protected _reportDrawCall(): void;
  100248. /**
  100249. * Initializes a webVR display and starts listening to display change events
  100250. * The onVRDisplayChangedObservable will be notified upon these changes
  100251. * @returns The onVRDisplayChangedObservable
  100252. */
  100253. initWebVR(): Observable<IDisplayChangedEventArgs>;
  100254. /** @hidden */
  100255. _prepareVRComponent(): void;
  100256. /** @hidden */
  100257. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  100258. /** @hidden */
  100259. _submitVRFrame(): void;
  100260. /**
  100261. * Call this function to leave webVR mode
  100262. * Will do nothing if webVR is not supported or if there is no webVR device
  100263. * @see http://doc.babylonjs.com/how_to/webvr_camera
  100264. */
  100265. disableVR(): void;
  100266. /**
  100267. * Gets a boolean indicating that the system is in VR mode and is presenting
  100268. * @returns true if VR mode is engaged
  100269. */
  100270. isVRPresenting(): boolean;
  100271. /** @hidden */
  100272. _requestVRFrame(): void;
  100273. /** @hidden */
  100274. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100275. /**
  100276. * Gets the source code of the vertex shader associated with a specific webGL program
  100277. * @param program defines the program to use
  100278. * @returns a string containing the source code of the vertex shader associated with the program
  100279. */
  100280. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  100281. /**
  100282. * Gets the source code of the fragment shader associated with a specific webGL program
  100283. * @param program defines the program to use
  100284. * @returns a string containing the source code of the fragment shader associated with the program
  100285. */
  100286. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  100287. /**
  100288. * Reads pixels from the current frame buffer. Please note that this function can be slow
  100289. * @param x defines the x coordinate of the rectangle where pixels must be read
  100290. * @param y defines the y coordinate of the rectangle where pixels must be read
  100291. * @param width defines the width of the rectangle where pixels must be read
  100292. * @param height defines the height of the rectangle where pixels must be read
  100293. * @returns a Uint8Array containing RGBA colors
  100294. */
  100295. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  100296. /**
  100297. * Sets a depth stencil texture from a render target to the according uniform.
  100298. * @param channel The texture channel
  100299. * @param uniform The uniform to set
  100300. * @param texture The render target texture containing the depth stencil texture to apply
  100301. */
  100302. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  100303. /**
  100304. * Sets a texture to the webGL context from a postprocess
  100305. * @param channel defines the channel to use
  100306. * @param postProcess defines the source postprocess
  100307. */
  100308. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  100309. /**
  100310. * Binds the output of the passed in post process to the texture channel specified
  100311. * @param channel The channel the texture should be bound to
  100312. * @param postProcess The post process which's output should be bound
  100313. */
  100314. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  100315. /** @hidden */
  100316. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  100317. protected _rebuildBuffers(): void;
  100318. /** @hidden */
  100319. _renderFrame(): void;
  100320. _renderLoop(): void;
  100321. /** @hidden */
  100322. _renderViews(): boolean;
  100323. /**
  100324. * Toggle full screen mode
  100325. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100326. */
  100327. switchFullscreen(requestPointerLock: boolean): void;
  100328. /**
  100329. * Enters full screen mode
  100330. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100331. */
  100332. enterFullscreen(requestPointerLock: boolean): void;
  100333. /**
  100334. * Exits full screen mode
  100335. */
  100336. exitFullscreen(): void;
  100337. /**
  100338. * Enters Pointerlock mode
  100339. */
  100340. enterPointerlock(): void;
  100341. /**
  100342. * Exits Pointerlock mode
  100343. */
  100344. exitPointerlock(): void;
  100345. /**
  100346. * Begin a new frame
  100347. */
  100348. beginFrame(): void;
  100349. /**
  100350. * Enf the current frame
  100351. */
  100352. endFrame(): void;
  100353. resize(): void;
  100354. /**
  100355. * Set the compressed texture format to use, based on the formats you have, and the formats
  100356. * supported by the hardware / browser.
  100357. *
  100358. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  100359. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  100360. * to API arguments needed to compressed textures. This puts the burden on the container
  100361. * generator to house the arcane code for determining these for current & future formats.
  100362. *
  100363. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100364. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100365. *
  100366. * Note: The result of this call is not taken into account when a texture is base64.
  100367. *
  100368. * @param formatsAvailable defines the list of those format families you have created
  100369. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  100370. *
  100371. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  100372. * @returns The extension selected.
  100373. */
  100374. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  100375. /**
  100376. * Force a specific size of the canvas
  100377. * @param width defines the new canvas' width
  100378. * @param height defines the new canvas' height
  100379. */
  100380. setSize(width: number, height: number): void;
  100381. /**
  100382. * Updates a dynamic vertex buffer.
  100383. * @param vertexBuffer the vertex buffer to update
  100384. * @param data the data used to update the vertex buffer
  100385. * @param byteOffset the byte offset of the data
  100386. * @param byteLength the byte length of the data
  100387. */
  100388. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  100389. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  100390. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100391. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100392. _releaseTexture(texture: InternalTexture): void;
  100393. /**
  100394. * @hidden
  100395. * Rescales a texture
  100396. * @param source input texutre
  100397. * @param destination destination texture
  100398. * @param scene scene to use to render the resize
  100399. * @param internalFormat format to use when resizing
  100400. * @param onComplete callback to be called when resize has completed
  100401. */
  100402. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  100403. /**
  100404. * Gets the current framerate
  100405. * @returns a number representing the framerate
  100406. */
  100407. getFps(): number;
  100408. /**
  100409. * Gets the time spent between current and previous frame
  100410. * @returns a number representing the delta time in ms
  100411. */
  100412. getDeltaTime(): number;
  100413. private _measureFps;
  100414. /** @hidden */
  100415. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  100416. /**
  100417. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  100418. * @param renderTarget The render target to set the frame buffer for
  100419. */
  100420. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  100421. /**
  100422. * Update a dynamic index buffer
  100423. * @param indexBuffer defines the target index buffer
  100424. * @param indices defines the data to update
  100425. * @param offset defines the offset in the target index buffer where update should start
  100426. */
  100427. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  100428. /**
  100429. * Updates the sample count of a render target texture
  100430. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  100431. * @param texture defines the texture to update
  100432. * @param samples defines the sample count to set
  100433. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  100434. */
  100435. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  100436. /**
  100437. * Updates a depth texture Comparison Mode and Function.
  100438. * If the comparison Function is equal to 0, the mode will be set to none.
  100439. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  100440. * @param texture The texture to set the comparison function for
  100441. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  100442. */
  100443. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  100444. /**
  100445. * Creates a webGL buffer to use with instanciation
  100446. * @param capacity defines the size of the buffer
  100447. * @returns the webGL buffer
  100448. */
  100449. createInstancesBuffer(capacity: number): DataBuffer;
  100450. /**
  100451. * Delete a webGL buffer used with instanciation
  100452. * @param buffer defines the webGL buffer to delete
  100453. */
  100454. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  100455. /** @hidden */
  100456. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  100457. dispose(): void;
  100458. private _disableTouchAction;
  100459. /**
  100460. * Display the loading screen
  100461. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100462. */
  100463. displayLoadingUI(): void;
  100464. /**
  100465. * Hide the loading screen
  100466. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100467. */
  100468. hideLoadingUI(): void;
  100469. /**
  100470. * Gets the current loading screen object
  100471. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100472. */
  100473. /**
  100474. * Sets the current loading screen object
  100475. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100476. */
  100477. loadingScreen: ILoadingScreen;
  100478. /**
  100479. * Sets the current loading screen text
  100480. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100481. */
  100482. loadingUIText: string;
  100483. /**
  100484. * Sets the current loading screen background color
  100485. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100486. */
  100487. loadingUIBackgroundColor: string;
  100488. /** Pointerlock and fullscreen */
  100489. /**
  100490. * Ask the browser to promote the current element to pointerlock mode
  100491. * @param element defines the DOM element to promote
  100492. */
  100493. static _RequestPointerlock(element: HTMLElement): void;
  100494. /**
  100495. * Asks the browser to exit pointerlock mode
  100496. */
  100497. static _ExitPointerlock(): void;
  100498. /**
  100499. * Ask the browser to promote the current element to fullscreen rendering mode
  100500. * @param element defines the DOM element to promote
  100501. */
  100502. static _RequestFullscreen(element: HTMLElement): void;
  100503. /**
  100504. * Asks the browser to exit fullscreen mode
  100505. */
  100506. static _ExitFullscreen(): void;
  100507. }
  100508. }
  100509. declare module BABYLON {
  100510. /**
  100511. * The engine store class is responsible to hold all the instances of Engine and Scene created
  100512. * during the life time of the application.
  100513. */
  100514. export class EngineStore {
  100515. /** Gets the list of created engines */
  100516. static Instances: Engine[];
  100517. /** @hidden */
  100518. static _LastCreatedScene: Nullable<Scene>;
  100519. /**
  100520. * Gets the latest created engine
  100521. */
  100522. static readonly LastCreatedEngine: Nullable<Engine>;
  100523. /**
  100524. * Gets the latest created scene
  100525. */
  100526. static readonly LastCreatedScene: Nullable<Scene>;
  100527. /**
  100528. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100529. * @ignorenaming
  100530. */
  100531. static UseFallbackTexture: boolean;
  100532. /**
  100533. * Texture content used if a texture cannot loaded
  100534. * @ignorenaming
  100535. */
  100536. static FallbackTexture: string;
  100537. }
  100538. }
  100539. declare module BABYLON {
  100540. /**
  100541. * Helper class that provides a small promise polyfill
  100542. */
  100543. export class PromisePolyfill {
  100544. /**
  100545. * Static function used to check if the polyfill is required
  100546. * If this is the case then the function will inject the polyfill to window.Promise
  100547. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  100548. */
  100549. static Apply(force?: boolean): void;
  100550. }
  100551. }
  100552. declare module BABYLON {
  100553. /**
  100554. * Interface for screenshot methods with describe argument called `size` as object with options
  100555. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  100556. */
  100557. export interface IScreenshotSize {
  100558. /**
  100559. * number in pixels for canvas height
  100560. */
  100561. height?: number;
  100562. /**
  100563. * multiplier allowing render at a higher or lower resolution
  100564. * If value is defined then height and width will be ignored and taken from camera
  100565. */
  100566. precision?: number;
  100567. /**
  100568. * number in pixels for canvas width
  100569. */
  100570. width?: number;
  100571. }
  100572. }
  100573. declare module BABYLON {
  100574. interface IColor4Like {
  100575. r: float;
  100576. g: float;
  100577. b: float;
  100578. a: float;
  100579. }
  100580. /**
  100581. * Class containing a set of static utilities functions
  100582. */
  100583. export class Tools {
  100584. /**
  100585. * Gets or sets the base URL to use to load assets
  100586. */
  100587. static BaseUrl: string;
  100588. /**
  100589. * Enable/Disable Custom HTTP Request Headers globally.
  100590. * default = false
  100591. * @see CustomRequestHeaders
  100592. */
  100593. static UseCustomRequestHeaders: boolean;
  100594. /**
  100595. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  100596. * i.e. when loading files, where the server/service expects an Authorization header
  100597. */
  100598. static CustomRequestHeaders: {
  100599. [key: string]: string;
  100600. };
  100601. /**
  100602. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  100603. */
  100604. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  100605. /**
  100606. * Default behaviour for cors in the application.
  100607. * It can be a string if the expected behavior is identical in the entire app.
  100608. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  100609. */
  100610. static CorsBehavior: string | ((url: string | string[]) => string);
  100611. /**
  100612. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100613. * @ignorenaming
  100614. */
  100615. static UseFallbackTexture: boolean;
  100616. /**
  100617. * Use this object to register external classes like custom textures or material
  100618. * to allow the laoders to instantiate them
  100619. */
  100620. static RegisteredExternalClasses: {
  100621. [key: string]: Object;
  100622. };
  100623. /**
  100624. * Texture content used if a texture cannot loaded
  100625. * @ignorenaming
  100626. */
  100627. static fallbackTexture: string;
  100628. /**
  100629. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  100630. * @param u defines the coordinate on X axis
  100631. * @param v defines the coordinate on Y axis
  100632. * @param width defines the width of the source data
  100633. * @param height defines the height of the source data
  100634. * @param pixels defines the source byte array
  100635. * @param color defines the output color
  100636. */
  100637. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  100638. /**
  100639. * Interpolates between a and b via alpha
  100640. * @param a The lower value (returned when alpha = 0)
  100641. * @param b The upper value (returned when alpha = 1)
  100642. * @param alpha The interpolation-factor
  100643. * @return The mixed value
  100644. */
  100645. static Mix(a: number, b: number, alpha: number): number;
  100646. /**
  100647. * Tries to instantiate a new object from a given class name
  100648. * @param className defines the class name to instantiate
  100649. * @returns the new object or null if the system was not able to do the instantiation
  100650. */
  100651. static Instantiate(className: string): any;
  100652. /**
  100653. * Provides a slice function that will work even on IE
  100654. * @param data defines the array to slice
  100655. * @param start defines the start of the data (optional)
  100656. * @param end defines the end of the data (optional)
  100657. * @returns the new sliced array
  100658. */
  100659. static Slice<T>(data: T, start?: number, end?: number): T;
  100660. /**
  100661. * Polyfill for setImmediate
  100662. * @param action defines the action to execute after the current execution block
  100663. */
  100664. static SetImmediate(action: () => void): void;
  100665. /**
  100666. * Function indicating if a number is an exponent of 2
  100667. * @param value defines the value to test
  100668. * @returns true if the value is an exponent of 2
  100669. */
  100670. static IsExponentOfTwo(value: number): boolean;
  100671. private static _tmpFloatArray;
  100672. /**
  100673. * Returns the nearest 32-bit single precision float representation of a Number
  100674. * @param value A Number. If the parameter is of a different type, it will get converted
  100675. * to a number or to NaN if it cannot be converted
  100676. * @returns number
  100677. */
  100678. static FloatRound(value: number): number;
  100679. /**
  100680. * Extracts the filename from a path
  100681. * @param path defines the path to use
  100682. * @returns the filename
  100683. */
  100684. static GetFilename(path: string): string;
  100685. /**
  100686. * Extracts the "folder" part of a path (everything before the filename).
  100687. * @param uri The URI to extract the info from
  100688. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  100689. * @returns The "folder" part of the path
  100690. */
  100691. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  100692. /**
  100693. * Extracts text content from a DOM element hierarchy
  100694. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  100695. */
  100696. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  100697. /**
  100698. * Convert an angle in radians to degrees
  100699. * @param angle defines the angle to convert
  100700. * @returns the angle in degrees
  100701. */
  100702. static ToDegrees(angle: number): number;
  100703. /**
  100704. * Convert an angle in degrees to radians
  100705. * @param angle defines the angle to convert
  100706. * @returns the angle in radians
  100707. */
  100708. static ToRadians(angle: number): number;
  100709. /**
  100710. * Returns an array if obj is not an array
  100711. * @param obj defines the object to evaluate as an array
  100712. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  100713. * @returns either obj directly if obj is an array or a new array containing obj
  100714. */
  100715. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  100716. /**
  100717. * Gets the pointer prefix to use
  100718. * @returns "pointer" if touch is enabled. Else returns "mouse"
  100719. */
  100720. static GetPointerPrefix(): string;
  100721. /**
  100722. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  100723. * @param url define the url we are trying
  100724. * @param element define the dom element where to configure the cors policy
  100725. */
  100726. static SetCorsBehavior(url: string | string[], element: {
  100727. crossOrigin: string | null;
  100728. }): void;
  100729. /**
  100730. * Removes unwanted characters from an url
  100731. * @param url defines the url to clean
  100732. * @returns the cleaned url
  100733. */
  100734. static CleanUrl(url: string): string;
  100735. /**
  100736. * Gets or sets a function used to pre-process url before using them to load assets
  100737. */
  100738. static PreprocessUrl: (url: string) => string;
  100739. /**
  100740. * Loads an image as an HTMLImageElement.
  100741. * @param input url string, ArrayBuffer, or Blob to load
  100742. * @param onLoad callback called when the image successfully loads
  100743. * @param onError callback called when the image fails to load
  100744. * @param offlineProvider offline provider for caching
  100745. * @param mimeType optional mime type
  100746. * @returns the HTMLImageElement of the loaded image
  100747. */
  100748. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  100749. /**
  100750. * Loads a file from a url
  100751. * @param url url string, ArrayBuffer, or Blob to load
  100752. * @param onSuccess callback called when the file successfully loads
  100753. * @param onProgress callback called while file is loading (if the server supports this mode)
  100754. * @param offlineProvider defines the offline provider for caching
  100755. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  100756. * @param onError callback called when the file fails to load
  100757. * @returns a file request object
  100758. */
  100759. 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;
  100760. /**
  100761. * Loads a file from a url
  100762. * @param url the file url to load
  100763. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  100764. */
  100765. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  100766. /**
  100767. * Load a script (identified by an url). When the url returns, the
  100768. * content of this file is added into a new script element, attached to the DOM (body element)
  100769. * @param scriptUrl defines the url of the script to laod
  100770. * @param onSuccess defines the callback called when the script is loaded
  100771. * @param onError defines the callback to call if an error occurs
  100772. * @param scriptId defines the id of the script element
  100773. */
  100774. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  100775. /**
  100776. * Load an asynchronous script (identified by an url). When the url returns, the
  100777. * content of this file is added into a new script element, attached to the DOM (body element)
  100778. * @param scriptUrl defines the url of the script to laod
  100779. * @param scriptId defines the id of the script element
  100780. * @returns a promise request object
  100781. */
  100782. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  100783. /**
  100784. * Loads a file from a blob
  100785. * @param fileToLoad defines the blob to use
  100786. * @param callback defines the callback to call when data is loaded
  100787. * @param progressCallback defines the callback to call during loading process
  100788. * @returns a file request object
  100789. */
  100790. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  100791. /**
  100792. * Reads a file from a File object
  100793. * @param file defines the file to load
  100794. * @param onSuccess defines the callback to call when data is loaded
  100795. * @param onProgress defines the callback to call during loading process
  100796. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  100797. * @param onError defines the callback to call when an error occurs
  100798. * @returns a file request object
  100799. */
  100800. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  100801. /**
  100802. * Creates a data url from a given string content
  100803. * @param content defines the content to convert
  100804. * @returns the new data url link
  100805. */
  100806. static FileAsURL(content: string): string;
  100807. /**
  100808. * Format the given number to a specific decimal format
  100809. * @param value defines the number to format
  100810. * @param decimals defines the number of decimals to use
  100811. * @returns the formatted string
  100812. */
  100813. static Format(value: number, decimals?: number): string;
  100814. /**
  100815. * Tries to copy an object by duplicating every property
  100816. * @param source defines the source object
  100817. * @param destination defines the target object
  100818. * @param doNotCopyList defines a list of properties to avoid
  100819. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  100820. */
  100821. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  100822. /**
  100823. * Gets a boolean indicating if the given object has no own property
  100824. * @param obj defines the object to test
  100825. * @returns true if object has no own property
  100826. */
  100827. static IsEmpty(obj: any): boolean;
  100828. /**
  100829. * Function used to register events at window level
  100830. * @param windowElement defines the Window object to use
  100831. * @param events defines the events to register
  100832. */
  100833. static RegisterTopRootEvents(windowElement: Window, events: {
  100834. name: string;
  100835. handler: Nullable<(e: FocusEvent) => any>;
  100836. }[]): void;
  100837. /**
  100838. * Function used to unregister events from window level
  100839. * @param windowElement defines the Window object to use
  100840. * @param events defines the events to unregister
  100841. */
  100842. static UnregisterTopRootEvents(windowElement: Window, events: {
  100843. name: string;
  100844. handler: Nullable<(e: FocusEvent) => any>;
  100845. }[]): void;
  100846. /**
  100847. * @ignore
  100848. */
  100849. static _ScreenshotCanvas: HTMLCanvasElement;
  100850. /**
  100851. * Dumps the current bound framebuffer
  100852. * @param width defines the rendering width
  100853. * @param height defines the rendering height
  100854. * @param engine defines the hosting engine
  100855. * @param successCallback defines the callback triggered once the data are available
  100856. * @param mimeType defines the mime type of the result
  100857. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  100858. */
  100859. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100860. /**
  100861. * Converts the canvas data to blob.
  100862. * This acts as a polyfill for browsers not supporting the to blob function.
  100863. * @param canvas Defines the canvas to extract the data from
  100864. * @param successCallback Defines the callback triggered once the data are available
  100865. * @param mimeType Defines the mime type of the result
  100866. */
  100867. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  100868. /**
  100869. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  100870. * @param successCallback defines the callback triggered once the data are available
  100871. * @param mimeType defines the mime type of the result
  100872. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  100873. */
  100874. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100875. /**
  100876. * Downloads a blob in the browser
  100877. * @param blob defines the blob to download
  100878. * @param fileName defines the name of the downloaded file
  100879. */
  100880. static Download(blob: Blob, fileName: string): void;
  100881. /**
  100882. * Captures a screenshot of the current rendering
  100883. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100884. * @param engine defines the rendering engine
  100885. * @param camera defines the source camera
  100886. * @param size This parameter can be set to a single number or to an object with the
  100887. * following (optional) properties: precision, width, height. If a single number is passed,
  100888. * it will be used for both width and height. If an object is passed, the screenshot size
  100889. * will be derived from the parameters. The precision property is a multiplier allowing
  100890. * rendering at a higher or lower resolution
  100891. * @param successCallback defines the callback receives a single parameter which contains the
  100892. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100893. * src parameter of an <img> to display it
  100894. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100895. * Check your browser for supported MIME types
  100896. */
  100897. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  100898. /**
  100899. * Captures a screenshot of the current rendering
  100900. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100901. * @param engine defines the rendering engine
  100902. * @param camera defines the source camera
  100903. * @param size This parameter can be set to a single number or to an object with the
  100904. * following (optional) properties: precision, width, height. If a single number is passed,
  100905. * it will be used for both width and height. If an object is passed, the screenshot size
  100906. * will be derived from the parameters. The precision property is a multiplier allowing
  100907. * rendering at a higher or lower resolution
  100908. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100909. * Check your browser for supported MIME types
  100910. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100911. * to the src parameter of an <img> to display it
  100912. */
  100913. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  100914. /**
  100915. * Generates an image screenshot from the specified camera.
  100916. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100917. * @param engine The engine to use for rendering
  100918. * @param camera The camera to use for rendering
  100919. * @param size This parameter can be set to a single number or to an object with the
  100920. * following (optional) properties: precision, width, height. If a single number is passed,
  100921. * it will be used for both width and height. If an object is passed, the screenshot size
  100922. * will be derived from the parameters. The precision property is a multiplier allowing
  100923. * rendering at a higher or lower resolution
  100924. * @param successCallback The callback receives a single parameter which contains the
  100925. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100926. * src parameter of an <img> to display it
  100927. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100928. * Check your browser for supported MIME types
  100929. * @param samples Texture samples (default: 1)
  100930. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100931. * @param fileName A name for for the downloaded file.
  100932. */
  100933. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  100934. /**
  100935. * Generates an image screenshot from the specified camera.
  100936. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100937. * @param engine The engine to use for rendering
  100938. * @param camera The camera to use for rendering
  100939. * @param size This parameter can be set to a single number or to an object with the
  100940. * following (optional) properties: precision, width, height. If a single number is passed,
  100941. * it will be used for both width and height. If an object is passed, the screenshot size
  100942. * will be derived from the parameters. The precision property is a multiplier allowing
  100943. * rendering at a higher or lower resolution
  100944. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100945. * Check your browser for supported MIME types
  100946. * @param samples Texture samples (default: 1)
  100947. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100948. * @param fileName A name for for the downloaded file.
  100949. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100950. * to the src parameter of an <img> to display it
  100951. */
  100952. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  100953. /**
  100954. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  100955. * Be aware Math.random() could cause collisions, but:
  100956. * "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"
  100957. * @returns a pseudo random id
  100958. */
  100959. static RandomId(): string;
  100960. /**
  100961. * Test if the given uri is a base64 string
  100962. * @param uri The uri to test
  100963. * @return True if the uri is a base64 string or false otherwise
  100964. */
  100965. static IsBase64(uri: string): boolean;
  100966. /**
  100967. * Decode the given base64 uri.
  100968. * @param uri The uri to decode
  100969. * @return The decoded base64 data.
  100970. */
  100971. static DecodeBase64(uri: string): ArrayBuffer;
  100972. /**
  100973. * Gets the absolute url.
  100974. * @param url the input url
  100975. * @return the absolute url
  100976. */
  100977. static GetAbsoluteUrl(url: string): string;
  100978. /**
  100979. * No log
  100980. */
  100981. static readonly NoneLogLevel: number;
  100982. /**
  100983. * Only message logs
  100984. */
  100985. static readonly MessageLogLevel: number;
  100986. /**
  100987. * Only warning logs
  100988. */
  100989. static readonly WarningLogLevel: number;
  100990. /**
  100991. * Only error logs
  100992. */
  100993. static readonly ErrorLogLevel: number;
  100994. /**
  100995. * All logs
  100996. */
  100997. static readonly AllLogLevel: number;
  100998. /**
  100999. * Gets a value indicating the number of loading errors
  101000. * @ignorenaming
  101001. */
  101002. static readonly errorsCount: number;
  101003. /**
  101004. * Callback called when a new log is added
  101005. */
  101006. static OnNewCacheEntry: (entry: string) => void;
  101007. /**
  101008. * Log a message to the console
  101009. * @param message defines the message to log
  101010. */
  101011. static Log(message: string): void;
  101012. /**
  101013. * Write a warning message to the console
  101014. * @param message defines the message to log
  101015. */
  101016. static Warn(message: string): void;
  101017. /**
  101018. * Write an error message to the console
  101019. * @param message defines the message to log
  101020. */
  101021. static Error(message: string): void;
  101022. /**
  101023. * Gets current log cache (list of logs)
  101024. */
  101025. static readonly LogCache: string;
  101026. /**
  101027. * Clears the log cache
  101028. */
  101029. static ClearLogCache(): void;
  101030. /**
  101031. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  101032. */
  101033. static LogLevels: number;
  101034. /**
  101035. * Checks if the window object exists
  101036. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  101037. */
  101038. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  101039. /**
  101040. * No performance log
  101041. */
  101042. static readonly PerformanceNoneLogLevel: number;
  101043. /**
  101044. * Use user marks to log performance
  101045. */
  101046. static readonly PerformanceUserMarkLogLevel: number;
  101047. /**
  101048. * Log performance to the console
  101049. */
  101050. static readonly PerformanceConsoleLogLevel: number;
  101051. private static _performance;
  101052. /**
  101053. * Sets the current performance log level
  101054. */
  101055. static PerformanceLogLevel: number;
  101056. private static _StartPerformanceCounterDisabled;
  101057. private static _EndPerformanceCounterDisabled;
  101058. private static _StartUserMark;
  101059. private static _EndUserMark;
  101060. private static _StartPerformanceConsole;
  101061. private static _EndPerformanceConsole;
  101062. /**
  101063. * Starts a performance counter
  101064. */
  101065. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101066. /**
  101067. * Ends a specific performance coutner
  101068. */
  101069. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101070. /**
  101071. * Gets either window.performance.now() if supported or Date.now() else
  101072. */
  101073. static readonly Now: number;
  101074. /**
  101075. * This method will return the name of the class used to create the instance of the given object.
  101076. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  101077. * @param object the object to get the class name from
  101078. * @param isType defines if the object is actually a type
  101079. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  101080. */
  101081. static GetClassName(object: any, isType?: boolean): string;
  101082. /**
  101083. * Gets the first element of an array satisfying a given predicate
  101084. * @param array defines the array to browse
  101085. * @param predicate defines the predicate to use
  101086. * @returns null if not found or the element
  101087. */
  101088. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  101089. /**
  101090. * This method will return the name of the full name of the class, including its owning module (if any).
  101091. * 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).
  101092. * @param object the object to get the class name from
  101093. * @param isType defines if the object is actually a type
  101094. * @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.
  101095. * @ignorenaming
  101096. */
  101097. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  101098. /**
  101099. * Returns a promise that resolves after the given amount of time.
  101100. * @param delay Number of milliseconds to delay
  101101. * @returns Promise that resolves after the given amount of time
  101102. */
  101103. static DelayAsync(delay: number): Promise<void>;
  101104. }
  101105. /**
  101106. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  101107. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  101108. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  101109. * @param name The name of the class, case should be preserved
  101110. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  101111. */
  101112. export function className(name: string, module?: string): (target: Object) => void;
  101113. /**
  101114. * An implementation of a loop for asynchronous functions.
  101115. */
  101116. export class AsyncLoop {
  101117. /**
  101118. * Defines the number of iterations for the loop
  101119. */
  101120. iterations: number;
  101121. /**
  101122. * Defines the current index of the loop.
  101123. */
  101124. index: number;
  101125. private _done;
  101126. private _fn;
  101127. private _successCallback;
  101128. /**
  101129. * Constructor.
  101130. * @param iterations the number of iterations.
  101131. * @param func the function to run each iteration
  101132. * @param successCallback the callback that will be called upon succesful execution
  101133. * @param offset starting offset.
  101134. */
  101135. constructor(
  101136. /**
  101137. * Defines the number of iterations for the loop
  101138. */
  101139. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  101140. /**
  101141. * Execute the next iteration. Must be called after the last iteration was finished.
  101142. */
  101143. executeNext(): void;
  101144. /**
  101145. * Break the loop and run the success callback.
  101146. */
  101147. breakLoop(): void;
  101148. /**
  101149. * Create and run an async loop.
  101150. * @param iterations the number of iterations.
  101151. * @param fn the function to run each iteration
  101152. * @param successCallback the callback that will be called upon succesful execution
  101153. * @param offset starting offset.
  101154. * @returns the created async loop object
  101155. */
  101156. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  101157. /**
  101158. * A for-loop that will run a given number of iterations synchronous and the rest async.
  101159. * @param iterations total number of iterations
  101160. * @param syncedIterations number of synchronous iterations in each async iteration.
  101161. * @param fn the function to call each iteration.
  101162. * @param callback a success call back that will be called when iterating stops.
  101163. * @param breakFunction a break condition (optional)
  101164. * @param timeout timeout settings for the setTimeout function. default - 0.
  101165. * @returns the created async loop object
  101166. */
  101167. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  101168. }
  101169. }
  101170. declare module BABYLON {
  101171. /**
  101172. * This class implement a typical dictionary using a string as key and the generic type T as value.
  101173. * The underlying implementation relies on an associative array to ensure the best performances.
  101174. * The value can be anything including 'null' but except 'undefined'
  101175. */
  101176. export class StringDictionary<T> {
  101177. /**
  101178. * This will clear this dictionary and copy the content from the 'source' one.
  101179. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  101180. * @param source the dictionary to take the content from and copy to this dictionary
  101181. */
  101182. copyFrom(source: StringDictionary<T>): void;
  101183. /**
  101184. * Get a value based from its key
  101185. * @param key the given key to get the matching value from
  101186. * @return the value if found, otherwise undefined is returned
  101187. */
  101188. get(key: string): T | undefined;
  101189. /**
  101190. * Get a value from its key or add it if it doesn't exist.
  101191. * This method will ensure you that a given key/data will be present in the dictionary.
  101192. * @param key the given key to get the matching value from
  101193. * @param factory the factory that will create the value if the key is not present in the dictionary.
  101194. * The factory will only be invoked if there's no data for the given key.
  101195. * @return the value corresponding to the key.
  101196. */
  101197. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  101198. /**
  101199. * Get a value from its key if present in the dictionary otherwise add it
  101200. * @param key the key to get the value from
  101201. * @param val if there's no such key/value pair in the dictionary add it with this value
  101202. * @return the value corresponding to the key
  101203. */
  101204. getOrAdd(key: string, val: T): T;
  101205. /**
  101206. * Check if there's a given key in the dictionary
  101207. * @param key the key to check for
  101208. * @return true if the key is present, false otherwise
  101209. */
  101210. contains(key: string): boolean;
  101211. /**
  101212. * Add a new key and its corresponding value
  101213. * @param key the key to add
  101214. * @param value the value corresponding to the key
  101215. * @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
  101216. */
  101217. add(key: string, value: T): boolean;
  101218. /**
  101219. * Update a specific value associated to a key
  101220. * @param key defines the key to use
  101221. * @param value defines the value to store
  101222. * @returns true if the value was updated (or false if the key was not found)
  101223. */
  101224. set(key: string, value: T): boolean;
  101225. /**
  101226. * Get the element of the given key and remove it from the dictionary
  101227. * @param key defines the key to search
  101228. * @returns the value associated with the key or null if not found
  101229. */
  101230. getAndRemove(key: string): Nullable<T>;
  101231. /**
  101232. * Remove a key/value from the dictionary.
  101233. * @param key the key to remove
  101234. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  101235. */
  101236. remove(key: string): boolean;
  101237. /**
  101238. * Clear the whole content of the dictionary
  101239. */
  101240. clear(): void;
  101241. /**
  101242. * Gets the current count
  101243. */
  101244. readonly count: number;
  101245. /**
  101246. * Execute a callback on each key/val of the dictionary.
  101247. * Note that you can remove any element in this dictionary in the callback implementation
  101248. * @param callback the callback to execute on a given key/value pair
  101249. */
  101250. forEach(callback: (key: string, val: T) => void): void;
  101251. /**
  101252. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  101253. * If the callback returns null or undefined the method will iterate to the next key/value pair
  101254. * Note that you can remove any element in this dictionary in the callback implementation
  101255. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  101256. * @returns the first item
  101257. */
  101258. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  101259. private _count;
  101260. private _data;
  101261. }
  101262. }
  101263. declare module BABYLON {
  101264. /** @hidden */
  101265. export interface ICollisionCoordinator {
  101266. createCollider(): Collider;
  101267. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101268. init(scene: Scene): void;
  101269. }
  101270. /** @hidden */
  101271. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  101272. private _scene;
  101273. private _scaledPosition;
  101274. private _scaledVelocity;
  101275. private _finalPosition;
  101276. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101277. createCollider(): Collider;
  101278. init(scene: Scene): void;
  101279. private _collideWithWorld;
  101280. }
  101281. }
  101282. declare module BABYLON {
  101283. /**
  101284. * Class used to manage all inputs for the scene.
  101285. */
  101286. export class InputManager {
  101287. /** The distance in pixel that you have to move to prevent some events */
  101288. static DragMovementThreshold: number;
  101289. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  101290. static LongPressDelay: number;
  101291. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  101292. static DoubleClickDelay: number;
  101293. /** If you need to check double click without raising a single click at first click, enable this flag */
  101294. static ExclusiveDoubleClickMode: boolean;
  101295. private _wheelEventName;
  101296. private _onPointerMove;
  101297. private _onPointerDown;
  101298. private _onPointerUp;
  101299. private _initClickEvent;
  101300. private _initActionManager;
  101301. private _delayedSimpleClick;
  101302. private _delayedSimpleClickTimeout;
  101303. private _previousDelayedSimpleClickTimeout;
  101304. private _meshPickProceed;
  101305. private _previousButtonPressed;
  101306. private _currentPickResult;
  101307. private _previousPickResult;
  101308. private _totalPointersPressed;
  101309. private _doubleClickOccured;
  101310. private _pointerOverMesh;
  101311. private _pickedDownMesh;
  101312. private _pickedUpMesh;
  101313. private _pointerX;
  101314. private _pointerY;
  101315. private _unTranslatedPointerX;
  101316. private _unTranslatedPointerY;
  101317. private _startingPointerPosition;
  101318. private _previousStartingPointerPosition;
  101319. private _startingPointerTime;
  101320. private _previousStartingPointerTime;
  101321. private _pointerCaptures;
  101322. private _onKeyDown;
  101323. private _onKeyUp;
  101324. private _onCanvasFocusObserver;
  101325. private _onCanvasBlurObserver;
  101326. private _scene;
  101327. /**
  101328. * Creates a new InputManager
  101329. * @param scene defines the hosting scene
  101330. */
  101331. constructor(scene: Scene);
  101332. /**
  101333. * Gets the mesh that is currently under the pointer
  101334. */
  101335. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101336. /**
  101337. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  101338. */
  101339. readonly unTranslatedPointer: Vector2;
  101340. /**
  101341. * Gets or sets the current on-screen X position of the pointer
  101342. */
  101343. pointerX: number;
  101344. /**
  101345. * Gets or sets the current on-screen Y position of the pointer
  101346. */
  101347. pointerY: number;
  101348. private _updatePointerPosition;
  101349. private _processPointerMove;
  101350. private _setRayOnPointerInfo;
  101351. private _checkPrePointerObservable;
  101352. /**
  101353. * Use this method to simulate a pointer move on a mesh
  101354. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101355. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101356. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101357. */
  101358. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101359. /**
  101360. * Use this method to simulate a pointer down on a mesh
  101361. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101362. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101363. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101364. */
  101365. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101366. private _processPointerDown;
  101367. /** @hidden */
  101368. _isPointerSwiping(): boolean;
  101369. /**
  101370. * Use this method to simulate a pointer up on a mesh
  101371. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101372. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101373. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101374. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101375. */
  101376. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  101377. private _processPointerUp;
  101378. /**
  101379. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101380. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101381. * @returns true if the pointer was captured
  101382. */
  101383. isPointerCaptured(pointerId?: number): boolean;
  101384. /**
  101385. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101386. * @param attachUp defines if you want to attach events to pointerup
  101387. * @param attachDown defines if you want to attach events to pointerdown
  101388. * @param attachMove defines if you want to attach events to pointermove
  101389. */
  101390. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101391. /**
  101392. * Detaches all event handlers
  101393. */
  101394. detachControl(): void;
  101395. /**
  101396. * Force the value of meshUnderPointer
  101397. * @param mesh defines the mesh to use
  101398. */
  101399. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  101400. /**
  101401. * Gets the mesh under the pointer
  101402. * @returns a Mesh or null if no mesh is under the pointer
  101403. */
  101404. getPointerOverMesh(): Nullable<AbstractMesh>;
  101405. }
  101406. }
  101407. declare module BABYLON {
  101408. /**
  101409. * Helper class used to generate session unique ID
  101410. */
  101411. export class UniqueIdGenerator {
  101412. private static _UniqueIdCounter;
  101413. /**
  101414. * Gets an unique (relatively to the current scene) Id
  101415. */
  101416. static readonly UniqueId: number;
  101417. }
  101418. }
  101419. declare module BABYLON {
  101420. /**
  101421. * This class defines the direct association between an animation and a target
  101422. */
  101423. export class TargetedAnimation {
  101424. /**
  101425. * Animation to perform
  101426. */
  101427. animation: Animation;
  101428. /**
  101429. * Target to animate
  101430. */
  101431. target: any;
  101432. /**
  101433. * Serialize the object
  101434. * @returns the JSON object representing the current entity
  101435. */
  101436. serialize(): any;
  101437. }
  101438. /**
  101439. * Use this class to create coordinated animations on multiple targets
  101440. */
  101441. export class AnimationGroup implements IDisposable {
  101442. /** The name of the animation group */
  101443. name: string;
  101444. private _scene;
  101445. private _targetedAnimations;
  101446. private _animatables;
  101447. private _from;
  101448. private _to;
  101449. private _isStarted;
  101450. private _isPaused;
  101451. private _speedRatio;
  101452. private _loopAnimation;
  101453. /**
  101454. * Gets or sets the unique id of the node
  101455. */
  101456. uniqueId: number;
  101457. /**
  101458. * This observable will notify when one animation have ended
  101459. */
  101460. onAnimationEndObservable: Observable<TargetedAnimation>;
  101461. /**
  101462. * Observer raised when one animation loops
  101463. */
  101464. onAnimationLoopObservable: Observable<TargetedAnimation>;
  101465. /**
  101466. * Observer raised when all animations have looped
  101467. */
  101468. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  101469. /**
  101470. * This observable will notify when all animations have ended.
  101471. */
  101472. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  101473. /**
  101474. * This observable will notify when all animations have paused.
  101475. */
  101476. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  101477. /**
  101478. * This observable will notify when all animations are playing.
  101479. */
  101480. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  101481. /**
  101482. * Gets the first frame
  101483. */
  101484. readonly from: number;
  101485. /**
  101486. * Gets the last frame
  101487. */
  101488. readonly to: number;
  101489. /**
  101490. * Define if the animations are started
  101491. */
  101492. readonly isStarted: boolean;
  101493. /**
  101494. * Gets a value indicating that the current group is playing
  101495. */
  101496. readonly isPlaying: boolean;
  101497. /**
  101498. * Gets or sets the speed ratio to use for all animations
  101499. */
  101500. /**
  101501. * Gets or sets the speed ratio to use for all animations
  101502. */
  101503. speedRatio: number;
  101504. /**
  101505. * Gets or sets if all animations should loop or not
  101506. */
  101507. loopAnimation: boolean;
  101508. /**
  101509. * Gets the targeted animations for this animation group
  101510. */
  101511. readonly targetedAnimations: Array<TargetedAnimation>;
  101512. /**
  101513. * returning the list of animatables controlled by this animation group.
  101514. */
  101515. readonly animatables: Array<Animatable>;
  101516. /**
  101517. * Instantiates a new Animation Group.
  101518. * This helps managing several animations at once.
  101519. * @see http://doc.babylonjs.com/how_to/group
  101520. * @param name Defines the name of the group
  101521. * @param scene Defines the scene the group belongs to
  101522. */
  101523. constructor(
  101524. /** The name of the animation group */
  101525. name: string, scene?: Nullable<Scene>);
  101526. /**
  101527. * Add an animation (with its target) in the group
  101528. * @param animation defines the animation we want to add
  101529. * @param target defines the target of the animation
  101530. * @returns the TargetedAnimation object
  101531. */
  101532. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  101533. /**
  101534. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  101535. * It can add constant keys at begin or end
  101536. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  101537. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  101538. * @returns the animation group
  101539. */
  101540. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  101541. private _animationLoopCount;
  101542. private _animationLoopFlags;
  101543. private _processLoop;
  101544. /**
  101545. * Start all animations on given targets
  101546. * @param loop defines if animations must loop
  101547. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  101548. * @param from defines the from key (optional)
  101549. * @param to defines the to key (optional)
  101550. * @returns the current animation group
  101551. */
  101552. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  101553. /**
  101554. * Pause all animations
  101555. * @returns the animation group
  101556. */
  101557. pause(): AnimationGroup;
  101558. /**
  101559. * Play all animations to initial state
  101560. * This function will start() the animations if they were not started or will restart() them if they were paused
  101561. * @param loop defines if animations must loop
  101562. * @returns the animation group
  101563. */
  101564. play(loop?: boolean): AnimationGroup;
  101565. /**
  101566. * Reset all animations to initial state
  101567. * @returns the animation group
  101568. */
  101569. reset(): AnimationGroup;
  101570. /**
  101571. * Restart animations from key 0
  101572. * @returns the animation group
  101573. */
  101574. restart(): AnimationGroup;
  101575. /**
  101576. * Stop all animations
  101577. * @returns the animation group
  101578. */
  101579. stop(): AnimationGroup;
  101580. /**
  101581. * Set animation weight for all animatables
  101582. * @param weight defines the weight to use
  101583. * @return the animationGroup
  101584. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101585. */
  101586. setWeightForAllAnimatables(weight: number): AnimationGroup;
  101587. /**
  101588. * Synchronize and normalize all animatables with a source animatable
  101589. * @param root defines the root animatable to synchronize with
  101590. * @return the animationGroup
  101591. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101592. */
  101593. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  101594. /**
  101595. * Goes to a specific frame in this animation group
  101596. * @param frame the frame number to go to
  101597. * @return the animationGroup
  101598. */
  101599. goToFrame(frame: number): AnimationGroup;
  101600. /**
  101601. * Dispose all associated resources
  101602. */
  101603. dispose(): void;
  101604. private _checkAnimationGroupEnded;
  101605. /**
  101606. * Clone the current animation group and returns a copy
  101607. * @param newName defines the name of the new group
  101608. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  101609. * @returns the new aniamtion group
  101610. */
  101611. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  101612. /**
  101613. * Serializes the animationGroup to an object
  101614. * @returns Serialized object
  101615. */
  101616. serialize(): any;
  101617. /**
  101618. * Returns a new AnimationGroup object parsed from the source provided.
  101619. * @param parsedAnimationGroup defines the source
  101620. * @param scene defines the scene that will receive the animationGroup
  101621. * @returns a new AnimationGroup
  101622. */
  101623. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  101624. /**
  101625. * Returns the string "AnimationGroup"
  101626. * @returns "AnimationGroup"
  101627. */
  101628. getClassName(): string;
  101629. /**
  101630. * Creates a detailled string about the object
  101631. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  101632. * @returns a string representing the object
  101633. */
  101634. toString(fullDetails?: boolean): string;
  101635. }
  101636. }
  101637. declare module BABYLON {
  101638. /**
  101639. * Define an interface for all classes that will hold resources
  101640. */
  101641. export interface IDisposable {
  101642. /**
  101643. * Releases all held resources
  101644. */
  101645. dispose(): void;
  101646. }
  101647. /** Interface defining initialization parameters for Scene class */
  101648. export interface SceneOptions {
  101649. /**
  101650. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  101651. * It will improve performance when the number of geometries becomes important.
  101652. */
  101653. useGeometryUniqueIdsMap?: boolean;
  101654. /**
  101655. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  101656. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101657. */
  101658. useMaterialMeshMap?: boolean;
  101659. /**
  101660. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  101661. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101662. */
  101663. useClonedMeshhMap?: boolean;
  101664. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  101665. virtual?: boolean;
  101666. }
  101667. /**
  101668. * Represents a scene to be rendered by the engine.
  101669. * @see http://doc.babylonjs.com/features/scene
  101670. */
  101671. export class Scene extends AbstractScene implements IAnimatable {
  101672. /** The fog is deactivated */
  101673. static readonly FOGMODE_NONE: number;
  101674. /** The fog density is following an exponential function */
  101675. static readonly FOGMODE_EXP: number;
  101676. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  101677. static readonly FOGMODE_EXP2: number;
  101678. /** The fog density is following a linear function. */
  101679. static readonly FOGMODE_LINEAR: number;
  101680. /**
  101681. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  101682. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101683. */
  101684. static MinDeltaTime: number;
  101685. /**
  101686. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  101687. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101688. */
  101689. static MaxDeltaTime: number;
  101690. /**
  101691. * Factory used to create the default material.
  101692. * @param name The name of the material to create
  101693. * @param scene The scene to create the material for
  101694. * @returns The default material
  101695. */
  101696. static DefaultMaterialFactory(scene: Scene): Material;
  101697. /**
  101698. * Factory used to create the a collision coordinator.
  101699. * @returns The collision coordinator
  101700. */
  101701. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  101702. /** @hidden */
  101703. _inputManager: InputManager;
  101704. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  101705. cameraToUseForPointers: Nullable<Camera>;
  101706. /** @hidden */
  101707. readonly _isScene: boolean;
  101708. /**
  101709. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  101710. */
  101711. autoClear: boolean;
  101712. /**
  101713. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  101714. */
  101715. autoClearDepthAndStencil: boolean;
  101716. /**
  101717. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  101718. */
  101719. clearColor: Color4;
  101720. /**
  101721. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  101722. */
  101723. ambientColor: Color3;
  101724. /**
  101725. * This is use to store the default BRDF lookup for PBR materials in your scene.
  101726. * It should only be one of the following (if not the default embedded one):
  101727. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  101728. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  101729. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  101730. * The material properties need to be setup according to the type of texture in use.
  101731. */
  101732. environmentBRDFTexture: BaseTexture;
  101733. /** @hidden */
  101734. protected _environmentTexture: Nullable<BaseTexture>;
  101735. /**
  101736. * Texture used in all pbr material as the reflection texture.
  101737. * As in the majority of the scene they are the same (exception for multi room and so on),
  101738. * this is easier to reference from here than from all the materials.
  101739. */
  101740. /**
  101741. * Texture used in all pbr material as the reflection texture.
  101742. * As in the majority of the scene they are the same (exception for multi room and so on),
  101743. * this is easier to set here than in all the materials.
  101744. */
  101745. environmentTexture: Nullable<BaseTexture>;
  101746. /** @hidden */
  101747. protected _environmentIntensity: number;
  101748. /**
  101749. * Intensity of the environment in all pbr material.
  101750. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101751. * As in the majority of the scene they are the same (exception for multi room and so on),
  101752. * this is easier to reference from here than from all the materials.
  101753. */
  101754. /**
  101755. * Intensity of the environment in all pbr material.
  101756. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101757. * As in the majority of the scene they are the same (exception for multi room and so on),
  101758. * this is easier to set here than in all the materials.
  101759. */
  101760. environmentIntensity: number;
  101761. /** @hidden */
  101762. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  101763. /**
  101764. * Default image processing configuration used either in the rendering
  101765. * Forward main pass or through the imageProcessingPostProcess if present.
  101766. * As in the majority of the scene they are the same (exception for multi camera),
  101767. * this is easier to reference from here than from all the materials and post process.
  101768. *
  101769. * No setter as we it is a shared configuration, you can set the values instead.
  101770. */
  101771. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  101772. private _forceWireframe;
  101773. /**
  101774. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  101775. */
  101776. forceWireframe: boolean;
  101777. private _forcePointsCloud;
  101778. /**
  101779. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  101780. */
  101781. forcePointsCloud: boolean;
  101782. /**
  101783. * Gets or sets the active clipplane 1
  101784. */
  101785. clipPlane: Nullable<Plane>;
  101786. /**
  101787. * Gets or sets the active clipplane 2
  101788. */
  101789. clipPlane2: Nullable<Plane>;
  101790. /**
  101791. * Gets or sets the active clipplane 3
  101792. */
  101793. clipPlane3: Nullable<Plane>;
  101794. /**
  101795. * Gets or sets the active clipplane 4
  101796. */
  101797. clipPlane4: Nullable<Plane>;
  101798. /**
  101799. * Gets or sets a boolean indicating if animations are enabled
  101800. */
  101801. animationsEnabled: boolean;
  101802. private _animationPropertiesOverride;
  101803. /**
  101804. * Gets or sets the animation properties override
  101805. */
  101806. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  101807. /**
  101808. * Gets or sets a boolean indicating if a constant deltatime has to be used
  101809. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  101810. */
  101811. useConstantAnimationDeltaTime: boolean;
  101812. /**
  101813. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  101814. * Please note that it requires to run a ray cast through the scene on every frame
  101815. */
  101816. constantlyUpdateMeshUnderPointer: boolean;
  101817. /**
  101818. * Defines the HTML cursor to use when hovering over interactive elements
  101819. */
  101820. hoverCursor: string;
  101821. /**
  101822. * Defines the HTML default cursor to use (empty by default)
  101823. */
  101824. defaultCursor: string;
  101825. /**
  101826. * Defines wether cursors are handled by the scene.
  101827. */
  101828. doNotHandleCursors: boolean;
  101829. /**
  101830. * This is used to call preventDefault() on pointer down
  101831. * in order to block unwanted artifacts like system double clicks
  101832. */
  101833. preventDefaultOnPointerDown: boolean;
  101834. /**
  101835. * This is used to call preventDefault() on pointer up
  101836. * in order to block unwanted artifacts like system double clicks
  101837. */
  101838. preventDefaultOnPointerUp: boolean;
  101839. /**
  101840. * Gets or sets user defined metadata
  101841. */
  101842. metadata: any;
  101843. /**
  101844. * For internal use only. Please do not use.
  101845. */
  101846. reservedDataStore: any;
  101847. /**
  101848. * Gets the name of the plugin used to load this scene (null by default)
  101849. */
  101850. loadingPluginName: string;
  101851. /**
  101852. * Use this array to add regular expressions used to disable offline support for specific urls
  101853. */
  101854. disableOfflineSupportExceptionRules: RegExp[];
  101855. /**
  101856. * An event triggered when the scene is disposed.
  101857. */
  101858. onDisposeObservable: Observable<Scene>;
  101859. private _onDisposeObserver;
  101860. /** Sets a function to be executed when this scene is disposed. */
  101861. onDispose: () => void;
  101862. /**
  101863. * An event triggered before rendering the scene (right after animations and physics)
  101864. */
  101865. onBeforeRenderObservable: Observable<Scene>;
  101866. private _onBeforeRenderObserver;
  101867. /** Sets a function to be executed before rendering this scene */
  101868. beforeRender: Nullable<() => void>;
  101869. /**
  101870. * An event triggered after rendering the scene
  101871. */
  101872. onAfterRenderObservable: Observable<Scene>;
  101873. /**
  101874. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  101875. */
  101876. onAfterRenderCameraObservable: Observable<Camera>;
  101877. private _onAfterRenderObserver;
  101878. /** Sets a function to be executed after rendering this scene */
  101879. afterRender: Nullable<() => void>;
  101880. /**
  101881. * An event triggered before animating the scene
  101882. */
  101883. onBeforeAnimationsObservable: Observable<Scene>;
  101884. /**
  101885. * An event triggered after animations processing
  101886. */
  101887. onAfterAnimationsObservable: Observable<Scene>;
  101888. /**
  101889. * An event triggered before draw calls are ready to be sent
  101890. */
  101891. onBeforeDrawPhaseObservable: Observable<Scene>;
  101892. /**
  101893. * An event triggered after draw calls have been sent
  101894. */
  101895. onAfterDrawPhaseObservable: Observable<Scene>;
  101896. /**
  101897. * An event triggered when the scene is ready
  101898. */
  101899. onReadyObservable: Observable<Scene>;
  101900. /**
  101901. * An event triggered before rendering a camera
  101902. */
  101903. onBeforeCameraRenderObservable: Observable<Camera>;
  101904. private _onBeforeCameraRenderObserver;
  101905. /** Sets a function to be executed before rendering a camera*/
  101906. beforeCameraRender: () => void;
  101907. /**
  101908. * An event triggered after rendering a camera
  101909. */
  101910. onAfterCameraRenderObservable: Observable<Camera>;
  101911. private _onAfterCameraRenderObserver;
  101912. /** Sets a function to be executed after rendering a camera*/
  101913. afterCameraRender: () => void;
  101914. /**
  101915. * An event triggered when active meshes evaluation is about to start
  101916. */
  101917. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  101918. /**
  101919. * An event triggered when active meshes evaluation is done
  101920. */
  101921. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  101922. /**
  101923. * An event triggered when particles rendering is about to start
  101924. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101925. */
  101926. onBeforeParticlesRenderingObservable: Observable<Scene>;
  101927. /**
  101928. * An event triggered when particles rendering is done
  101929. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101930. */
  101931. onAfterParticlesRenderingObservable: Observable<Scene>;
  101932. /**
  101933. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  101934. */
  101935. onDataLoadedObservable: Observable<Scene>;
  101936. /**
  101937. * An event triggered when a camera is created
  101938. */
  101939. onNewCameraAddedObservable: Observable<Camera>;
  101940. /**
  101941. * An event triggered when a camera is removed
  101942. */
  101943. onCameraRemovedObservable: Observable<Camera>;
  101944. /**
  101945. * An event triggered when a light is created
  101946. */
  101947. onNewLightAddedObservable: Observable<Light>;
  101948. /**
  101949. * An event triggered when a light is removed
  101950. */
  101951. onLightRemovedObservable: Observable<Light>;
  101952. /**
  101953. * An event triggered when a geometry is created
  101954. */
  101955. onNewGeometryAddedObservable: Observable<Geometry>;
  101956. /**
  101957. * An event triggered when a geometry is removed
  101958. */
  101959. onGeometryRemovedObservable: Observable<Geometry>;
  101960. /**
  101961. * An event triggered when a transform node is created
  101962. */
  101963. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  101964. /**
  101965. * An event triggered when a transform node is removed
  101966. */
  101967. onTransformNodeRemovedObservable: Observable<TransformNode>;
  101968. /**
  101969. * An event triggered when a mesh is created
  101970. */
  101971. onNewMeshAddedObservable: Observable<AbstractMesh>;
  101972. /**
  101973. * An event triggered when a mesh is removed
  101974. */
  101975. onMeshRemovedObservable: Observable<AbstractMesh>;
  101976. /**
  101977. * An event triggered when a skeleton is created
  101978. */
  101979. onNewSkeletonAddedObservable: Observable<Skeleton>;
  101980. /**
  101981. * An event triggered when a skeleton is removed
  101982. */
  101983. onSkeletonRemovedObservable: Observable<Skeleton>;
  101984. /**
  101985. * An event triggered when a material is created
  101986. */
  101987. onNewMaterialAddedObservable: Observable<Material>;
  101988. /**
  101989. * An event triggered when a material is removed
  101990. */
  101991. onMaterialRemovedObservable: Observable<Material>;
  101992. /**
  101993. * An event triggered when a texture is created
  101994. */
  101995. onNewTextureAddedObservable: Observable<BaseTexture>;
  101996. /**
  101997. * An event triggered when a texture is removed
  101998. */
  101999. onTextureRemovedObservable: Observable<BaseTexture>;
  102000. /**
  102001. * An event triggered when render targets are about to be rendered
  102002. * Can happen multiple times per frame.
  102003. */
  102004. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  102005. /**
  102006. * An event triggered when render targets were rendered.
  102007. * Can happen multiple times per frame.
  102008. */
  102009. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  102010. /**
  102011. * An event triggered before calculating deterministic simulation step
  102012. */
  102013. onBeforeStepObservable: Observable<Scene>;
  102014. /**
  102015. * An event triggered after calculating deterministic simulation step
  102016. */
  102017. onAfterStepObservable: Observable<Scene>;
  102018. /**
  102019. * An event triggered when the activeCamera property is updated
  102020. */
  102021. onActiveCameraChanged: Observable<Scene>;
  102022. /**
  102023. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  102024. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102025. * 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)
  102026. */
  102027. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102028. /**
  102029. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  102030. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102031. * 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)
  102032. */
  102033. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102034. /**
  102035. * This Observable will when a mesh has been imported into the scene.
  102036. */
  102037. onMeshImportedObservable: Observable<AbstractMesh>;
  102038. /**
  102039. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  102040. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  102041. */
  102042. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  102043. /** @hidden */
  102044. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  102045. /**
  102046. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  102047. */
  102048. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  102049. /**
  102050. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  102051. */
  102052. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  102053. /**
  102054. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  102055. */
  102056. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  102057. /** Callback called when a pointer move is detected */
  102058. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102059. /** Callback called when a pointer down is detected */
  102060. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102061. /** Callback called when a pointer up is detected */
  102062. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  102063. /** Callback called when a pointer pick is detected */
  102064. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  102065. /**
  102066. * 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).
  102067. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  102068. */
  102069. onPrePointerObservable: Observable<PointerInfoPre>;
  102070. /**
  102071. * Observable event triggered each time an input event is received from the rendering canvas
  102072. */
  102073. onPointerObservable: Observable<PointerInfo>;
  102074. /**
  102075. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  102076. */
  102077. readonly unTranslatedPointer: Vector2;
  102078. /**
  102079. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  102080. */
  102081. static DragMovementThreshold: number;
  102082. /**
  102083. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  102084. */
  102085. static LongPressDelay: number;
  102086. /**
  102087. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  102088. */
  102089. static DoubleClickDelay: number;
  102090. /** If you need to check double click without raising a single click at first click, enable this flag */
  102091. static ExclusiveDoubleClickMode: boolean;
  102092. /** @hidden */
  102093. _mirroredCameraPosition: Nullable<Vector3>;
  102094. /**
  102095. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  102096. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  102097. */
  102098. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  102099. /**
  102100. * Observable event triggered each time an keyboard event is received from the hosting window
  102101. */
  102102. onKeyboardObservable: Observable<KeyboardInfo>;
  102103. private _useRightHandedSystem;
  102104. /**
  102105. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  102106. */
  102107. useRightHandedSystem: boolean;
  102108. private _timeAccumulator;
  102109. private _currentStepId;
  102110. private _currentInternalStep;
  102111. /**
  102112. * Sets the step Id used by deterministic lock step
  102113. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102114. * @param newStepId defines the step Id
  102115. */
  102116. setStepId(newStepId: number): void;
  102117. /**
  102118. * Gets the step Id used by deterministic lock step
  102119. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102120. * @returns the step Id
  102121. */
  102122. getStepId(): number;
  102123. /**
  102124. * Gets the internal step used by deterministic lock step
  102125. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102126. * @returns the internal step
  102127. */
  102128. getInternalStep(): number;
  102129. private _fogEnabled;
  102130. /**
  102131. * Gets or sets a boolean indicating if fog is enabled on this scene
  102132. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102133. * (Default is true)
  102134. */
  102135. fogEnabled: boolean;
  102136. private _fogMode;
  102137. /**
  102138. * Gets or sets the fog mode to use
  102139. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102140. * | mode | value |
  102141. * | --- | --- |
  102142. * | FOGMODE_NONE | 0 |
  102143. * | FOGMODE_EXP | 1 |
  102144. * | FOGMODE_EXP2 | 2 |
  102145. * | FOGMODE_LINEAR | 3 |
  102146. */
  102147. fogMode: number;
  102148. /**
  102149. * Gets or sets the fog color to use
  102150. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102151. * (Default is Color3(0.2, 0.2, 0.3))
  102152. */
  102153. fogColor: Color3;
  102154. /**
  102155. * Gets or sets the fog density to use
  102156. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102157. * (Default is 0.1)
  102158. */
  102159. fogDensity: number;
  102160. /**
  102161. * Gets or sets the fog start distance to use
  102162. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102163. * (Default is 0)
  102164. */
  102165. fogStart: number;
  102166. /**
  102167. * Gets or sets the fog end distance to use
  102168. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102169. * (Default is 1000)
  102170. */
  102171. fogEnd: number;
  102172. private _shadowsEnabled;
  102173. /**
  102174. * Gets or sets a boolean indicating if shadows are enabled on this scene
  102175. */
  102176. shadowsEnabled: boolean;
  102177. private _lightsEnabled;
  102178. /**
  102179. * Gets or sets a boolean indicating if lights are enabled on this scene
  102180. */
  102181. lightsEnabled: boolean;
  102182. /** All of the active cameras added to this scene. */
  102183. activeCameras: Camera[];
  102184. /** @hidden */
  102185. _activeCamera: Nullable<Camera>;
  102186. /** Gets or sets the current active camera */
  102187. activeCamera: Nullable<Camera>;
  102188. private _defaultMaterial;
  102189. /** The default material used on meshes when no material is affected */
  102190. /** The default material used on meshes when no material is affected */
  102191. defaultMaterial: Material;
  102192. private _texturesEnabled;
  102193. /**
  102194. * Gets or sets a boolean indicating if textures are enabled on this scene
  102195. */
  102196. texturesEnabled: boolean;
  102197. /**
  102198. * Gets or sets a boolean indicating if particles are enabled on this scene
  102199. */
  102200. particlesEnabled: boolean;
  102201. /**
  102202. * Gets or sets a boolean indicating if sprites are enabled on this scene
  102203. */
  102204. spritesEnabled: boolean;
  102205. private _skeletonsEnabled;
  102206. /**
  102207. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  102208. */
  102209. skeletonsEnabled: boolean;
  102210. /**
  102211. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  102212. */
  102213. lensFlaresEnabled: boolean;
  102214. /**
  102215. * Gets or sets a boolean indicating if collisions are enabled on this scene
  102216. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102217. */
  102218. collisionsEnabled: boolean;
  102219. private _collisionCoordinator;
  102220. /** @hidden */
  102221. readonly collisionCoordinator: ICollisionCoordinator;
  102222. /**
  102223. * Defines the gravity applied to this scene (used only for collisions)
  102224. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102225. */
  102226. gravity: Vector3;
  102227. /**
  102228. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  102229. */
  102230. postProcessesEnabled: boolean;
  102231. /**
  102232. * The list of postprocesses added to the scene
  102233. */
  102234. postProcesses: PostProcess[];
  102235. /**
  102236. * Gets the current postprocess manager
  102237. */
  102238. postProcessManager: PostProcessManager;
  102239. /**
  102240. * Gets or sets a boolean indicating if render targets are enabled on this scene
  102241. */
  102242. renderTargetsEnabled: boolean;
  102243. /**
  102244. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  102245. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  102246. */
  102247. dumpNextRenderTargets: boolean;
  102248. /**
  102249. * The list of user defined render targets added to the scene
  102250. */
  102251. customRenderTargets: RenderTargetTexture[];
  102252. /**
  102253. * Defines if texture loading must be delayed
  102254. * If true, textures will only be loaded when they need to be rendered
  102255. */
  102256. useDelayedTextureLoading: boolean;
  102257. /**
  102258. * Gets the list of meshes imported to the scene through SceneLoader
  102259. */
  102260. importedMeshesFiles: String[];
  102261. /**
  102262. * Gets or sets a boolean indicating if probes are enabled on this scene
  102263. */
  102264. probesEnabled: boolean;
  102265. /**
  102266. * Gets or sets the current offline provider to use to store scene data
  102267. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  102268. */
  102269. offlineProvider: IOfflineProvider;
  102270. /**
  102271. * Gets or sets the action manager associated with the scene
  102272. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  102273. */
  102274. actionManager: AbstractActionManager;
  102275. private _meshesForIntersections;
  102276. /**
  102277. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  102278. */
  102279. proceduralTexturesEnabled: boolean;
  102280. private _engine;
  102281. private _totalVertices;
  102282. /** @hidden */
  102283. _activeIndices: PerfCounter;
  102284. /** @hidden */
  102285. _activeParticles: PerfCounter;
  102286. /** @hidden */
  102287. _activeBones: PerfCounter;
  102288. private _animationRatio;
  102289. /** @hidden */
  102290. _animationTimeLast: number;
  102291. /** @hidden */
  102292. _animationTime: number;
  102293. /**
  102294. * Gets or sets a general scale for animation speed
  102295. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  102296. */
  102297. animationTimeScale: number;
  102298. /** @hidden */
  102299. _cachedMaterial: Nullable<Material>;
  102300. /** @hidden */
  102301. _cachedEffect: Nullable<Effect>;
  102302. /** @hidden */
  102303. _cachedVisibility: Nullable<number>;
  102304. private _renderId;
  102305. private _frameId;
  102306. private _executeWhenReadyTimeoutId;
  102307. private _intermediateRendering;
  102308. private _viewUpdateFlag;
  102309. private _projectionUpdateFlag;
  102310. /** @hidden */
  102311. _toBeDisposed: Nullable<IDisposable>[];
  102312. private _activeRequests;
  102313. /** @hidden */
  102314. _pendingData: any[];
  102315. private _isDisposed;
  102316. /**
  102317. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  102318. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  102319. */
  102320. dispatchAllSubMeshesOfActiveMeshes: boolean;
  102321. private _activeMeshes;
  102322. private _processedMaterials;
  102323. private _renderTargets;
  102324. /** @hidden */
  102325. _activeParticleSystems: SmartArray<IParticleSystem>;
  102326. private _activeSkeletons;
  102327. private _softwareSkinnedMeshes;
  102328. private _renderingManager;
  102329. /** @hidden */
  102330. _activeAnimatables: Animatable[];
  102331. private _transformMatrix;
  102332. private _sceneUbo;
  102333. /** @hidden */
  102334. _viewMatrix: Matrix;
  102335. private _projectionMatrix;
  102336. /** @hidden */
  102337. _forcedViewPosition: Nullable<Vector3>;
  102338. /** @hidden */
  102339. _frustumPlanes: Plane[];
  102340. /**
  102341. * Gets the list of frustum planes (built from the active camera)
  102342. */
  102343. readonly frustumPlanes: Plane[];
  102344. /**
  102345. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  102346. * This is useful if there are more lights that the maximum simulteanous authorized
  102347. */
  102348. requireLightSorting: boolean;
  102349. /** @hidden */
  102350. readonly useMaterialMeshMap: boolean;
  102351. /** @hidden */
  102352. readonly useClonedMeshhMap: boolean;
  102353. private _externalData;
  102354. private _uid;
  102355. /**
  102356. * @hidden
  102357. * Backing store of defined scene components.
  102358. */
  102359. _components: ISceneComponent[];
  102360. /**
  102361. * @hidden
  102362. * Backing store of defined scene components.
  102363. */
  102364. _serializableComponents: ISceneSerializableComponent[];
  102365. /**
  102366. * List of components to register on the next registration step.
  102367. */
  102368. private _transientComponents;
  102369. /**
  102370. * Registers the transient components if needed.
  102371. */
  102372. private _registerTransientComponents;
  102373. /**
  102374. * @hidden
  102375. * Add a component to the scene.
  102376. * Note that the ccomponent could be registered on th next frame if this is called after
  102377. * the register component stage.
  102378. * @param component Defines the component to add to the scene
  102379. */
  102380. _addComponent(component: ISceneComponent): void;
  102381. /**
  102382. * @hidden
  102383. * Gets a component from the scene.
  102384. * @param name defines the name of the component to retrieve
  102385. * @returns the component or null if not present
  102386. */
  102387. _getComponent(name: string): Nullable<ISceneComponent>;
  102388. /**
  102389. * @hidden
  102390. * Defines the actions happening before camera updates.
  102391. */
  102392. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  102393. /**
  102394. * @hidden
  102395. * Defines the actions happening before clear the canvas.
  102396. */
  102397. _beforeClearStage: Stage<SimpleStageAction>;
  102398. /**
  102399. * @hidden
  102400. * Defines the actions when collecting render targets for the frame.
  102401. */
  102402. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102403. /**
  102404. * @hidden
  102405. * Defines the actions happening for one camera in the frame.
  102406. */
  102407. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102408. /**
  102409. * @hidden
  102410. * Defines the actions happening during the per mesh ready checks.
  102411. */
  102412. _isReadyForMeshStage: Stage<MeshStageAction>;
  102413. /**
  102414. * @hidden
  102415. * Defines the actions happening before evaluate active mesh checks.
  102416. */
  102417. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  102418. /**
  102419. * @hidden
  102420. * Defines the actions happening during the evaluate sub mesh checks.
  102421. */
  102422. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  102423. /**
  102424. * @hidden
  102425. * Defines the actions happening during the active mesh stage.
  102426. */
  102427. _activeMeshStage: Stage<ActiveMeshStageAction>;
  102428. /**
  102429. * @hidden
  102430. * Defines the actions happening during the per camera render target step.
  102431. */
  102432. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  102433. /**
  102434. * @hidden
  102435. * Defines the actions happening just before the active camera is drawing.
  102436. */
  102437. _beforeCameraDrawStage: Stage<CameraStageAction>;
  102438. /**
  102439. * @hidden
  102440. * Defines the actions happening just before a render target is drawing.
  102441. */
  102442. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102443. /**
  102444. * @hidden
  102445. * Defines the actions happening just before a rendering group is drawing.
  102446. */
  102447. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102448. /**
  102449. * @hidden
  102450. * Defines the actions happening just before a mesh is drawing.
  102451. */
  102452. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102453. /**
  102454. * @hidden
  102455. * Defines the actions happening just after a mesh has been drawn.
  102456. */
  102457. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102458. /**
  102459. * @hidden
  102460. * Defines the actions happening just after a rendering group has been drawn.
  102461. */
  102462. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102463. /**
  102464. * @hidden
  102465. * Defines the actions happening just after the active camera has been drawn.
  102466. */
  102467. _afterCameraDrawStage: Stage<CameraStageAction>;
  102468. /**
  102469. * @hidden
  102470. * Defines the actions happening just after a render target has been drawn.
  102471. */
  102472. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102473. /**
  102474. * @hidden
  102475. * Defines the actions happening just after rendering all cameras and computing intersections.
  102476. */
  102477. _afterRenderStage: Stage<SimpleStageAction>;
  102478. /**
  102479. * @hidden
  102480. * Defines the actions happening when a pointer move event happens.
  102481. */
  102482. _pointerMoveStage: Stage<PointerMoveStageAction>;
  102483. /**
  102484. * @hidden
  102485. * Defines the actions happening when a pointer down event happens.
  102486. */
  102487. _pointerDownStage: Stage<PointerUpDownStageAction>;
  102488. /**
  102489. * @hidden
  102490. * Defines the actions happening when a pointer up event happens.
  102491. */
  102492. _pointerUpStage: Stage<PointerUpDownStageAction>;
  102493. /**
  102494. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  102495. */
  102496. private geometriesByUniqueId;
  102497. /**
  102498. * Creates a new Scene
  102499. * @param engine defines the engine to use to render this scene
  102500. * @param options defines the scene options
  102501. */
  102502. constructor(engine: Engine, options?: SceneOptions);
  102503. /**
  102504. * Gets a string idenfifying the name of the class
  102505. * @returns "Scene" string
  102506. */
  102507. getClassName(): string;
  102508. private _defaultMeshCandidates;
  102509. /**
  102510. * @hidden
  102511. */
  102512. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  102513. private _defaultSubMeshCandidates;
  102514. /**
  102515. * @hidden
  102516. */
  102517. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  102518. /**
  102519. * Sets the default candidate providers for the scene.
  102520. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  102521. * and getCollidingSubMeshCandidates to their default function
  102522. */
  102523. setDefaultCandidateProviders(): void;
  102524. /**
  102525. * Gets the mesh that is currently under the pointer
  102526. */
  102527. readonly meshUnderPointer: Nullable<AbstractMesh>;
  102528. /**
  102529. * Gets or sets the current on-screen X position of the pointer
  102530. */
  102531. pointerX: number;
  102532. /**
  102533. * Gets or sets the current on-screen Y position of the pointer
  102534. */
  102535. pointerY: number;
  102536. /**
  102537. * Gets the cached material (ie. the latest rendered one)
  102538. * @returns the cached material
  102539. */
  102540. getCachedMaterial(): Nullable<Material>;
  102541. /**
  102542. * Gets the cached effect (ie. the latest rendered one)
  102543. * @returns the cached effect
  102544. */
  102545. getCachedEffect(): Nullable<Effect>;
  102546. /**
  102547. * Gets the cached visibility state (ie. the latest rendered one)
  102548. * @returns the cached visibility state
  102549. */
  102550. getCachedVisibility(): Nullable<number>;
  102551. /**
  102552. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  102553. * @param material defines the current material
  102554. * @param effect defines the current effect
  102555. * @param visibility defines the current visibility state
  102556. * @returns true if one parameter is not cached
  102557. */
  102558. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  102559. /**
  102560. * Gets the engine associated with the scene
  102561. * @returns an Engine
  102562. */
  102563. getEngine(): Engine;
  102564. /**
  102565. * Gets the total number of vertices rendered per frame
  102566. * @returns the total number of vertices rendered per frame
  102567. */
  102568. getTotalVertices(): number;
  102569. /**
  102570. * Gets the performance counter for total vertices
  102571. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102572. */
  102573. readonly totalVerticesPerfCounter: PerfCounter;
  102574. /**
  102575. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  102576. * @returns the total number of active indices rendered per frame
  102577. */
  102578. getActiveIndices(): number;
  102579. /**
  102580. * Gets the performance counter for active indices
  102581. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102582. */
  102583. readonly totalActiveIndicesPerfCounter: PerfCounter;
  102584. /**
  102585. * Gets the total number of active particles rendered per frame
  102586. * @returns the total number of active particles rendered per frame
  102587. */
  102588. getActiveParticles(): number;
  102589. /**
  102590. * Gets the performance counter for active particles
  102591. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102592. */
  102593. readonly activeParticlesPerfCounter: PerfCounter;
  102594. /**
  102595. * Gets the total number of active bones rendered per frame
  102596. * @returns the total number of active bones rendered per frame
  102597. */
  102598. getActiveBones(): number;
  102599. /**
  102600. * Gets the performance counter for active bones
  102601. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102602. */
  102603. readonly activeBonesPerfCounter: PerfCounter;
  102604. /**
  102605. * Gets the array of active meshes
  102606. * @returns an array of AbstractMesh
  102607. */
  102608. getActiveMeshes(): SmartArray<AbstractMesh>;
  102609. /**
  102610. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  102611. * @returns a number
  102612. */
  102613. getAnimationRatio(): number;
  102614. /**
  102615. * Gets an unique Id for the current render phase
  102616. * @returns a number
  102617. */
  102618. getRenderId(): number;
  102619. /**
  102620. * Gets an unique Id for the current frame
  102621. * @returns a number
  102622. */
  102623. getFrameId(): number;
  102624. /** Call this function if you want to manually increment the render Id*/
  102625. incrementRenderId(): void;
  102626. private _createUbo;
  102627. /**
  102628. * Use this method to simulate a pointer move on a mesh
  102629. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102630. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102631. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102632. * @returns the current scene
  102633. */
  102634. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102635. /**
  102636. * Use this method to simulate a pointer down on a mesh
  102637. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102638. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102639. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102640. * @returns the current scene
  102641. */
  102642. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102643. /**
  102644. * Use this method to simulate a pointer up on a mesh
  102645. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102646. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102647. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102648. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  102649. * @returns the current scene
  102650. */
  102651. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  102652. /**
  102653. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  102654. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  102655. * @returns true if the pointer was captured
  102656. */
  102657. isPointerCaptured(pointerId?: number): boolean;
  102658. /**
  102659. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  102660. * @param attachUp defines if you want to attach events to pointerup
  102661. * @param attachDown defines if you want to attach events to pointerdown
  102662. * @param attachMove defines if you want to attach events to pointermove
  102663. */
  102664. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  102665. /** Detaches all event handlers*/
  102666. detachControl(): void;
  102667. /**
  102668. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  102669. * Delay loaded resources are not taking in account
  102670. * @return true if all required resources are ready
  102671. */
  102672. isReady(): boolean;
  102673. /** Resets all cached information relative to material (including effect and visibility) */
  102674. resetCachedMaterial(): void;
  102675. /**
  102676. * Registers a function to be called before every frame render
  102677. * @param func defines the function to register
  102678. */
  102679. registerBeforeRender(func: () => void): void;
  102680. /**
  102681. * Unregisters a function called before every frame render
  102682. * @param func defines the function to unregister
  102683. */
  102684. unregisterBeforeRender(func: () => void): void;
  102685. /**
  102686. * Registers a function to be called after every frame render
  102687. * @param func defines the function to register
  102688. */
  102689. registerAfterRender(func: () => void): void;
  102690. /**
  102691. * Unregisters a function called after every frame render
  102692. * @param func defines the function to unregister
  102693. */
  102694. unregisterAfterRender(func: () => void): void;
  102695. private _executeOnceBeforeRender;
  102696. /**
  102697. * The provided function will run before render once and will be disposed afterwards.
  102698. * A timeout delay can be provided so that the function will be executed in N ms.
  102699. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  102700. * @param func The function to be executed.
  102701. * @param timeout optional delay in ms
  102702. */
  102703. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  102704. /** @hidden */
  102705. _addPendingData(data: any): void;
  102706. /** @hidden */
  102707. _removePendingData(data: any): void;
  102708. /**
  102709. * Returns the number of items waiting to be loaded
  102710. * @returns the number of items waiting to be loaded
  102711. */
  102712. getWaitingItemsCount(): number;
  102713. /**
  102714. * Returns a boolean indicating if the scene is still loading data
  102715. */
  102716. readonly isLoading: boolean;
  102717. /**
  102718. * Registers a function to be executed when the scene is ready
  102719. * @param {Function} func - the function to be executed
  102720. */
  102721. executeWhenReady(func: () => void): void;
  102722. /**
  102723. * Returns a promise that resolves when the scene is ready
  102724. * @returns A promise that resolves when the scene is ready
  102725. */
  102726. whenReadyAsync(): Promise<void>;
  102727. /** @hidden */
  102728. _checkIsReady(): void;
  102729. /**
  102730. * Gets all animatable attached to the scene
  102731. */
  102732. readonly animatables: Animatable[];
  102733. /**
  102734. * Resets the last animation time frame.
  102735. * Useful to override when animations start running when loading a scene for the first time.
  102736. */
  102737. resetLastAnimationTimeFrame(): void;
  102738. /**
  102739. * Gets the current view matrix
  102740. * @returns a Matrix
  102741. */
  102742. getViewMatrix(): Matrix;
  102743. /**
  102744. * Gets the current projection matrix
  102745. * @returns a Matrix
  102746. */
  102747. getProjectionMatrix(): Matrix;
  102748. /**
  102749. * Gets the current transform matrix
  102750. * @returns a Matrix made of View * Projection
  102751. */
  102752. getTransformMatrix(): Matrix;
  102753. /**
  102754. * Sets the current transform matrix
  102755. * @param viewL defines the View matrix to use
  102756. * @param projectionL defines the Projection matrix to use
  102757. * @param viewR defines the right View matrix to use (if provided)
  102758. * @param projectionR defines the right Projection matrix to use (if provided)
  102759. */
  102760. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  102761. /**
  102762. * Gets the uniform buffer used to store scene data
  102763. * @returns a UniformBuffer
  102764. */
  102765. getSceneUniformBuffer(): UniformBuffer;
  102766. /**
  102767. * Gets an unique (relatively to the current scene) Id
  102768. * @returns an unique number for the scene
  102769. */
  102770. getUniqueId(): number;
  102771. /**
  102772. * Add a mesh to the list of scene's meshes
  102773. * @param newMesh defines the mesh to add
  102774. * @param recursive if all child meshes should also be added to the scene
  102775. */
  102776. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  102777. /**
  102778. * Remove a mesh for the list of scene's meshes
  102779. * @param toRemove defines the mesh to remove
  102780. * @param recursive if all child meshes should also be removed from the scene
  102781. * @returns the index where the mesh was in the mesh list
  102782. */
  102783. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  102784. /**
  102785. * Add a transform node to the list of scene's transform nodes
  102786. * @param newTransformNode defines the transform node to add
  102787. */
  102788. addTransformNode(newTransformNode: TransformNode): void;
  102789. /**
  102790. * Remove a transform node for the list of scene's transform nodes
  102791. * @param toRemove defines the transform node to remove
  102792. * @returns the index where the transform node was in the transform node list
  102793. */
  102794. removeTransformNode(toRemove: TransformNode): number;
  102795. /**
  102796. * Remove a skeleton for the list of scene's skeletons
  102797. * @param toRemove defines the skeleton to remove
  102798. * @returns the index where the skeleton was in the skeleton list
  102799. */
  102800. removeSkeleton(toRemove: Skeleton): number;
  102801. /**
  102802. * Remove a morph target for the list of scene's morph targets
  102803. * @param toRemove defines the morph target to remove
  102804. * @returns the index where the morph target was in the morph target list
  102805. */
  102806. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  102807. /**
  102808. * Remove a light for the list of scene's lights
  102809. * @param toRemove defines the light to remove
  102810. * @returns the index where the light was in the light list
  102811. */
  102812. removeLight(toRemove: Light): number;
  102813. /**
  102814. * Remove a camera for the list of scene's cameras
  102815. * @param toRemove defines the camera to remove
  102816. * @returns the index where the camera was in the camera list
  102817. */
  102818. removeCamera(toRemove: Camera): number;
  102819. /**
  102820. * Remove a particle system for the list of scene's particle systems
  102821. * @param toRemove defines the particle system to remove
  102822. * @returns the index where the particle system was in the particle system list
  102823. */
  102824. removeParticleSystem(toRemove: IParticleSystem): number;
  102825. /**
  102826. * Remove a animation for the list of scene's animations
  102827. * @param toRemove defines the animation to remove
  102828. * @returns the index where the animation was in the animation list
  102829. */
  102830. removeAnimation(toRemove: Animation): number;
  102831. /**
  102832. * Will stop the animation of the given target
  102833. * @param target - the target
  102834. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  102835. * @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)
  102836. */
  102837. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  102838. /**
  102839. * Removes the given animation group from this scene.
  102840. * @param toRemove The animation group to remove
  102841. * @returns The index of the removed animation group
  102842. */
  102843. removeAnimationGroup(toRemove: AnimationGroup): number;
  102844. /**
  102845. * Removes the given multi-material from this scene.
  102846. * @param toRemove The multi-material to remove
  102847. * @returns The index of the removed multi-material
  102848. */
  102849. removeMultiMaterial(toRemove: MultiMaterial): number;
  102850. /**
  102851. * Removes the given material from this scene.
  102852. * @param toRemove The material to remove
  102853. * @returns The index of the removed material
  102854. */
  102855. removeMaterial(toRemove: Material): number;
  102856. /**
  102857. * Removes the given action manager from this scene.
  102858. * @param toRemove The action manager to remove
  102859. * @returns The index of the removed action manager
  102860. */
  102861. removeActionManager(toRemove: AbstractActionManager): number;
  102862. /**
  102863. * Removes the given texture from this scene.
  102864. * @param toRemove The texture to remove
  102865. * @returns The index of the removed texture
  102866. */
  102867. removeTexture(toRemove: BaseTexture): number;
  102868. /**
  102869. * Adds the given light to this scene
  102870. * @param newLight The light to add
  102871. */
  102872. addLight(newLight: Light): void;
  102873. /**
  102874. * Sorts the list list based on light priorities
  102875. */
  102876. sortLightsByPriority(): void;
  102877. /**
  102878. * Adds the given camera to this scene
  102879. * @param newCamera The camera to add
  102880. */
  102881. addCamera(newCamera: Camera): void;
  102882. /**
  102883. * Adds the given skeleton to this scene
  102884. * @param newSkeleton The skeleton to add
  102885. */
  102886. addSkeleton(newSkeleton: Skeleton): void;
  102887. /**
  102888. * Adds the given particle system to this scene
  102889. * @param newParticleSystem The particle system to add
  102890. */
  102891. addParticleSystem(newParticleSystem: IParticleSystem): void;
  102892. /**
  102893. * Adds the given animation to this scene
  102894. * @param newAnimation The animation to add
  102895. */
  102896. addAnimation(newAnimation: Animation): void;
  102897. /**
  102898. * Adds the given animation group to this scene.
  102899. * @param newAnimationGroup The animation group to add
  102900. */
  102901. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  102902. /**
  102903. * Adds the given multi-material to this scene
  102904. * @param newMultiMaterial The multi-material to add
  102905. */
  102906. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  102907. /**
  102908. * Adds the given material to this scene
  102909. * @param newMaterial The material to add
  102910. */
  102911. addMaterial(newMaterial: Material): void;
  102912. /**
  102913. * Adds the given morph target to this scene
  102914. * @param newMorphTargetManager The morph target to add
  102915. */
  102916. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  102917. /**
  102918. * Adds the given geometry to this scene
  102919. * @param newGeometry The geometry to add
  102920. */
  102921. addGeometry(newGeometry: Geometry): void;
  102922. /**
  102923. * Adds the given action manager to this scene
  102924. * @param newActionManager The action manager to add
  102925. */
  102926. addActionManager(newActionManager: AbstractActionManager): void;
  102927. /**
  102928. * Adds the given texture to this scene.
  102929. * @param newTexture The texture to add
  102930. */
  102931. addTexture(newTexture: BaseTexture): void;
  102932. /**
  102933. * Switch active camera
  102934. * @param newCamera defines the new active camera
  102935. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  102936. */
  102937. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  102938. /**
  102939. * sets the active camera of the scene using its ID
  102940. * @param id defines the camera's ID
  102941. * @return the new active camera or null if none found.
  102942. */
  102943. setActiveCameraByID(id: string): Nullable<Camera>;
  102944. /**
  102945. * sets the active camera of the scene using its name
  102946. * @param name defines the camera's name
  102947. * @returns the new active camera or null if none found.
  102948. */
  102949. setActiveCameraByName(name: string): Nullable<Camera>;
  102950. /**
  102951. * get an animation group using its name
  102952. * @param name defines the material's name
  102953. * @return the animation group or null if none found.
  102954. */
  102955. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  102956. /**
  102957. * Get a material using its unique id
  102958. * @param uniqueId defines the material's unique id
  102959. * @return the material or null if none found.
  102960. */
  102961. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  102962. /**
  102963. * get a material using its id
  102964. * @param id defines the material's ID
  102965. * @return the material or null if none found.
  102966. */
  102967. getMaterialByID(id: string): Nullable<Material>;
  102968. /**
  102969. * Gets a the last added material using a given id
  102970. * @param id defines the material's ID
  102971. * @return the last material with the given id or null if none found.
  102972. */
  102973. getLastMaterialByID(id: string): Nullable<Material>;
  102974. /**
  102975. * Gets a material using its name
  102976. * @param name defines the material's name
  102977. * @return the material or null if none found.
  102978. */
  102979. getMaterialByName(name: string): Nullable<Material>;
  102980. /**
  102981. * Get a texture using its unique id
  102982. * @param uniqueId defines the texture's unique id
  102983. * @return the texture or null if none found.
  102984. */
  102985. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  102986. /**
  102987. * Gets a camera using its id
  102988. * @param id defines the id to look for
  102989. * @returns the camera or null if not found
  102990. */
  102991. getCameraByID(id: string): Nullable<Camera>;
  102992. /**
  102993. * Gets a camera using its unique id
  102994. * @param uniqueId defines the unique id to look for
  102995. * @returns the camera or null if not found
  102996. */
  102997. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  102998. /**
  102999. * Gets a camera using its name
  103000. * @param name defines the camera's name
  103001. * @return the camera or null if none found.
  103002. */
  103003. getCameraByName(name: string): Nullable<Camera>;
  103004. /**
  103005. * Gets a bone using its id
  103006. * @param id defines the bone's id
  103007. * @return the bone or null if not found
  103008. */
  103009. getBoneByID(id: string): Nullable<Bone>;
  103010. /**
  103011. * Gets a bone using its id
  103012. * @param name defines the bone's name
  103013. * @return the bone or null if not found
  103014. */
  103015. getBoneByName(name: string): Nullable<Bone>;
  103016. /**
  103017. * Gets a light node using its name
  103018. * @param name defines the the light's name
  103019. * @return the light or null if none found.
  103020. */
  103021. getLightByName(name: string): Nullable<Light>;
  103022. /**
  103023. * Gets a light node using its id
  103024. * @param id defines the light's id
  103025. * @return the light or null if none found.
  103026. */
  103027. getLightByID(id: string): Nullable<Light>;
  103028. /**
  103029. * Gets a light node using its scene-generated unique ID
  103030. * @param uniqueId defines the light's unique id
  103031. * @return the light or null if none found.
  103032. */
  103033. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  103034. /**
  103035. * Gets a particle system by id
  103036. * @param id defines the particle system id
  103037. * @return the corresponding system or null if none found
  103038. */
  103039. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  103040. /**
  103041. * Gets a geometry using its ID
  103042. * @param id defines the geometry's id
  103043. * @return the geometry or null if none found.
  103044. */
  103045. getGeometryByID(id: string): Nullable<Geometry>;
  103046. private _getGeometryByUniqueID;
  103047. /**
  103048. * Add a new geometry to this scene
  103049. * @param geometry defines the geometry to be added to the scene.
  103050. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  103051. * @return a boolean defining if the geometry was added or not
  103052. */
  103053. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  103054. /**
  103055. * Removes an existing geometry
  103056. * @param geometry defines the geometry to be removed from the scene
  103057. * @return a boolean defining if the geometry was removed or not
  103058. */
  103059. removeGeometry(geometry: Geometry): boolean;
  103060. /**
  103061. * Gets the list of geometries attached to the scene
  103062. * @returns an array of Geometry
  103063. */
  103064. getGeometries(): Geometry[];
  103065. /**
  103066. * Gets the first added mesh found of a given ID
  103067. * @param id defines the id to search for
  103068. * @return the mesh found or null if not found at all
  103069. */
  103070. getMeshByID(id: string): Nullable<AbstractMesh>;
  103071. /**
  103072. * Gets a list of meshes using their id
  103073. * @param id defines the id to search for
  103074. * @returns a list of meshes
  103075. */
  103076. getMeshesByID(id: string): Array<AbstractMesh>;
  103077. /**
  103078. * Gets the first added transform node found of a given ID
  103079. * @param id defines the id to search for
  103080. * @return the found transform node or null if not found at all.
  103081. */
  103082. getTransformNodeByID(id: string): Nullable<TransformNode>;
  103083. /**
  103084. * Gets a transform node with its auto-generated unique id
  103085. * @param uniqueId efines the unique id to search for
  103086. * @return the found transform node or null if not found at all.
  103087. */
  103088. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  103089. /**
  103090. * Gets a list of transform nodes using their id
  103091. * @param id defines the id to search for
  103092. * @returns a list of transform nodes
  103093. */
  103094. getTransformNodesByID(id: string): Array<TransformNode>;
  103095. /**
  103096. * Gets a mesh with its auto-generated unique id
  103097. * @param uniqueId defines the unique id to search for
  103098. * @return the found mesh or null if not found at all.
  103099. */
  103100. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  103101. /**
  103102. * Gets a the last added mesh using a given id
  103103. * @param id defines the id to search for
  103104. * @return the found mesh or null if not found at all.
  103105. */
  103106. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  103107. /**
  103108. * Gets a the last added node (Mesh, Camera, Light) using a given id
  103109. * @param id defines the id to search for
  103110. * @return the found node or null if not found at all
  103111. */
  103112. getLastEntryByID(id: string): Nullable<Node>;
  103113. /**
  103114. * Gets a node (Mesh, Camera, Light) using a given id
  103115. * @param id defines the id to search for
  103116. * @return the found node or null if not found at all
  103117. */
  103118. getNodeByID(id: string): Nullable<Node>;
  103119. /**
  103120. * Gets a node (Mesh, Camera, Light) using a given name
  103121. * @param name defines the name to search for
  103122. * @return the found node or null if not found at all.
  103123. */
  103124. getNodeByName(name: string): Nullable<Node>;
  103125. /**
  103126. * Gets a mesh using a given name
  103127. * @param name defines the name to search for
  103128. * @return the found mesh or null if not found at all.
  103129. */
  103130. getMeshByName(name: string): Nullable<AbstractMesh>;
  103131. /**
  103132. * Gets a transform node using a given name
  103133. * @param name defines the name to search for
  103134. * @return the found transform node or null if not found at all.
  103135. */
  103136. getTransformNodeByName(name: string): Nullable<TransformNode>;
  103137. /**
  103138. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  103139. * @param id defines the id to search for
  103140. * @return the found skeleton or null if not found at all.
  103141. */
  103142. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  103143. /**
  103144. * Gets a skeleton using a given auto generated unique id
  103145. * @param uniqueId defines the unique id to search for
  103146. * @return the found skeleton or null if not found at all.
  103147. */
  103148. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  103149. /**
  103150. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  103151. * @param id defines the id to search for
  103152. * @return the found skeleton or null if not found at all.
  103153. */
  103154. getSkeletonById(id: string): Nullable<Skeleton>;
  103155. /**
  103156. * Gets a skeleton using a given name
  103157. * @param name defines the name to search for
  103158. * @return the found skeleton or null if not found at all.
  103159. */
  103160. getSkeletonByName(name: string): Nullable<Skeleton>;
  103161. /**
  103162. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  103163. * @param id defines the id to search for
  103164. * @return the found morph target manager or null if not found at all.
  103165. */
  103166. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  103167. /**
  103168. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  103169. * @param id defines the id to search for
  103170. * @return the found morph target or null if not found at all.
  103171. */
  103172. getMorphTargetById(id: string): Nullable<MorphTarget>;
  103173. /**
  103174. * Gets a boolean indicating if the given mesh is active
  103175. * @param mesh defines the mesh to look for
  103176. * @returns true if the mesh is in the active list
  103177. */
  103178. isActiveMesh(mesh: AbstractMesh): boolean;
  103179. /**
  103180. * Return a unique id as a string which can serve as an identifier for the scene
  103181. */
  103182. readonly uid: string;
  103183. /**
  103184. * Add an externaly attached data from its key.
  103185. * This method call will fail and return false, if such key already exists.
  103186. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  103187. * @param key the unique key that identifies the data
  103188. * @param data the data object to associate to the key for this Engine instance
  103189. * @return true if no such key were already present and the data was added successfully, false otherwise
  103190. */
  103191. addExternalData<T>(key: string, data: T): boolean;
  103192. /**
  103193. * Get an externaly attached data from its key
  103194. * @param key the unique key that identifies the data
  103195. * @return the associated data, if present (can be null), or undefined if not present
  103196. */
  103197. getExternalData<T>(key: string): Nullable<T>;
  103198. /**
  103199. * Get an externaly attached data from its key, create it using a factory if it's not already present
  103200. * @param key the unique key that identifies the data
  103201. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  103202. * @return the associated data, can be null if the factory returned null.
  103203. */
  103204. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  103205. /**
  103206. * Remove an externaly attached data from the Engine instance
  103207. * @param key the unique key that identifies the data
  103208. * @return true if the data was successfully removed, false if it doesn't exist
  103209. */
  103210. removeExternalData(key: string): boolean;
  103211. private _evaluateSubMesh;
  103212. /**
  103213. * Clear the processed materials smart array preventing retention point in material dispose.
  103214. */
  103215. freeProcessedMaterials(): void;
  103216. private _preventFreeActiveMeshesAndRenderingGroups;
  103217. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  103218. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  103219. * when disposing several meshes in a row or a hierarchy of meshes.
  103220. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  103221. */
  103222. blockfreeActiveMeshesAndRenderingGroups: boolean;
  103223. /**
  103224. * Clear the active meshes smart array preventing retention point in mesh dispose.
  103225. */
  103226. freeActiveMeshes(): void;
  103227. /**
  103228. * Clear the info related to rendering groups preventing retention points during dispose.
  103229. */
  103230. freeRenderingGroups(): void;
  103231. /** @hidden */
  103232. _isInIntermediateRendering(): boolean;
  103233. /**
  103234. * Lambda returning the list of potentially active meshes.
  103235. */
  103236. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  103237. /**
  103238. * Lambda returning the list of potentially active sub meshes.
  103239. */
  103240. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  103241. /**
  103242. * Lambda returning the list of potentially intersecting sub meshes.
  103243. */
  103244. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  103245. /**
  103246. * Lambda returning the list of potentially colliding sub meshes.
  103247. */
  103248. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  103249. private _activeMeshesFrozen;
  103250. private _skipEvaluateActiveMeshesCompletely;
  103251. /**
  103252. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  103253. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  103254. * @returns the current scene
  103255. */
  103256. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  103257. /**
  103258. * Use this function to restart evaluating active meshes on every frame
  103259. * @returns the current scene
  103260. */
  103261. unfreezeActiveMeshes(): Scene;
  103262. private _evaluateActiveMeshes;
  103263. private _activeMesh;
  103264. /**
  103265. * Update the transform matrix to update from the current active camera
  103266. * @param force defines a boolean used to force the update even if cache is up to date
  103267. */
  103268. updateTransformMatrix(force?: boolean): void;
  103269. private _bindFrameBuffer;
  103270. /** @hidden */
  103271. _allowPostProcessClearColor: boolean;
  103272. /** @hidden */
  103273. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  103274. private _processSubCameras;
  103275. private _checkIntersections;
  103276. /** @hidden */
  103277. _advancePhysicsEngineStep(step: number): void;
  103278. /**
  103279. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  103280. */
  103281. getDeterministicFrameTime: () => number;
  103282. /** @hidden */
  103283. _animate(): void;
  103284. /** Execute all animations (for a frame) */
  103285. animate(): void;
  103286. /**
  103287. * Render the scene
  103288. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  103289. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  103290. */
  103291. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  103292. /**
  103293. * Freeze all materials
  103294. * A frozen material will not be updatable but should be faster to render
  103295. */
  103296. freezeMaterials(): void;
  103297. /**
  103298. * Unfreeze all materials
  103299. * A frozen material will not be updatable but should be faster to render
  103300. */
  103301. unfreezeMaterials(): void;
  103302. /**
  103303. * Releases all held ressources
  103304. */
  103305. dispose(): void;
  103306. /**
  103307. * Gets if the scene is already disposed
  103308. */
  103309. readonly isDisposed: boolean;
  103310. /**
  103311. * Call this function to reduce memory footprint of the scene.
  103312. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  103313. */
  103314. clearCachedVertexData(): void;
  103315. /**
  103316. * This function will remove the local cached buffer data from texture.
  103317. * It will save memory but will prevent the texture from being rebuilt
  103318. */
  103319. cleanCachedTextureBuffer(): void;
  103320. /**
  103321. * Get the world extend vectors with an optional filter
  103322. *
  103323. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  103324. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  103325. */
  103326. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  103327. min: Vector3;
  103328. max: Vector3;
  103329. };
  103330. /**
  103331. * Creates a ray that can be used to pick in the scene
  103332. * @param x defines the x coordinate of the origin (on-screen)
  103333. * @param y defines the y coordinate of the origin (on-screen)
  103334. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103335. * @param camera defines the camera to use for the picking
  103336. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103337. * @returns a Ray
  103338. */
  103339. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  103340. /**
  103341. * Creates a ray that can be used to pick in the scene
  103342. * @param x defines the x coordinate of the origin (on-screen)
  103343. * @param y defines the y coordinate of the origin (on-screen)
  103344. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103345. * @param result defines the ray where to store the picking ray
  103346. * @param camera defines the camera to use for the picking
  103347. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103348. * @returns the current scene
  103349. */
  103350. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  103351. /**
  103352. * Creates a ray that can be used to pick in the scene
  103353. * @param x defines the x coordinate of the origin (on-screen)
  103354. * @param y defines the y coordinate of the origin (on-screen)
  103355. * @param camera defines the camera to use for the picking
  103356. * @returns a Ray
  103357. */
  103358. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  103359. /**
  103360. * Creates a ray that can be used to pick in the scene
  103361. * @param x defines the x coordinate of the origin (on-screen)
  103362. * @param y defines the y coordinate of the origin (on-screen)
  103363. * @param result defines the ray where to store the picking ray
  103364. * @param camera defines the camera to use for the picking
  103365. * @returns the current scene
  103366. */
  103367. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  103368. /** Launch a ray to try to pick a mesh in the scene
  103369. * @param x position on screen
  103370. * @param y position on screen
  103371. * @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
  103372. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  103373. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103374. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103375. * @returns a PickingInfo
  103376. */
  103377. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103378. /** Use the given ray to pick a mesh in the scene
  103379. * @param ray The ray to use to pick meshes
  103380. * @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
  103381. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  103382. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103383. * @returns a PickingInfo
  103384. */
  103385. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103386. /**
  103387. * Launch a ray to try to pick a mesh in the scene
  103388. * @param x X position on screen
  103389. * @param y Y position on screen
  103390. * @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
  103391. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103392. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103393. * @returns an array of PickingInfo
  103394. */
  103395. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103396. /**
  103397. * Launch a ray to try to pick a mesh in the scene
  103398. * @param ray Ray to use
  103399. * @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
  103400. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103401. * @returns an array of PickingInfo
  103402. */
  103403. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103404. /**
  103405. * Force the value of meshUnderPointer
  103406. * @param mesh defines the mesh to use
  103407. */
  103408. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  103409. /**
  103410. * Gets the mesh under the pointer
  103411. * @returns a Mesh or null if no mesh is under the pointer
  103412. */
  103413. getPointerOverMesh(): Nullable<AbstractMesh>;
  103414. /** @hidden */
  103415. _rebuildGeometries(): void;
  103416. /** @hidden */
  103417. _rebuildTextures(): void;
  103418. private _getByTags;
  103419. /**
  103420. * Get a list of meshes by tags
  103421. * @param tagsQuery defines the tags query to use
  103422. * @param forEach defines a predicate used to filter results
  103423. * @returns an array of Mesh
  103424. */
  103425. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  103426. /**
  103427. * Get a list of cameras by tags
  103428. * @param tagsQuery defines the tags query to use
  103429. * @param forEach defines a predicate used to filter results
  103430. * @returns an array of Camera
  103431. */
  103432. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  103433. /**
  103434. * Get a list of lights by tags
  103435. * @param tagsQuery defines the tags query to use
  103436. * @param forEach defines a predicate used to filter results
  103437. * @returns an array of Light
  103438. */
  103439. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  103440. /**
  103441. * Get a list of materials by tags
  103442. * @param tagsQuery defines the tags query to use
  103443. * @param forEach defines a predicate used to filter results
  103444. * @returns an array of Material
  103445. */
  103446. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  103447. /**
  103448. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  103449. * This allowed control for front to back rendering or reversly depending of the special needs.
  103450. *
  103451. * @param renderingGroupId The rendering group id corresponding to its index
  103452. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  103453. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  103454. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  103455. */
  103456. 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;
  103457. /**
  103458. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  103459. *
  103460. * @param renderingGroupId The rendering group id corresponding to its index
  103461. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  103462. * @param depth Automatically clears depth between groups if true and autoClear is true.
  103463. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  103464. */
  103465. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  103466. /**
  103467. * Gets the current auto clear configuration for one rendering group of the rendering
  103468. * manager.
  103469. * @param index the rendering group index to get the information for
  103470. * @returns The auto clear setup for the requested rendering group
  103471. */
  103472. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  103473. private _blockMaterialDirtyMechanism;
  103474. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  103475. blockMaterialDirtyMechanism: boolean;
  103476. /**
  103477. * Will flag all materials as dirty to trigger new shader compilation
  103478. * @param flag defines the flag used to specify which material part must be marked as dirty
  103479. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  103480. */
  103481. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  103482. /** @hidden */
  103483. _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;
  103484. /** @hidden */
  103485. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103486. /** @hidden */
  103487. _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;
  103488. /** @hidden */
  103489. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  103490. /** @hidden */
  103491. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  103492. /** @hidden */
  103493. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103494. }
  103495. }
  103496. declare module BABYLON {
  103497. /**
  103498. * Set of assets to keep when moving a scene into an asset container.
  103499. */
  103500. export class KeepAssets extends AbstractScene {
  103501. }
  103502. /**
  103503. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  103504. */
  103505. export class InstantiatedEntries {
  103506. /**
  103507. * List of new root nodes (eg. nodes with no parent)
  103508. */
  103509. rootNodes: TransformNode[];
  103510. /**
  103511. * List of new skeletons
  103512. */
  103513. skeletons: Skeleton[];
  103514. /**
  103515. * List of new animation groups
  103516. */
  103517. animationGroups: AnimationGroup[];
  103518. }
  103519. /**
  103520. * Container with a set of assets that can be added or removed from a scene.
  103521. */
  103522. export class AssetContainer extends AbstractScene {
  103523. /**
  103524. * The scene the AssetContainer belongs to.
  103525. */
  103526. scene: Scene;
  103527. /**
  103528. * Instantiates an AssetContainer.
  103529. * @param scene The scene the AssetContainer belongs to.
  103530. */
  103531. constructor(scene: Scene);
  103532. /**
  103533. * Instantiate or clone all meshes and add the new ones to the scene.
  103534. * Skeletons and animation groups will all be cloned
  103535. * @param nameFunction defines an optional function used to get new names for clones
  103536. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  103537. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  103538. */
  103539. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  103540. /**
  103541. * Adds all the assets from the container to the scene.
  103542. */
  103543. addAllToScene(): void;
  103544. /**
  103545. * Removes all the assets in the container from the scene
  103546. */
  103547. removeAllFromScene(): void;
  103548. /**
  103549. * Disposes all the assets in the container
  103550. */
  103551. dispose(): void;
  103552. private _moveAssets;
  103553. /**
  103554. * Removes all the assets contained in the scene and adds them to the container.
  103555. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  103556. */
  103557. moveAllFromScene(keepAssets?: KeepAssets): void;
  103558. /**
  103559. * 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.
  103560. * @returns the root mesh
  103561. */
  103562. createRootMesh(): Mesh;
  103563. }
  103564. }
  103565. declare module BABYLON {
  103566. /**
  103567. * Defines how the parser contract is defined.
  103568. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  103569. */
  103570. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  103571. /**
  103572. * Defines how the individual parser contract is defined.
  103573. * These parser can parse an individual asset
  103574. */
  103575. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  103576. /**
  103577. * Base class of the scene acting as a container for the different elements composing a scene.
  103578. * This class is dynamically extended by the different components of the scene increasing
  103579. * flexibility and reducing coupling
  103580. */
  103581. export abstract class AbstractScene {
  103582. /**
  103583. * Stores the list of available parsers in the application.
  103584. */
  103585. private static _BabylonFileParsers;
  103586. /**
  103587. * Stores the list of available individual parsers in the application.
  103588. */
  103589. private static _IndividualBabylonFileParsers;
  103590. /**
  103591. * Adds a parser in the list of available ones
  103592. * @param name Defines the name of the parser
  103593. * @param parser Defines the parser to add
  103594. */
  103595. static AddParser(name: string, parser: BabylonFileParser): void;
  103596. /**
  103597. * Gets a general parser from the list of avaialble ones
  103598. * @param name Defines the name of the parser
  103599. * @returns the requested parser or null
  103600. */
  103601. static GetParser(name: string): Nullable<BabylonFileParser>;
  103602. /**
  103603. * Adds n individual parser in the list of available ones
  103604. * @param name Defines the name of the parser
  103605. * @param parser Defines the parser to add
  103606. */
  103607. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  103608. /**
  103609. * Gets an individual parser from the list of avaialble ones
  103610. * @param name Defines the name of the parser
  103611. * @returns the requested parser or null
  103612. */
  103613. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  103614. /**
  103615. * Parser json data and populate both a scene and its associated container object
  103616. * @param jsonData Defines the data to parse
  103617. * @param scene Defines the scene to parse the data for
  103618. * @param container Defines the container attached to the parsing sequence
  103619. * @param rootUrl Defines the root url of the data
  103620. */
  103621. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  103622. /**
  103623. * Gets the list of root nodes (ie. nodes with no parent)
  103624. */
  103625. rootNodes: Node[];
  103626. /** All of the cameras added to this scene
  103627. * @see http://doc.babylonjs.com/babylon101/cameras
  103628. */
  103629. cameras: Camera[];
  103630. /**
  103631. * All of the lights added to this scene
  103632. * @see http://doc.babylonjs.com/babylon101/lights
  103633. */
  103634. lights: Light[];
  103635. /**
  103636. * All of the (abstract) meshes added to this scene
  103637. */
  103638. meshes: AbstractMesh[];
  103639. /**
  103640. * The list of skeletons added to the scene
  103641. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  103642. */
  103643. skeletons: Skeleton[];
  103644. /**
  103645. * All of the particle systems added to this scene
  103646. * @see http://doc.babylonjs.com/babylon101/particles
  103647. */
  103648. particleSystems: IParticleSystem[];
  103649. /**
  103650. * Gets a list of Animations associated with the scene
  103651. */
  103652. animations: Animation[];
  103653. /**
  103654. * All of the animation groups added to this scene
  103655. * @see http://doc.babylonjs.com/how_to/group
  103656. */
  103657. animationGroups: AnimationGroup[];
  103658. /**
  103659. * All of the multi-materials added to this scene
  103660. * @see http://doc.babylonjs.com/how_to/multi_materials
  103661. */
  103662. multiMaterials: MultiMaterial[];
  103663. /**
  103664. * All of the materials added to this scene
  103665. * In the context of a Scene, it is not supposed to be modified manually.
  103666. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  103667. * Note also that the order of the Material within the array is not significant and might change.
  103668. * @see http://doc.babylonjs.com/babylon101/materials
  103669. */
  103670. materials: Material[];
  103671. /**
  103672. * The list of morph target managers added to the scene
  103673. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  103674. */
  103675. morphTargetManagers: MorphTargetManager[];
  103676. /**
  103677. * The list of geometries used in the scene.
  103678. */
  103679. geometries: Geometry[];
  103680. /**
  103681. * All of the tranform nodes added to this scene
  103682. * In the context of a Scene, it is not supposed to be modified manually.
  103683. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  103684. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  103685. * @see http://doc.babylonjs.com/how_to/transformnode
  103686. */
  103687. transformNodes: TransformNode[];
  103688. /**
  103689. * ActionManagers available on the scene.
  103690. */
  103691. actionManagers: AbstractActionManager[];
  103692. /**
  103693. * Textures to keep.
  103694. */
  103695. textures: BaseTexture[];
  103696. /**
  103697. * Environment texture for the scene
  103698. */
  103699. environmentTexture: Nullable<BaseTexture>;
  103700. }
  103701. }
  103702. declare module BABYLON {
  103703. /**
  103704. * Interface used to define options for Sound class
  103705. */
  103706. export interface ISoundOptions {
  103707. /**
  103708. * Does the sound autoplay once loaded.
  103709. */
  103710. autoplay?: boolean;
  103711. /**
  103712. * Does the sound loop after it finishes playing once.
  103713. */
  103714. loop?: boolean;
  103715. /**
  103716. * Sound's volume
  103717. */
  103718. volume?: number;
  103719. /**
  103720. * Is it a spatial sound?
  103721. */
  103722. spatialSound?: boolean;
  103723. /**
  103724. * Maximum distance to hear that sound
  103725. */
  103726. maxDistance?: number;
  103727. /**
  103728. * Uses user defined attenuation function
  103729. */
  103730. useCustomAttenuation?: boolean;
  103731. /**
  103732. * Define the roll off factor of spatial sounds.
  103733. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103734. */
  103735. rolloffFactor?: number;
  103736. /**
  103737. * Define the reference distance the sound should be heard perfectly.
  103738. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103739. */
  103740. refDistance?: number;
  103741. /**
  103742. * Define the distance attenuation model the sound will follow.
  103743. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103744. */
  103745. distanceModel?: string;
  103746. /**
  103747. * Defines the playback speed (1 by default)
  103748. */
  103749. playbackRate?: number;
  103750. /**
  103751. * Defines if the sound is from a streaming source
  103752. */
  103753. streaming?: boolean;
  103754. /**
  103755. * Defines an optional length (in seconds) inside the sound file
  103756. */
  103757. length?: number;
  103758. /**
  103759. * Defines an optional offset (in seconds) inside the sound file
  103760. */
  103761. offset?: number;
  103762. /**
  103763. * If true, URLs will not be required to state the audio file codec to use.
  103764. */
  103765. skipCodecCheck?: boolean;
  103766. }
  103767. /**
  103768. * Defines a sound that can be played in the application.
  103769. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  103770. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103771. */
  103772. export class Sound {
  103773. /**
  103774. * The name of the sound in the scene.
  103775. */
  103776. name: string;
  103777. /**
  103778. * Does the sound autoplay once loaded.
  103779. */
  103780. autoplay: boolean;
  103781. /**
  103782. * Does the sound loop after it finishes playing once.
  103783. */
  103784. loop: boolean;
  103785. /**
  103786. * Does the sound use a custom attenuation curve to simulate the falloff
  103787. * happening when the source gets further away from the camera.
  103788. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103789. */
  103790. useCustomAttenuation: boolean;
  103791. /**
  103792. * The sound track id this sound belongs to.
  103793. */
  103794. soundTrackId: number;
  103795. /**
  103796. * Is this sound currently played.
  103797. */
  103798. isPlaying: boolean;
  103799. /**
  103800. * Is this sound currently paused.
  103801. */
  103802. isPaused: boolean;
  103803. /**
  103804. * Does this sound enables spatial sound.
  103805. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103806. */
  103807. spatialSound: boolean;
  103808. /**
  103809. * Define the reference distance the sound should be heard perfectly.
  103810. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103811. */
  103812. refDistance: number;
  103813. /**
  103814. * Define the roll off factor of spatial sounds.
  103815. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103816. */
  103817. rolloffFactor: number;
  103818. /**
  103819. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  103820. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103821. */
  103822. maxDistance: number;
  103823. /**
  103824. * Define the distance attenuation model the sound will follow.
  103825. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103826. */
  103827. distanceModel: string;
  103828. /**
  103829. * @hidden
  103830. * Back Compat
  103831. **/
  103832. onended: () => any;
  103833. /**
  103834. * Observable event when the current playing sound finishes.
  103835. */
  103836. onEndedObservable: Observable<Sound>;
  103837. private _panningModel;
  103838. private _playbackRate;
  103839. private _streaming;
  103840. private _startTime;
  103841. private _startOffset;
  103842. private _position;
  103843. /** @hidden */
  103844. _positionInEmitterSpace: boolean;
  103845. private _localDirection;
  103846. private _volume;
  103847. private _isReadyToPlay;
  103848. private _isDirectional;
  103849. private _readyToPlayCallback;
  103850. private _audioBuffer;
  103851. private _soundSource;
  103852. private _streamingSource;
  103853. private _soundPanner;
  103854. private _soundGain;
  103855. private _inputAudioNode;
  103856. private _outputAudioNode;
  103857. private _coneInnerAngle;
  103858. private _coneOuterAngle;
  103859. private _coneOuterGain;
  103860. private _scene;
  103861. private _connectedTransformNode;
  103862. private _customAttenuationFunction;
  103863. private _registerFunc;
  103864. private _isOutputConnected;
  103865. private _htmlAudioElement;
  103866. private _urlType;
  103867. private _length?;
  103868. private _offset?;
  103869. /** @hidden */
  103870. static _SceneComponentInitialization: (scene: Scene) => void;
  103871. /**
  103872. * Create a sound and attach it to a scene
  103873. * @param name Name of your sound
  103874. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  103875. * @param scene defines the scene the sound belongs to
  103876. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  103877. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  103878. */
  103879. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  103880. /**
  103881. * Release the sound and its associated resources
  103882. */
  103883. dispose(): void;
  103884. /**
  103885. * Gets if the sounds is ready to be played or not.
  103886. * @returns true if ready, otherwise false
  103887. */
  103888. isReady(): boolean;
  103889. private _soundLoaded;
  103890. /**
  103891. * Sets the data of the sound from an audiobuffer
  103892. * @param audioBuffer The audioBuffer containing the data
  103893. */
  103894. setAudioBuffer(audioBuffer: AudioBuffer): void;
  103895. /**
  103896. * Updates the current sounds options such as maxdistance, loop...
  103897. * @param options A JSON object containing values named as the object properties
  103898. */
  103899. updateOptions(options: ISoundOptions): void;
  103900. private _createSpatialParameters;
  103901. private _updateSpatialParameters;
  103902. /**
  103903. * Switch the panning model to HRTF:
  103904. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103905. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103906. */
  103907. switchPanningModelToHRTF(): void;
  103908. /**
  103909. * Switch the panning model to Equal Power:
  103910. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103911. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103912. */
  103913. switchPanningModelToEqualPower(): void;
  103914. private _switchPanningModel;
  103915. /**
  103916. * Connect this sound to a sound track audio node like gain...
  103917. * @param soundTrackAudioNode the sound track audio node to connect to
  103918. */
  103919. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  103920. /**
  103921. * Transform this sound into a directional source
  103922. * @param coneInnerAngle Size of the inner cone in degree
  103923. * @param coneOuterAngle Size of the outer cone in degree
  103924. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  103925. */
  103926. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  103927. /**
  103928. * Gets or sets the inner angle for the directional cone.
  103929. */
  103930. /**
  103931. * Gets or sets the inner angle for the directional cone.
  103932. */
  103933. directionalConeInnerAngle: number;
  103934. /**
  103935. * Gets or sets the outer angle for the directional cone.
  103936. */
  103937. /**
  103938. * Gets or sets the outer angle for the directional cone.
  103939. */
  103940. directionalConeOuterAngle: number;
  103941. /**
  103942. * Sets the position of the emitter if spatial sound is enabled
  103943. * @param newPosition Defines the new posisiton
  103944. */
  103945. setPosition(newPosition: Vector3): void;
  103946. /**
  103947. * Sets the local direction of the emitter if spatial sound is enabled
  103948. * @param newLocalDirection Defines the new local direction
  103949. */
  103950. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  103951. private _updateDirection;
  103952. /** @hidden */
  103953. updateDistanceFromListener(): void;
  103954. /**
  103955. * Sets a new custom attenuation function for the sound.
  103956. * @param callback Defines the function used for the attenuation
  103957. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103958. */
  103959. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  103960. /**
  103961. * Play the sound
  103962. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  103963. * @param offset (optional) Start the sound at a specific time in seconds
  103964. * @param length (optional) Sound duration (in seconds)
  103965. */
  103966. play(time?: number, offset?: number, length?: number): void;
  103967. private _onended;
  103968. /**
  103969. * Stop the sound
  103970. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  103971. */
  103972. stop(time?: number): void;
  103973. /**
  103974. * Put the sound in pause
  103975. */
  103976. pause(): void;
  103977. /**
  103978. * Sets a dedicated volume for this sounds
  103979. * @param newVolume Define the new volume of the sound
  103980. * @param time Define time for gradual change to new volume
  103981. */
  103982. setVolume(newVolume: number, time?: number): void;
  103983. /**
  103984. * Set the sound play back rate
  103985. * @param newPlaybackRate Define the playback rate the sound should be played at
  103986. */
  103987. setPlaybackRate(newPlaybackRate: number): void;
  103988. /**
  103989. * Gets the volume of the sound.
  103990. * @returns the volume of the sound
  103991. */
  103992. getVolume(): number;
  103993. /**
  103994. * Attach the sound to a dedicated mesh
  103995. * @param transformNode The transform node to connect the sound with
  103996. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103997. */
  103998. attachToMesh(transformNode: TransformNode): void;
  103999. /**
  104000. * Detach the sound from the previously attached mesh
  104001. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104002. */
  104003. detachFromMesh(): void;
  104004. private _onRegisterAfterWorldMatrixUpdate;
  104005. /**
  104006. * Clone the current sound in the scene.
  104007. * @returns the new sound clone
  104008. */
  104009. clone(): Nullable<Sound>;
  104010. /**
  104011. * Gets the current underlying audio buffer containing the data
  104012. * @returns the audio buffer
  104013. */
  104014. getAudioBuffer(): Nullable<AudioBuffer>;
  104015. /**
  104016. * Serializes the Sound in a JSON representation
  104017. * @returns the JSON representation of the sound
  104018. */
  104019. serialize(): any;
  104020. /**
  104021. * Parse a JSON representation of a sound to innstantiate in a given scene
  104022. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  104023. * @param scene Define the scene the new parsed sound should be created in
  104024. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  104025. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  104026. * @returns the newly parsed sound
  104027. */
  104028. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  104029. }
  104030. }
  104031. declare module BABYLON {
  104032. /**
  104033. * This defines an action helpful to play a defined sound on a triggered action.
  104034. */
  104035. export class PlaySoundAction extends Action {
  104036. private _sound;
  104037. /**
  104038. * Instantiate the action
  104039. * @param triggerOptions defines the trigger options
  104040. * @param sound defines the sound to play
  104041. * @param condition defines the trigger related conditions
  104042. */
  104043. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104044. /** @hidden */
  104045. _prepare(): void;
  104046. /**
  104047. * Execute the action and play the sound.
  104048. */
  104049. execute(): void;
  104050. /**
  104051. * Serializes the actions and its related information.
  104052. * @param parent defines the object to serialize in
  104053. * @returns the serialized object
  104054. */
  104055. serialize(parent: any): any;
  104056. }
  104057. /**
  104058. * This defines an action helpful to stop a defined sound on a triggered action.
  104059. */
  104060. export class StopSoundAction extends Action {
  104061. private _sound;
  104062. /**
  104063. * Instantiate the action
  104064. * @param triggerOptions defines the trigger options
  104065. * @param sound defines the sound to stop
  104066. * @param condition defines the trigger related conditions
  104067. */
  104068. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104069. /** @hidden */
  104070. _prepare(): void;
  104071. /**
  104072. * Execute the action and stop the sound.
  104073. */
  104074. execute(): void;
  104075. /**
  104076. * Serializes the actions and its related information.
  104077. * @param parent defines the object to serialize in
  104078. * @returns the serialized object
  104079. */
  104080. serialize(parent: any): any;
  104081. }
  104082. }
  104083. declare module BABYLON {
  104084. /**
  104085. * This defines an action responsible to change the value of a property
  104086. * by interpolating between its current value and the newly set one once triggered.
  104087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  104088. */
  104089. export class InterpolateValueAction extends Action {
  104090. /**
  104091. * Defines the path of the property where the value should be interpolated
  104092. */
  104093. propertyPath: string;
  104094. /**
  104095. * Defines the target value at the end of the interpolation.
  104096. */
  104097. value: any;
  104098. /**
  104099. * Defines the time it will take for the property to interpolate to the value.
  104100. */
  104101. duration: number;
  104102. /**
  104103. * Defines if the other scene animations should be stopped when the action has been triggered
  104104. */
  104105. stopOtherAnimations?: boolean;
  104106. /**
  104107. * Defines a callback raised once the interpolation animation has been done.
  104108. */
  104109. onInterpolationDone?: () => void;
  104110. /**
  104111. * Observable triggered once the interpolation animation has been done.
  104112. */
  104113. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  104114. private _target;
  104115. private _effectiveTarget;
  104116. private _property;
  104117. /**
  104118. * Instantiate the action
  104119. * @param triggerOptions defines the trigger options
  104120. * @param target defines the object containing the value to interpolate
  104121. * @param propertyPath defines the path to the property in the target object
  104122. * @param value defines the target value at the end of the interpolation
  104123. * @param duration deines the time it will take for the property to interpolate to the value.
  104124. * @param condition defines the trigger related conditions
  104125. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  104126. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  104127. */
  104128. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  104129. /** @hidden */
  104130. _prepare(): void;
  104131. /**
  104132. * Execute the action starts the value interpolation.
  104133. */
  104134. execute(): void;
  104135. /**
  104136. * Serializes the actions and its related information.
  104137. * @param parent defines the object to serialize in
  104138. * @returns the serialized object
  104139. */
  104140. serialize(parent: any): any;
  104141. }
  104142. }
  104143. declare module BABYLON {
  104144. /**
  104145. * Options allowed during the creation of a sound track.
  104146. */
  104147. export interface ISoundTrackOptions {
  104148. /**
  104149. * The volume the sound track should take during creation
  104150. */
  104151. volume?: number;
  104152. /**
  104153. * Define if the sound track is the main sound track of the scene
  104154. */
  104155. mainTrack?: boolean;
  104156. }
  104157. /**
  104158. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  104159. * It will be also used in a future release to apply effects on a specific track.
  104160. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104161. */
  104162. export class SoundTrack {
  104163. /**
  104164. * The unique identifier of the sound track in the scene.
  104165. */
  104166. id: number;
  104167. /**
  104168. * The list of sounds included in the sound track.
  104169. */
  104170. soundCollection: Array<Sound>;
  104171. private _outputAudioNode;
  104172. private _scene;
  104173. private _connectedAnalyser;
  104174. private _options;
  104175. private _isInitialized;
  104176. /**
  104177. * Creates a new sound track.
  104178. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104179. * @param scene Define the scene the sound track belongs to
  104180. * @param options
  104181. */
  104182. constructor(scene: Scene, options?: ISoundTrackOptions);
  104183. private _initializeSoundTrackAudioGraph;
  104184. /**
  104185. * Release the sound track and its associated resources
  104186. */
  104187. dispose(): void;
  104188. /**
  104189. * Adds a sound to this sound track
  104190. * @param sound define the cound to add
  104191. * @ignoreNaming
  104192. */
  104193. AddSound(sound: Sound): void;
  104194. /**
  104195. * Removes a sound to this sound track
  104196. * @param sound define the cound to remove
  104197. * @ignoreNaming
  104198. */
  104199. RemoveSound(sound: Sound): void;
  104200. /**
  104201. * Set a global volume for the full sound track.
  104202. * @param newVolume Define the new volume of the sound track
  104203. */
  104204. setVolume(newVolume: number): void;
  104205. /**
  104206. * Switch the panning model to HRTF:
  104207. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104208. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104209. */
  104210. switchPanningModelToHRTF(): void;
  104211. /**
  104212. * Switch the panning model to Equal Power:
  104213. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104214. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104215. */
  104216. switchPanningModelToEqualPower(): void;
  104217. /**
  104218. * Connect the sound track to an audio analyser allowing some amazing
  104219. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  104220. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  104221. * @param analyser The analyser to connect to the engine
  104222. */
  104223. connectToAnalyser(analyser: Analyser): void;
  104224. }
  104225. }
  104226. declare module BABYLON {
  104227. interface AbstractScene {
  104228. /**
  104229. * The list of sounds used in the scene.
  104230. */
  104231. sounds: Nullable<Array<Sound>>;
  104232. }
  104233. interface Scene {
  104234. /**
  104235. * @hidden
  104236. * Backing field
  104237. */
  104238. _mainSoundTrack: SoundTrack;
  104239. /**
  104240. * The main sound track played by the scene.
  104241. * It cotains your primary collection of sounds.
  104242. */
  104243. mainSoundTrack: SoundTrack;
  104244. /**
  104245. * The list of sound tracks added to the scene
  104246. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104247. */
  104248. soundTracks: Nullable<Array<SoundTrack>>;
  104249. /**
  104250. * Gets a sound using a given name
  104251. * @param name defines the name to search for
  104252. * @return the found sound or null if not found at all.
  104253. */
  104254. getSoundByName(name: string): Nullable<Sound>;
  104255. /**
  104256. * Gets or sets if audio support is enabled
  104257. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104258. */
  104259. audioEnabled: boolean;
  104260. /**
  104261. * Gets or sets if audio will be output to headphones
  104262. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104263. */
  104264. headphone: boolean;
  104265. /**
  104266. * Gets or sets custom audio listener position provider
  104267. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104268. */
  104269. audioListenerPositionProvider: Nullable<() => Vector3>;
  104270. /**
  104271. * Gets or sets a refresh rate when using 3D audio positioning
  104272. */
  104273. audioPositioningRefreshRate: number;
  104274. }
  104275. /**
  104276. * Defines the sound scene component responsible to manage any sounds
  104277. * in a given scene.
  104278. */
  104279. export class AudioSceneComponent implements ISceneSerializableComponent {
  104280. /**
  104281. * The component name helpfull to identify the component in the list of scene components.
  104282. */
  104283. readonly name: string;
  104284. /**
  104285. * The scene the component belongs to.
  104286. */
  104287. scene: Scene;
  104288. private _audioEnabled;
  104289. /**
  104290. * Gets whether audio is enabled or not.
  104291. * Please use related enable/disable method to switch state.
  104292. */
  104293. readonly audioEnabled: boolean;
  104294. private _headphone;
  104295. /**
  104296. * Gets whether audio is outputing to headphone or not.
  104297. * Please use the according Switch methods to change output.
  104298. */
  104299. readonly headphone: boolean;
  104300. /**
  104301. * Gets or sets a refresh rate when using 3D audio positioning
  104302. */
  104303. audioPositioningRefreshRate: number;
  104304. private _audioListenerPositionProvider;
  104305. /**
  104306. * Gets the current audio listener position provider
  104307. */
  104308. /**
  104309. * Sets a custom listener position for all sounds in the scene
  104310. * By default, this is the position of the first active camera
  104311. */
  104312. audioListenerPositionProvider: Nullable<() => Vector3>;
  104313. /**
  104314. * Creates a new instance of the component for the given scene
  104315. * @param scene Defines the scene to register the component in
  104316. */
  104317. constructor(scene: Scene);
  104318. /**
  104319. * Registers the component in a given scene
  104320. */
  104321. register(): void;
  104322. /**
  104323. * Rebuilds the elements related to this component in case of
  104324. * context lost for instance.
  104325. */
  104326. rebuild(): void;
  104327. /**
  104328. * Serializes the component data to the specified json object
  104329. * @param serializationObject The object to serialize to
  104330. */
  104331. serialize(serializationObject: any): void;
  104332. /**
  104333. * Adds all the elements from the container to the scene
  104334. * @param container the container holding the elements
  104335. */
  104336. addFromContainer(container: AbstractScene): void;
  104337. /**
  104338. * Removes all the elements in the container from the scene
  104339. * @param container contains the elements to remove
  104340. * @param dispose if the removed element should be disposed (default: false)
  104341. */
  104342. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  104343. /**
  104344. * Disposes the component and the associated ressources.
  104345. */
  104346. dispose(): void;
  104347. /**
  104348. * Disables audio in the associated scene.
  104349. */
  104350. disableAudio(): void;
  104351. /**
  104352. * Enables audio in the associated scene.
  104353. */
  104354. enableAudio(): void;
  104355. /**
  104356. * Switch audio to headphone output.
  104357. */
  104358. switchAudioModeForHeadphones(): void;
  104359. /**
  104360. * Switch audio to normal speakers.
  104361. */
  104362. switchAudioModeForNormalSpeakers(): void;
  104363. private _cachedCameraDirection;
  104364. private _cachedCameraPosition;
  104365. private _lastCheck;
  104366. private _afterRender;
  104367. }
  104368. }
  104369. declare module BABYLON {
  104370. /**
  104371. * Wraps one or more Sound objects and selects one with random weight for playback.
  104372. */
  104373. export class WeightedSound {
  104374. /** When true a Sound will be selected and played when the current playing Sound completes. */
  104375. loop: boolean;
  104376. private _coneInnerAngle;
  104377. private _coneOuterAngle;
  104378. private _volume;
  104379. /** A Sound is currently playing. */
  104380. isPlaying: boolean;
  104381. /** A Sound is currently paused. */
  104382. isPaused: boolean;
  104383. private _sounds;
  104384. private _weights;
  104385. private _currentIndex?;
  104386. /**
  104387. * Creates a new WeightedSound from the list of sounds given.
  104388. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  104389. * @param sounds Array of Sounds that will be selected from.
  104390. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  104391. */
  104392. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  104393. /**
  104394. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  104395. */
  104396. /**
  104397. * The size of cone in degress for a directional sound in which there will be no attenuation.
  104398. */
  104399. directionalConeInnerAngle: number;
  104400. /**
  104401. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104402. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104403. */
  104404. /**
  104405. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104406. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104407. */
  104408. directionalConeOuterAngle: number;
  104409. /**
  104410. * Playback volume.
  104411. */
  104412. /**
  104413. * Playback volume.
  104414. */
  104415. volume: number;
  104416. private _onended;
  104417. /**
  104418. * Suspend playback
  104419. */
  104420. pause(): void;
  104421. /**
  104422. * Stop playback
  104423. */
  104424. stop(): void;
  104425. /**
  104426. * Start playback.
  104427. * @param startOffset Position the clip head at a specific time in seconds.
  104428. */
  104429. play(startOffset?: number): void;
  104430. }
  104431. }
  104432. declare module BABYLON {
  104433. /**
  104434. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  104435. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104436. */
  104437. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  104438. /**
  104439. * Gets the name of the behavior.
  104440. */
  104441. readonly name: string;
  104442. /**
  104443. * The easing function used by animations
  104444. */
  104445. static EasingFunction: BackEase;
  104446. /**
  104447. * The easing mode used by animations
  104448. */
  104449. static EasingMode: number;
  104450. /**
  104451. * The duration of the animation, in milliseconds
  104452. */
  104453. transitionDuration: number;
  104454. /**
  104455. * Length of the distance animated by the transition when lower radius is reached
  104456. */
  104457. lowerRadiusTransitionRange: number;
  104458. /**
  104459. * Length of the distance animated by the transition when upper radius is reached
  104460. */
  104461. upperRadiusTransitionRange: number;
  104462. private _autoTransitionRange;
  104463. /**
  104464. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104465. */
  104466. /**
  104467. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104468. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  104469. */
  104470. autoTransitionRange: boolean;
  104471. private _attachedCamera;
  104472. private _onAfterCheckInputsObserver;
  104473. private _onMeshTargetChangedObserver;
  104474. /**
  104475. * Initializes the behavior.
  104476. */
  104477. init(): void;
  104478. /**
  104479. * Attaches the behavior to its arc rotate camera.
  104480. * @param camera Defines the camera to attach the behavior to
  104481. */
  104482. attach(camera: ArcRotateCamera): void;
  104483. /**
  104484. * Detaches the behavior from its current arc rotate camera.
  104485. */
  104486. detach(): void;
  104487. private _radiusIsAnimating;
  104488. private _radiusBounceTransition;
  104489. private _animatables;
  104490. private _cachedWheelPrecision;
  104491. /**
  104492. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  104493. * @param radiusLimit The limit to check against.
  104494. * @return Bool to indicate if at limit.
  104495. */
  104496. private _isRadiusAtLimit;
  104497. /**
  104498. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  104499. * @param radiusDelta The delta by which to animate to. Can be negative.
  104500. */
  104501. private _applyBoundRadiusAnimation;
  104502. /**
  104503. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  104504. */
  104505. protected _clearAnimationLocks(): void;
  104506. /**
  104507. * Stops and removes all animations that have been applied to the camera
  104508. */
  104509. stopAllAnimations(): void;
  104510. }
  104511. }
  104512. declare module BABYLON {
  104513. /**
  104514. * 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.
  104515. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104516. */
  104517. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  104518. /**
  104519. * Gets the name of the behavior.
  104520. */
  104521. readonly name: string;
  104522. private _mode;
  104523. private _radiusScale;
  104524. private _positionScale;
  104525. private _defaultElevation;
  104526. private _elevationReturnTime;
  104527. private _elevationReturnWaitTime;
  104528. private _zoomStopsAnimation;
  104529. private _framingTime;
  104530. /**
  104531. * The easing function used by animations
  104532. */
  104533. static EasingFunction: ExponentialEase;
  104534. /**
  104535. * The easing mode used by animations
  104536. */
  104537. static EasingMode: number;
  104538. /**
  104539. * Sets the current mode used by the behavior
  104540. */
  104541. /**
  104542. * Gets current mode used by the behavior.
  104543. */
  104544. mode: number;
  104545. /**
  104546. * Sets the scale applied to the radius (1 by default)
  104547. */
  104548. /**
  104549. * Gets the scale applied to the radius
  104550. */
  104551. radiusScale: number;
  104552. /**
  104553. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104554. */
  104555. /**
  104556. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104557. */
  104558. positionScale: number;
  104559. /**
  104560. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104561. * behaviour is triggered, in radians.
  104562. */
  104563. /**
  104564. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104565. * behaviour is triggered, in radians.
  104566. */
  104567. defaultElevation: number;
  104568. /**
  104569. * Sets the time (in milliseconds) taken to return to the default beta position.
  104570. * Negative value indicates camera should not return to default.
  104571. */
  104572. /**
  104573. * Gets the time (in milliseconds) taken to return to the default beta position.
  104574. * Negative value indicates camera should not return to default.
  104575. */
  104576. elevationReturnTime: number;
  104577. /**
  104578. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104579. */
  104580. /**
  104581. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104582. */
  104583. elevationReturnWaitTime: number;
  104584. /**
  104585. * Sets the flag that indicates if user zooming should stop animation.
  104586. */
  104587. /**
  104588. * Gets the flag that indicates if user zooming should stop animation.
  104589. */
  104590. zoomStopsAnimation: boolean;
  104591. /**
  104592. * Sets the transition time when framing the mesh, in milliseconds
  104593. */
  104594. /**
  104595. * Gets the transition time when framing the mesh, in milliseconds
  104596. */
  104597. framingTime: number;
  104598. /**
  104599. * Define if the behavior should automatically change the configured
  104600. * camera limits and sensibilities.
  104601. */
  104602. autoCorrectCameraLimitsAndSensibility: boolean;
  104603. private _onPrePointerObservableObserver;
  104604. private _onAfterCheckInputsObserver;
  104605. private _onMeshTargetChangedObserver;
  104606. private _attachedCamera;
  104607. private _isPointerDown;
  104608. private _lastInteractionTime;
  104609. /**
  104610. * Initializes the behavior.
  104611. */
  104612. init(): void;
  104613. /**
  104614. * Attaches the behavior to its arc rotate camera.
  104615. * @param camera Defines the camera to attach the behavior to
  104616. */
  104617. attach(camera: ArcRotateCamera): void;
  104618. /**
  104619. * Detaches the behavior from its current arc rotate camera.
  104620. */
  104621. detach(): void;
  104622. private _animatables;
  104623. private _betaIsAnimating;
  104624. private _betaTransition;
  104625. private _radiusTransition;
  104626. private _vectorTransition;
  104627. /**
  104628. * Targets the given mesh and updates zoom level accordingly.
  104629. * @param mesh The mesh to target.
  104630. * @param radius Optional. If a cached radius position already exists, overrides default.
  104631. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104632. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104633. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104634. */
  104635. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104636. /**
  104637. * Targets the given mesh with its children and updates zoom level accordingly.
  104638. * @param mesh The mesh to target.
  104639. * @param radius Optional. If a cached radius position already exists, overrides default.
  104640. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104641. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104642. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104643. */
  104644. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104645. /**
  104646. * Targets the given meshes with their children and updates zoom level accordingly.
  104647. * @param meshes The mesh to target.
  104648. * @param radius Optional. If a cached radius position already exists, overrides default.
  104649. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104650. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104651. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104652. */
  104653. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104654. /**
  104655. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  104656. * @param minimumWorld Determines the smaller position of the bounding box extend
  104657. * @param maximumWorld Determines the bigger position of the bounding box extend
  104658. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104659. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104660. */
  104661. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104662. /**
  104663. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  104664. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  104665. * frustum width.
  104666. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  104667. * to fully enclose the mesh in the viewing frustum.
  104668. */
  104669. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  104670. /**
  104671. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  104672. * is automatically returned to its default position (expected to be above ground plane).
  104673. */
  104674. private _maintainCameraAboveGround;
  104675. /**
  104676. * Returns the frustum slope based on the canvas ratio and camera FOV
  104677. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  104678. */
  104679. private _getFrustumSlope;
  104680. /**
  104681. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  104682. */
  104683. private _clearAnimationLocks;
  104684. /**
  104685. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104686. */
  104687. private _applyUserInteraction;
  104688. /**
  104689. * Stops and removes all animations that have been applied to the camera
  104690. */
  104691. stopAllAnimations(): void;
  104692. /**
  104693. * Gets a value indicating if the user is moving the camera
  104694. */
  104695. readonly isUserIsMoving: boolean;
  104696. /**
  104697. * The camera can move all the way towards the mesh.
  104698. */
  104699. static IgnoreBoundsSizeMode: number;
  104700. /**
  104701. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  104702. */
  104703. static FitFrustumSidesMode: number;
  104704. }
  104705. }
  104706. declare module BABYLON {
  104707. /**
  104708. * Base class for Camera Pointer Inputs.
  104709. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  104710. * for example usage.
  104711. */
  104712. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  104713. /**
  104714. * Defines the camera the input is attached to.
  104715. */
  104716. abstract camera: Camera;
  104717. /**
  104718. * Whether keyboard modifier keys are pressed at time of last mouse event.
  104719. */
  104720. protected _altKey: boolean;
  104721. protected _ctrlKey: boolean;
  104722. protected _metaKey: boolean;
  104723. protected _shiftKey: boolean;
  104724. /**
  104725. * Which mouse buttons were pressed at time of last mouse event.
  104726. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  104727. */
  104728. protected _buttonsPressed: number;
  104729. /**
  104730. * Defines the buttons associated with the input to handle camera move.
  104731. */
  104732. buttons: number[];
  104733. /**
  104734. * Attach the input controls to a specific dom element to get the input from.
  104735. * @param element Defines the element the controls should be listened from
  104736. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104737. */
  104738. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104739. /**
  104740. * Detach the current controls from the specified dom element.
  104741. * @param element Defines the element to stop listening the inputs from
  104742. */
  104743. detachControl(element: Nullable<HTMLElement>): void;
  104744. /**
  104745. * Gets the class name of the current input.
  104746. * @returns the class name
  104747. */
  104748. getClassName(): string;
  104749. /**
  104750. * Get the friendly name associated with the input class.
  104751. * @returns the input friendly name
  104752. */
  104753. getSimpleName(): string;
  104754. /**
  104755. * Called on pointer POINTERDOUBLETAP event.
  104756. * Override this method to provide functionality on POINTERDOUBLETAP event.
  104757. */
  104758. protected onDoubleTap(type: string): void;
  104759. /**
  104760. * Called on pointer POINTERMOVE event if only a single touch is active.
  104761. * Override this method to provide functionality.
  104762. */
  104763. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104764. /**
  104765. * Called on pointer POINTERMOVE event if multiple touches are active.
  104766. * Override this method to provide functionality.
  104767. */
  104768. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104769. /**
  104770. * Called on JS contextmenu event.
  104771. * Override this method to provide functionality.
  104772. */
  104773. protected onContextMenu(evt: PointerEvent): void;
  104774. /**
  104775. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104776. * press.
  104777. * Override this method to provide functionality.
  104778. */
  104779. protected onButtonDown(evt: PointerEvent): void;
  104780. /**
  104781. * Called each time a new POINTERUP event occurs. Ie, for each button
  104782. * release.
  104783. * Override this method to provide functionality.
  104784. */
  104785. protected onButtonUp(evt: PointerEvent): void;
  104786. /**
  104787. * Called when window becomes inactive.
  104788. * Override this method to provide functionality.
  104789. */
  104790. protected onLostFocus(): void;
  104791. private _pointerInput;
  104792. private _observer;
  104793. private _onLostFocus;
  104794. private pointA;
  104795. private pointB;
  104796. }
  104797. }
  104798. declare module BABYLON {
  104799. /**
  104800. * Manage the pointers inputs to control an arc rotate camera.
  104801. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104802. */
  104803. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  104804. /**
  104805. * Defines the camera the input is attached to.
  104806. */
  104807. camera: ArcRotateCamera;
  104808. /**
  104809. * Gets the class name of the current input.
  104810. * @returns the class name
  104811. */
  104812. getClassName(): string;
  104813. /**
  104814. * Defines the buttons associated with the input to handle camera move.
  104815. */
  104816. buttons: number[];
  104817. /**
  104818. * Defines the pointer angular sensibility along the X axis or how fast is
  104819. * the camera rotating.
  104820. */
  104821. angularSensibilityX: number;
  104822. /**
  104823. * Defines the pointer angular sensibility along the Y axis or how fast is
  104824. * the camera rotating.
  104825. */
  104826. angularSensibilityY: number;
  104827. /**
  104828. * Defines the pointer pinch precision or how fast is the camera zooming.
  104829. */
  104830. pinchPrecision: number;
  104831. /**
  104832. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  104833. * from 0.
  104834. * It defines the percentage of current camera.radius to use as delta when
  104835. * pinch zoom is used.
  104836. */
  104837. pinchDeltaPercentage: number;
  104838. /**
  104839. * Defines the pointer panning sensibility or how fast is the camera moving.
  104840. */
  104841. panningSensibility: number;
  104842. /**
  104843. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  104844. */
  104845. multiTouchPanning: boolean;
  104846. /**
  104847. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  104848. * zoom (pinch) through multitouch.
  104849. */
  104850. multiTouchPanAndZoom: boolean;
  104851. /**
  104852. * Revers pinch action direction.
  104853. */
  104854. pinchInwards: boolean;
  104855. private _isPanClick;
  104856. private _twoFingerActivityCount;
  104857. private _isPinching;
  104858. /**
  104859. * Called on pointer POINTERMOVE event if only a single touch is active.
  104860. */
  104861. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104862. /**
  104863. * Called on pointer POINTERDOUBLETAP event.
  104864. */
  104865. protected onDoubleTap(type: string): void;
  104866. /**
  104867. * Called on pointer POINTERMOVE event if multiple touches are active.
  104868. */
  104869. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104870. /**
  104871. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104872. * press.
  104873. */
  104874. protected onButtonDown(evt: PointerEvent): void;
  104875. /**
  104876. * Called each time a new POINTERUP event occurs. Ie, for each button
  104877. * release.
  104878. */
  104879. protected onButtonUp(evt: PointerEvent): void;
  104880. /**
  104881. * Called when window becomes inactive.
  104882. */
  104883. protected onLostFocus(): void;
  104884. }
  104885. }
  104886. declare module BABYLON {
  104887. /**
  104888. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  104889. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104890. */
  104891. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  104892. /**
  104893. * Defines the camera the input is attached to.
  104894. */
  104895. camera: ArcRotateCamera;
  104896. /**
  104897. * Defines the list of key codes associated with the up action (increase alpha)
  104898. */
  104899. keysUp: number[];
  104900. /**
  104901. * Defines the list of key codes associated with the down action (decrease alpha)
  104902. */
  104903. keysDown: number[];
  104904. /**
  104905. * Defines the list of key codes associated with the left action (increase beta)
  104906. */
  104907. keysLeft: number[];
  104908. /**
  104909. * Defines the list of key codes associated with the right action (decrease beta)
  104910. */
  104911. keysRight: number[];
  104912. /**
  104913. * Defines the list of key codes associated with the reset action.
  104914. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  104915. */
  104916. keysReset: number[];
  104917. /**
  104918. * Defines the panning sensibility of the inputs.
  104919. * (How fast is the camera paning)
  104920. */
  104921. panningSensibility: number;
  104922. /**
  104923. * Defines the zooming sensibility of the inputs.
  104924. * (How fast is the camera zooming)
  104925. */
  104926. zoomingSensibility: number;
  104927. /**
  104928. * Defines wether maintaining the alt key down switch the movement mode from
  104929. * orientation to zoom.
  104930. */
  104931. useAltToZoom: boolean;
  104932. /**
  104933. * Rotation speed of the camera
  104934. */
  104935. angularSpeed: number;
  104936. private _keys;
  104937. private _ctrlPressed;
  104938. private _altPressed;
  104939. private _onCanvasBlurObserver;
  104940. private _onKeyboardObserver;
  104941. private _engine;
  104942. private _scene;
  104943. /**
  104944. * Attach the input controls to a specific dom element to get the input from.
  104945. * @param element Defines the element the controls should be listened from
  104946. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104947. */
  104948. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104949. /**
  104950. * Detach the current controls from the specified dom element.
  104951. * @param element Defines the element to stop listening the inputs from
  104952. */
  104953. detachControl(element: Nullable<HTMLElement>): void;
  104954. /**
  104955. * Update the current camera state depending on the inputs that have been used this frame.
  104956. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104957. */
  104958. checkInputs(): void;
  104959. /**
  104960. * Gets the class name of the current intput.
  104961. * @returns the class name
  104962. */
  104963. getClassName(): string;
  104964. /**
  104965. * Get the friendly name associated with the input class.
  104966. * @returns the input friendly name
  104967. */
  104968. getSimpleName(): string;
  104969. }
  104970. }
  104971. declare module BABYLON {
  104972. /**
  104973. * Manage the mouse wheel inputs to control an arc rotate camera.
  104974. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104975. */
  104976. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  104977. /**
  104978. * Defines the camera the input is attached to.
  104979. */
  104980. camera: ArcRotateCamera;
  104981. /**
  104982. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104983. */
  104984. wheelPrecision: number;
  104985. /**
  104986. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  104987. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  104988. */
  104989. wheelDeltaPercentage: number;
  104990. private _wheel;
  104991. private _observer;
  104992. private computeDeltaFromMouseWheelLegacyEvent;
  104993. /**
  104994. * Attach the input controls to a specific dom element to get the input from.
  104995. * @param element Defines the element the controls should be listened from
  104996. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104997. */
  104998. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104999. /**
  105000. * Detach the current controls from the specified dom element.
  105001. * @param element Defines the element to stop listening the inputs from
  105002. */
  105003. detachControl(element: Nullable<HTMLElement>): void;
  105004. /**
  105005. * Gets the class name of the current intput.
  105006. * @returns the class name
  105007. */
  105008. getClassName(): string;
  105009. /**
  105010. * Get the friendly name associated with the input class.
  105011. * @returns the input friendly name
  105012. */
  105013. getSimpleName(): string;
  105014. }
  105015. }
  105016. declare module BABYLON {
  105017. /**
  105018. * Default Inputs manager for the ArcRotateCamera.
  105019. * It groups all the default supported inputs for ease of use.
  105020. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105021. */
  105022. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  105023. /**
  105024. * Instantiates a new ArcRotateCameraInputsManager.
  105025. * @param camera Defines the camera the inputs belong to
  105026. */
  105027. constructor(camera: ArcRotateCamera);
  105028. /**
  105029. * Add mouse wheel input support to the input manager.
  105030. * @returns the current input manager
  105031. */
  105032. addMouseWheel(): ArcRotateCameraInputsManager;
  105033. /**
  105034. * Add pointers input support to the input manager.
  105035. * @returns the current input manager
  105036. */
  105037. addPointers(): ArcRotateCameraInputsManager;
  105038. /**
  105039. * Add keyboard input support to the input manager.
  105040. * @returns the current input manager
  105041. */
  105042. addKeyboard(): ArcRotateCameraInputsManager;
  105043. }
  105044. }
  105045. declare module BABYLON {
  105046. /**
  105047. * This represents an orbital type of camera.
  105048. *
  105049. * 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.
  105050. * 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.
  105051. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  105052. */
  105053. export class ArcRotateCamera extends TargetCamera {
  105054. /**
  105055. * Defines the rotation angle of the camera along the longitudinal axis.
  105056. */
  105057. alpha: number;
  105058. /**
  105059. * Defines the rotation angle of the camera along the latitudinal axis.
  105060. */
  105061. beta: number;
  105062. /**
  105063. * Defines the radius of the camera from it s target point.
  105064. */
  105065. radius: number;
  105066. protected _target: Vector3;
  105067. protected _targetHost: Nullable<AbstractMesh>;
  105068. /**
  105069. * Defines the target point of the camera.
  105070. * The camera looks towards it form the radius distance.
  105071. */
  105072. target: Vector3;
  105073. /**
  105074. * Define the current local position of the camera in the scene
  105075. */
  105076. position: Vector3;
  105077. protected _upVector: Vector3;
  105078. protected _upToYMatrix: Matrix;
  105079. protected _YToUpMatrix: Matrix;
  105080. /**
  105081. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  105082. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  105083. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  105084. */
  105085. upVector: Vector3;
  105086. /**
  105087. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  105088. */
  105089. setMatUp(): void;
  105090. /**
  105091. * Current inertia value on the longitudinal axis.
  105092. * The bigger this number the longer it will take for the camera to stop.
  105093. */
  105094. inertialAlphaOffset: number;
  105095. /**
  105096. * Current inertia value on the latitudinal axis.
  105097. * The bigger this number the longer it will take for the camera to stop.
  105098. */
  105099. inertialBetaOffset: number;
  105100. /**
  105101. * Current inertia value on the radius axis.
  105102. * The bigger this number the longer it will take for the camera to stop.
  105103. */
  105104. inertialRadiusOffset: number;
  105105. /**
  105106. * Minimum allowed angle on the longitudinal axis.
  105107. * This can help limiting how the Camera is able to move in the scene.
  105108. */
  105109. lowerAlphaLimit: Nullable<number>;
  105110. /**
  105111. * Maximum allowed angle on the longitudinal axis.
  105112. * This can help limiting how the Camera is able to move in the scene.
  105113. */
  105114. upperAlphaLimit: Nullable<number>;
  105115. /**
  105116. * Minimum allowed angle on the latitudinal axis.
  105117. * This can help limiting how the Camera is able to move in the scene.
  105118. */
  105119. lowerBetaLimit: number;
  105120. /**
  105121. * Maximum allowed angle on the latitudinal axis.
  105122. * This can help limiting how the Camera is able to move in the scene.
  105123. */
  105124. upperBetaLimit: number;
  105125. /**
  105126. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  105127. * This can help limiting how the Camera is able to move in the scene.
  105128. */
  105129. lowerRadiusLimit: Nullable<number>;
  105130. /**
  105131. * Maximum allowed distance of the camera to the target (The camera can not get further).
  105132. * This can help limiting how the Camera is able to move in the scene.
  105133. */
  105134. upperRadiusLimit: Nullable<number>;
  105135. /**
  105136. * Defines the current inertia value used during panning of the camera along the X axis.
  105137. */
  105138. inertialPanningX: number;
  105139. /**
  105140. * Defines the current inertia value used during panning of the camera along the Y axis.
  105141. */
  105142. inertialPanningY: number;
  105143. /**
  105144. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  105145. * Basically if your fingers moves away from more than this distance you will be considered
  105146. * in pinch mode.
  105147. */
  105148. pinchToPanMaxDistance: number;
  105149. /**
  105150. * Defines the maximum distance the camera can pan.
  105151. * This could help keeping the cammera always in your scene.
  105152. */
  105153. panningDistanceLimit: Nullable<number>;
  105154. /**
  105155. * Defines the target of the camera before paning.
  105156. */
  105157. panningOriginTarget: Vector3;
  105158. /**
  105159. * Defines the value of the inertia used during panning.
  105160. * 0 would mean stop inertia and one would mean no decelleration at all.
  105161. */
  105162. panningInertia: number;
  105163. /**
  105164. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  105165. */
  105166. angularSensibilityX: number;
  105167. /**
  105168. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  105169. */
  105170. angularSensibilityY: number;
  105171. /**
  105172. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  105173. */
  105174. pinchPrecision: number;
  105175. /**
  105176. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  105177. * It will be used instead of pinchDeltaPrecision if different from 0.
  105178. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105179. */
  105180. pinchDeltaPercentage: number;
  105181. /**
  105182. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  105183. */
  105184. panningSensibility: number;
  105185. /**
  105186. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  105187. */
  105188. keysUp: number[];
  105189. /**
  105190. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  105191. */
  105192. keysDown: number[];
  105193. /**
  105194. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  105195. */
  105196. keysLeft: number[];
  105197. /**
  105198. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  105199. */
  105200. keysRight: number[];
  105201. /**
  105202. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105203. */
  105204. wheelPrecision: number;
  105205. /**
  105206. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  105207. * It will be used instead of pinchDeltaPrecision if different from 0.
  105208. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105209. */
  105210. wheelDeltaPercentage: number;
  105211. /**
  105212. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  105213. */
  105214. zoomOnFactor: number;
  105215. /**
  105216. * Defines a screen offset for the camera position.
  105217. */
  105218. targetScreenOffset: Vector2;
  105219. /**
  105220. * Allows the camera to be completely reversed.
  105221. * If false the camera can not arrive upside down.
  105222. */
  105223. allowUpsideDown: boolean;
  105224. /**
  105225. * Define if double tap/click is used to restore the previously saved state of the camera.
  105226. */
  105227. useInputToRestoreState: boolean;
  105228. /** @hidden */
  105229. _viewMatrix: Matrix;
  105230. /** @hidden */
  105231. _useCtrlForPanning: boolean;
  105232. /** @hidden */
  105233. _panningMouseButton: number;
  105234. /**
  105235. * Defines the input associated to the camera.
  105236. */
  105237. inputs: ArcRotateCameraInputsManager;
  105238. /** @hidden */
  105239. _reset: () => void;
  105240. /**
  105241. * Defines the allowed panning axis.
  105242. */
  105243. panningAxis: Vector3;
  105244. protected _localDirection: Vector3;
  105245. protected _transformedDirection: Vector3;
  105246. private _bouncingBehavior;
  105247. /**
  105248. * Gets the bouncing behavior of the camera if it has been enabled.
  105249. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105250. */
  105251. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  105252. /**
  105253. * Defines if the bouncing behavior of the camera is enabled on the camera.
  105254. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105255. */
  105256. useBouncingBehavior: boolean;
  105257. private _framingBehavior;
  105258. /**
  105259. * Gets the framing behavior of the camera if it has been enabled.
  105260. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105261. */
  105262. readonly framingBehavior: Nullable<FramingBehavior>;
  105263. /**
  105264. * Defines if the framing behavior of the camera is enabled on the camera.
  105265. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105266. */
  105267. useFramingBehavior: boolean;
  105268. private _autoRotationBehavior;
  105269. /**
  105270. * Gets the auto rotation behavior of the camera if it has been enabled.
  105271. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105272. */
  105273. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  105274. /**
  105275. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  105276. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105277. */
  105278. useAutoRotationBehavior: boolean;
  105279. /**
  105280. * Observable triggered when the mesh target has been changed on the camera.
  105281. */
  105282. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  105283. /**
  105284. * Event raised when the camera is colliding with a mesh.
  105285. */
  105286. onCollide: (collidedMesh: AbstractMesh) => void;
  105287. /**
  105288. * Defines whether the camera should check collision with the objects oh the scene.
  105289. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  105290. */
  105291. checkCollisions: boolean;
  105292. /**
  105293. * Defines the collision radius of the camera.
  105294. * This simulates a sphere around the camera.
  105295. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105296. */
  105297. collisionRadius: Vector3;
  105298. protected _collider: Collider;
  105299. protected _previousPosition: Vector3;
  105300. protected _collisionVelocity: Vector3;
  105301. protected _newPosition: Vector3;
  105302. protected _previousAlpha: number;
  105303. protected _previousBeta: number;
  105304. protected _previousRadius: number;
  105305. protected _collisionTriggered: boolean;
  105306. protected _targetBoundingCenter: Nullable<Vector3>;
  105307. private _computationVector;
  105308. /**
  105309. * Instantiates a new ArcRotateCamera in a given scene
  105310. * @param name Defines the name of the camera
  105311. * @param alpha Defines the camera rotation along the logitudinal axis
  105312. * @param beta Defines the camera rotation along the latitudinal axis
  105313. * @param radius Defines the camera distance from its target
  105314. * @param target Defines the camera target
  105315. * @param scene Defines the scene the camera belongs to
  105316. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  105317. */
  105318. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105319. /** @hidden */
  105320. _initCache(): void;
  105321. /** @hidden */
  105322. _updateCache(ignoreParentClass?: boolean): void;
  105323. protected _getTargetPosition(): Vector3;
  105324. private _storedAlpha;
  105325. private _storedBeta;
  105326. private _storedRadius;
  105327. private _storedTarget;
  105328. private _storedTargetScreenOffset;
  105329. /**
  105330. * Stores the current state of the camera (alpha, beta, radius and target)
  105331. * @returns the camera itself
  105332. */
  105333. storeState(): Camera;
  105334. /**
  105335. * @hidden
  105336. * Restored camera state. You must call storeState() first
  105337. */
  105338. _restoreStateValues(): boolean;
  105339. /** @hidden */
  105340. _isSynchronizedViewMatrix(): boolean;
  105341. /**
  105342. * Attached controls to the current camera.
  105343. * @param element Defines the element the controls should be listened from
  105344. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105345. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  105346. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  105347. */
  105348. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  105349. /**
  105350. * Detach the current controls from the camera.
  105351. * The camera will stop reacting to inputs.
  105352. * @param element Defines the element to stop listening the inputs from
  105353. */
  105354. detachControl(element: HTMLElement): void;
  105355. /** @hidden */
  105356. _checkInputs(): void;
  105357. protected _checkLimits(): void;
  105358. /**
  105359. * Rebuilds angles (alpha, beta) and radius from the give position and target
  105360. */
  105361. rebuildAnglesAndRadius(): void;
  105362. /**
  105363. * Use a position to define the current camera related information like alpha, beta and radius
  105364. * @param position Defines the position to set the camera at
  105365. */
  105366. setPosition(position: Vector3): void;
  105367. /**
  105368. * Defines the target the camera should look at.
  105369. * This will automatically adapt alpha beta and radius to fit within the new target.
  105370. * @param target Defines the new target as a Vector or a mesh
  105371. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  105372. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  105373. */
  105374. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  105375. /** @hidden */
  105376. _getViewMatrix(): Matrix;
  105377. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  105378. /**
  105379. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  105380. * @param meshes Defines the mesh to zoom on
  105381. * @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)
  105382. */
  105383. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  105384. /**
  105385. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  105386. * The target will be changed but the radius
  105387. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  105388. * @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)
  105389. */
  105390. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  105391. min: Vector3;
  105392. max: Vector3;
  105393. distance: number;
  105394. }, doNotUpdateMaxZ?: boolean): void;
  105395. /**
  105396. * @override
  105397. * Override Camera.createRigCamera
  105398. */
  105399. createRigCamera(name: string, cameraIndex: number): Camera;
  105400. /**
  105401. * @hidden
  105402. * @override
  105403. * Override Camera._updateRigCameras
  105404. */
  105405. _updateRigCameras(): void;
  105406. /**
  105407. * Destroy the camera and release the current resources hold by it.
  105408. */
  105409. dispose(): void;
  105410. /**
  105411. * Gets the current object class name.
  105412. * @return the class name
  105413. */
  105414. getClassName(): string;
  105415. }
  105416. }
  105417. declare module BABYLON {
  105418. /**
  105419. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  105420. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105421. */
  105422. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  105423. /**
  105424. * Gets the name of the behavior.
  105425. */
  105426. readonly name: string;
  105427. private _zoomStopsAnimation;
  105428. private _idleRotationSpeed;
  105429. private _idleRotationWaitTime;
  105430. private _idleRotationSpinupTime;
  105431. /**
  105432. * Sets the flag that indicates if user zooming should stop animation.
  105433. */
  105434. /**
  105435. * Gets the flag that indicates if user zooming should stop animation.
  105436. */
  105437. zoomStopsAnimation: boolean;
  105438. /**
  105439. * Sets the default speed at which the camera rotates around the model.
  105440. */
  105441. /**
  105442. * Gets the default speed at which the camera rotates around the model.
  105443. */
  105444. idleRotationSpeed: number;
  105445. /**
  105446. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  105447. */
  105448. /**
  105449. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  105450. */
  105451. idleRotationWaitTime: number;
  105452. /**
  105453. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105454. */
  105455. /**
  105456. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105457. */
  105458. idleRotationSpinupTime: number;
  105459. /**
  105460. * Gets a value indicating if the camera is currently rotating because of this behavior
  105461. */
  105462. readonly rotationInProgress: boolean;
  105463. private _onPrePointerObservableObserver;
  105464. private _onAfterCheckInputsObserver;
  105465. private _attachedCamera;
  105466. private _isPointerDown;
  105467. private _lastFrameTime;
  105468. private _lastInteractionTime;
  105469. private _cameraRotationSpeed;
  105470. /**
  105471. * Initializes the behavior.
  105472. */
  105473. init(): void;
  105474. /**
  105475. * Attaches the behavior to its arc rotate camera.
  105476. * @param camera Defines the camera to attach the behavior to
  105477. */
  105478. attach(camera: ArcRotateCamera): void;
  105479. /**
  105480. * Detaches the behavior from its current arc rotate camera.
  105481. */
  105482. detach(): void;
  105483. /**
  105484. * Returns true if user is scrolling.
  105485. * @return true if user is scrolling.
  105486. */
  105487. private _userIsZooming;
  105488. private _lastFrameRadius;
  105489. private _shouldAnimationStopForInteraction;
  105490. /**
  105491. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105492. */
  105493. private _applyUserInteraction;
  105494. private _userIsMoving;
  105495. }
  105496. }
  105497. declare module BABYLON {
  105498. /**
  105499. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  105500. */
  105501. export class AttachToBoxBehavior implements Behavior<Mesh> {
  105502. private ui;
  105503. /**
  105504. * The name of the behavior
  105505. */
  105506. name: string;
  105507. /**
  105508. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  105509. */
  105510. distanceAwayFromFace: number;
  105511. /**
  105512. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  105513. */
  105514. distanceAwayFromBottomOfFace: number;
  105515. private _faceVectors;
  105516. private _target;
  105517. private _scene;
  105518. private _onRenderObserver;
  105519. private _tmpMatrix;
  105520. private _tmpVector;
  105521. /**
  105522. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  105523. * @param ui The transform node that should be attched to the mesh
  105524. */
  105525. constructor(ui: TransformNode);
  105526. /**
  105527. * Initializes the behavior
  105528. */
  105529. init(): void;
  105530. private _closestFace;
  105531. private _zeroVector;
  105532. private _lookAtTmpMatrix;
  105533. private _lookAtToRef;
  105534. /**
  105535. * Attaches the AttachToBoxBehavior to the passed in mesh
  105536. * @param target The mesh that the specified node will be attached to
  105537. */
  105538. attach(target: Mesh): void;
  105539. /**
  105540. * Detaches the behavior from the mesh
  105541. */
  105542. detach(): void;
  105543. }
  105544. }
  105545. declare module BABYLON {
  105546. /**
  105547. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  105548. */
  105549. export class FadeInOutBehavior implements Behavior<Mesh> {
  105550. /**
  105551. * Time in milliseconds to delay before fading in (Default: 0)
  105552. */
  105553. delay: number;
  105554. /**
  105555. * Time in milliseconds for the mesh to fade in (Default: 300)
  105556. */
  105557. fadeInTime: number;
  105558. private _millisecondsPerFrame;
  105559. private _hovered;
  105560. private _hoverValue;
  105561. private _ownerNode;
  105562. /**
  105563. * Instatiates the FadeInOutBehavior
  105564. */
  105565. constructor();
  105566. /**
  105567. * The name of the behavior
  105568. */
  105569. readonly name: string;
  105570. /**
  105571. * Initializes the behavior
  105572. */
  105573. init(): void;
  105574. /**
  105575. * Attaches the fade behavior on the passed in mesh
  105576. * @param ownerNode The mesh that will be faded in/out once attached
  105577. */
  105578. attach(ownerNode: Mesh): void;
  105579. /**
  105580. * Detaches the behavior from the mesh
  105581. */
  105582. detach(): void;
  105583. /**
  105584. * Triggers the mesh to begin fading in or out
  105585. * @param value if the object should fade in or out (true to fade in)
  105586. */
  105587. fadeIn(value: boolean): void;
  105588. private _update;
  105589. private _setAllVisibility;
  105590. }
  105591. }
  105592. declare module BABYLON {
  105593. /**
  105594. * Class containing a set of static utilities functions for managing Pivots
  105595. * @hidden
  105596. */
  105597. export class PivotTools {
  105598. private static _PivotCached;
  105599. private static _OldPivotPoint;
  105600. private static _PivotTranslation;
  105601. private static _PivotTmpVector;
  105602. /** @hidden */
  105603. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  105604. /** @hidden */
  105605. static _RestorePivotPoint(mesh: AbstractMesh): void;
  105606. }
  105607. }
  105608. declare module BABYLON {
  105609. /**
  105610. * Class containing static functions to help procedurally build meshes
  105611. */
  105612. export class PlaneBuilder {
  105613. /**
  105614. * Creates a plane mesh
  105615. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  105616. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  105617. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  105618. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105619. * * 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
  105620. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105621. * @param name defines the name of the mesh
  105622. * @param options defines the options used to create the mesh
  105623. * @param scene defines the hosting scene
  105624. * @returns the plane mesh
  105625. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  105626. */
  105627. static CreatePlane(name: string, options: {
  105628. size?: number;
  105629. width?: number;
  105630. height?: number;
  105631. sideOrientation?: number;
  105632. frontUVs?: Vector4;
  105633. backUVs?: Vector4;
  105634. updatable?: boolean;
  105635. sourcePlane?: Plane;
  105636. }, scene?: Nullable<Scene>): Mesh;
  105637. }
  105638. }
  105639. declare module BABYLON {
  105640. /**
  105641. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  105642. */
  105643. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  105644. private static _AnyMouseID;
  105645. /**
  105646. * Abstract mesh the behavior is set on
  105647. */
  105648. attachedNode: AbstractMesh;
  105649. private _dragPlane;
  105650. private _scene;
  105651. private _pointerObserver;
  105652. private _beforeRenderObserver;
  105653. private static _planeScene;
  105654. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  105655. /**
  105656. * 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)
  105657. */
  105658. maxDragAngle: number;
  105659. /**
  105660. * @hidden
  105661. */
  105662. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  105663. /**
  105664. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105665. */
  105666. currentDraggingPointerID: number;
  105667. /**
  105668. * The last position where the pointer hit the drag plane in world space
  105669. */
  105670. lastDragPosition: Vector3;
  105671. /**
  105672. * If the behavior is currently in a dragging state
  105673. */
  105674. dragging: boolean;
  105675. /**
  105676. * 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)
  105677. */
  105678. dragDeltaRatio: number;
  105679. /**
  105680. * If the drag plane orientation should be updated during the dragging (Default: true)
  105681. */
  105682. updateDragPlane: boolean;
  105683. private _debugMode;
  105684. private _moving;
  105685. /**
  105686. * Fires each time the attached mesh is dragged with the pointer
  105687. * * delta between last drag position and current drag position in world space
  105688. * * dragDistance along the drag axis
  105689. * * dragPlaneNormal normal of the current drag plane used during the drag
  105690. * * dragPlanePoint in world space where the drag intersects the drag plane
  105691. */
  105692. onDragObservable: Observable<{
  105693. delta: Vector3;
  105694. dragPlanePoint: Vector3;
  105695. dragPlaneNormal: Vector3;
  105696. dragDistance: number;
  105697. pointerId: number;
  105698. }>;
  105699. /**
  105700. * Fires each time a drag begins (eg. mouse down on mesh)
  105701. */
  105702. onDragStartObservable: Observable<{
  105703. dragPlanePoint: Vector3;
  105704. pointerId: number;
  105705. }>;
  105706. /**
  105707. * Fires each time a drag ends (eg. mouse release after drag)
  105708. */
  105709. onDragEndObservable: Observable<{
  105710. dragPlanePoint: Vector3;
  105711. pointerId: number;
  105712. }>;
  105713. /**
  105714. * If the attached mesh should be moved when dragged
  105715. */
  105716. moveAttached: boolean;
  105717. /**
  105718. * If the drag behavior will react to drag events (Default: true)
  105719. */
  105720. enabled: boolean;
  105721. /**
  105722. * If pointer events should start and release the drag (Default: true)
  105723. */
  105724. startAndReleaseDragOnPointerEvents: boolean;
  105725. /**
  105726. * If camera controls should be detached during the drag
  105727. */
  105728. detachCameraControls: boolean;
  105729. /**
  105730. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  105731. */
  105732. useObjectOrienationForDragging: boolean;
  105733. private _options;
  105734. /**
  105735. * Creates a pointer drag behavior that can be attached to a mesh
  105736. * @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)
  105737. */
  105738. constructor(options?: {
  105739. dragAxis?: Vector3;
  105740. dragPlaneNormal?: Vector3;
  105741. });
  105742. /**
  105743. * Predicate to determine if it is valid to move the object to a new position when it is moved
  105744. */
  105745. validateDrag: (targetPosition: Vector3) => boolean;
  105746. /**
  105747. * The name of the behavior
  105748. */
  105749. readonly name: string;
  105750. /**
  105751. * Initializes the behavior
  105752. */
  105753. init(): void;
  105754. private _tmpVector;
  105755. private _alternatePickedPoint;
  105756. private _worldDragAxis;
  105757. private _targetPosition;
  105758. private _attachedElement;
  105759. /**
  105760. * Attaches the drag behavior the passed in mesh
  105761. * @param ownerNode The mesh that will be dragged around once attached
  105762. * @param predicate Predicate to use for pick filtering
  105763. */
  105764. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  105765. /**
  105766. * Force relase the drag action by code.
  105767. */
  105768. releaseDrag(): void;
  105769. private _startDragRay;
  105770. private _lastPointerRay;
  105771. /**
  105772. * Simulates the start of a pointer drag event on the behavior
  105773. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  105774. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  105775. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  105776. */
  105777. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  105778. private _startDrag;
  105779. private _dragDelta;
  105780. private _moveDrag;
  105781. private _pickWithRayOnDragPlane;
  105782. private _pointA;
  105783. private _pointB;
  105784. private _pointC;
  105785. private _lineA;
  105786. private _lineB;
  105787. private _localAxis;
  105788. private _lookAt;
  105789. private _updateDragPlanePosition;
  105790. /**
  105791. * Detaches the behavior from the mesh
  105792. */
  105793. detach(): void;
  105794. }
  105795. }
  105796. declare module BABYLON {
  105797. /**
  105798. * A behavior that when attached to a mesh will allow the mesh to be scaled
  105799. */
  105800. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  105801. private _dragBehaviorA;
  105802. private _dragBehaviorB;
  105803. private _startDistance;
  105804. private _initialScale;
  105805. private _targetScale;
  105806. private _ownerNode;
  105807. private _sceneRenderObserver;
  105808. /**
  105809. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  105810. */
  105811. constructor();
  105812. /**
  105813. * The name of the behavior
  105814. */
  105815. readonly name: string;
  105816. /**
  105817. * Initializes the behavior
  105818. */
  105819. init(): void;
  105820. private _getCurrentDistance;
  105821. /**
  105822. * Attaches the scale behavior the passed in mesh
  105823. * @param ownerNode The mesh that will be scaled around once attached
  105824. */
  105825. attach(ownerNode: Mesh): void;
  105826. /**
  105827. * Detaches the behavior from the mesh
  105828. */
  105829. detach(): void;
  105830. }
  105831. }
  105832. declare module BABYLON {
  105833. /**
  105834. * 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
  105835. */
  105836. export class SixDofDragBehavior implements Behavior<Mesh> {
  105837. private static _virtualScene;
  105838. private _ownerNode;
  105839. private _sceneRenderObserver;
  105840. private _scene;
  105841. private _targetPosition;
  105842. private _virtualOriginMesh;
  105843. private _virtualDragMesh;
  105844. private _pointerObserver;
  105845. private _moving;
  105846. private _startingOrientation;
  105847. /**
  105848. * 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)
  105849. */
  105850. private zDragFactor;
  105851. /**
  105852. * If the object should rotate to face the drag origin
  105853. */
  105854. rotateDraggedObject: boolean;
  105855. /**
  105856. * If the behavior is currently in a dragging state
  105857. */
  105858. dragging: boolean;
  105859. /**
  105860. * 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)
  105861. */
  105862. dragDeltaRatio: number;
  105863. /**
  105864. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105865. */
  105866. currentDraggingPointerID: number;
  105867. /**
  105868. * If camera controls should be detached during the drag
  105869. */
  105870. detachCameraControls: boolean;
  105871. /**
  105872. * Fires each time a drag starts
  105873. */
  105874. onDragStartObservable: Observable<{}>;
  105875. /**
  105876. * Fires each time a drag ends (eg. mouse release after drag)
  105877. */
  105878. onDragEndObservable: Observable<{}>;
  105879. /**
  105880. * 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
  105881. */
  105882. constructor();
  105883. /**
  105884. * The name of the behavior
  105885. */
  105886. readonly name: string;
  105887. /**
  105888. * Initializes the behavior
  105889. */
  105890. init(): void;
  105891. /**
  105892. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  105893. */
  105894. private readonly _pointerCamera;
  105895. /**
  105896. * Attaches the scale behavior the passed in mesh
  105897. * @param ownerNode The mesh that will be scaled around once attached
  105898. */
  105899. attach(ownerNode: Mesh): void;
  105900. /**
  105901. * Detaches the behavior from the mesh
  105902. */
  105903. detach(): void;
  105904. }
  105905. }
  105906. declare module BABYLON {
  105907. /**
  105908. * Class used to apply inverse kinematics to bones
  105909. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  105910. */
  105911. export class BoneIKController {
  105912. private static _tmpVecs;
  105913. private static _tmpQuat;
  105914. private static _tmpMats;
  105915. /**
  105916. * Gets or sets the target mesh
  105917. */
  105918. targetMesh: AbstractMesh;
  105919. /** Gets or sets the mesh used as pole */
  105920. poleTargetMesh: AbstractMesh;
  105921. /**
  105922. * Gets or sets the bone used as pole
  105923. */
  105924. poleTargetBone: Nullable<Bone>;
  105925. /**
  105926. * Gets or sets the target position
  105927. */
  105928. targetPosition: Vector3;
  105929. /**
  105930. * Gets or sets the pole target position
  105931. */
  105932. poleTargetPosition: Vector3;
  105933. /**
  105934. * Gets or sets the pole target local offset
  105935. */
  105936. poleTargetLocalOffset: Vector3;
  105937. /**
  105938. * Gets or sets the pole angle
  105939. */
  105940. poleAngle: number;
  105941. /**
  105942. * Gets or sets the mesh associated with the controller
  105943. */
  105944. mesh: AbstractMesh;
  105945. /**
  105946. * 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)
  105947. */
  105948. slerpAmount: number;
  105949. private _bone1Quat;
  105950. private _bone1Mat;
  105951. private _bone2Ang;
  105952. private _bone1;
  105953. private _bone2;
  105954. private _bone1Length;
  105955. private _bone2Length;
  105956. private _maxAngle;
  105957. private _maxReach;
  105958. private _rightHandedSystem;
  105959. private _bendAxis;
  105960. private _slerping;
  105961. private _adjustRoll;
  105962. /**
  105963. * Gets or sets maximum allowed angle
  105964. */
  105965. maxAngle: number;
  105966. /**
  105967. * Creates a new BoneIKController
  105968. * @param mesh defines the mesh to control
  105969. * @param bone defines the bone to control
  105970. * @param options defines options to set up the controller
  105971. */
  105972. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  105973. targetMesh?: AbstractMesh;
  105974. poleTargetMesh?: AbstractMesh;
  105975. poleTargetBone?: Bone;
  105976. poleTargetLocalOffset?: Vector3;
  105977. poleAngle?: number;
  105978. bendAxis?: Vector3;
  105979. maxAngle?: number;
  105980. slerpAmount?: number;
  105981. });
  105982. private _setMaxAngle;
  105983. /**
  105984. * Force the controller to update the bones
  105985. */
  105986. update(): void;
  105987. }
  105988. }
  105989. declare module BABYLON {
  105990. /**
  105991. * Class used to make a bone look toward a point in space
  105992. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  105993. */
  105994. export class BoneLookController {
  105995. private static _tmpVecs;
  105996. private static _tmpQuat;
  105997. private static _tmpMats;
  105998. /**
  105999. * The target Vector3 that the bone will look at
  106000. */
  106001. target: Vector3;
  106002. /**
  106003. * The mesh that the bone is attached to
  106004. */
  106005. mesh: AbstractMesh;
  106006. /**
  106007. * The bone that will be looking to the target
  106008. */
  106009. bone: Bone;
  106010. /**
  106011. * The up axis of the coordinate system that is used when the bone is rotated
  106012. */
  106013. upAxis: Vector3;
  106014. /**
  106015. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  106016. */
  106017. upAxisSpace: Space;
  106018. /**
  106019. * Used to make an adjustment to the yaw of the bone
  106020. */
  106021. adjustYaw: number;
  106022. /**
  106023. * Used to make an adjustment to the pitch of the bone
  106024. */
  106025. adjustPitch: number;
  106026. /**
  106027. * Used to make an adjustment to the roll of the bone
  106028. */
  106029. adjustRoll: number;
  106030. /**
  106031. * 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)
  106032. */
  106033. slerpAmount: number;
  106034. private _minYaw;
  106035. private _maxYaw;
  106036. private _minPitch;
  106037. private _maxPitch;
  106038. private _minYawSin;
  106039. private _minYawCos;
  106040. private _maxYawSin;
  106041. private _maxYawCos;
  106042. private _midYawConstraint;
  106043. private _minPitchTan;
  106044. private _maxPitchTan;
  106045. private _boneQuat;
  106046. private _slerping;
  106047. private _transformYawPitch;
  106048. private _transformYawPitchInv;
  106049. private _firstFrameSkipped;
  106050. private _yawRange;
  106051. private _fowardAxis;
  106052. /**
  106053. * Gets or sets the minimum yaw angle that the bone can look to
  106054. */
  106055. minYaw: number;
  106056. /**
  106057. * Gets or sets the maximum yaw angle that the bone can look to
  106058. */
  106059. maxYaw: number;
  106060. /**
  106061. * Gets or sets the minimum pitch angle that the bone can look to
  106062. */
  106063. minPitch: number;
  106064. /**
  106065. * Gets or sets the maximum pitch angle that the bone can look to
  106066. */
  106067. maxPitch: number;
  106068. /**
  106069. * Create a BoneLookController
  106070. * @param mesh the mesh that the bone belongs to
  106071. * @param bone the bone that will be looking to the target
  106072. * @param target the target Vector3 to look at
  106073. * @param options optional settings:
  106074. * * maxYaw: the maximum angle the bone will yaw to
  106075. * * minYaw: the minimum angle the bone will yaw to
  106076. * * maxPitch: the maximum angle the bone will pitch to
  106077. * * minPitch: the minimum angle the bone will yaw to
  106078. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  106079. * * upAxis: the up axis of the coordinate system
  106080. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  106081. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  106082. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  106083. * * adjustYaw: used to make an adjustment to the yaw of the bone
  106084. * * adjustPitch: used to make an adjustment to the pitch of the bone
  106085. * * adjustRoll: used to make an adjustment to the roll of the bone
  106086. **/
  106087. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  106088. maxYaw?: number;
  106089. minYaw?: number;
  106090. maxPitch?: number;
  106091. minPitch?: number;
  106092. slerpAmount?: number;
  106093. upAxis?: Vector3;
  106094. upAxisSpace?: Space;
  106095. yawAxis?: Vector3;
  106096. pitchAxis?: Vector3;
  106097. adjustYaw?: number;
  106098. adjustPitch?: number;
  106099. adjustRoll?: number;
  106100. });
  106101. /**
  106102. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  106103. */
  106104. update(): void;
  106105. private _getAngleDiff;
  106106. private _getAngleBetween;
  106107. private _isAngleBetween;
  106108. }
  106109. }
  106110. declare module BABYLON {
  106111. /**
  106112. * Manage the gamepad inputs to control an arc rotate camera.
  106113. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106114. */
  106115. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  106116. /**
  106117. * Defines the camera the input is attached to.
  106118. */
  106119. camera: ArcRotateCamera;
  106120. /**
  106121. * Defines the gamepad the input is gathering event from.
  106122. */
  106123. gamepad: Nullable<Gamepad>;
  106124. /**
  106125. * Defines the gamepad rotation sensiblity.
  106126. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106127. */
  106128. gamepadRotationSensibility: number;
  106129. /**
  106130. * Defines the gamepad move sensiblity.
  106131. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106132. */
  106133. gamepadMoveSensibility: number;
  106134. private _yAxisScale;
  106135. /**
  106136. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106137. */
  106138. invertYAxis: boolean;
  106139. private _onGamepadConnectedObserver;
  106140. private _onGamepadDisconnectedObserver;
  106141. /**
  106142. * Attach the input controls to a specific dom element to get the input from.
  106143. * @param element Defines the element the controls should be listened from
  106144. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106145. */
  106146. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106147. /**
  106148. * Detach the current controls from the specified dom element.
  106149. * @param element Defines the element to stop listening the inputs from
  106150. */
  106151. detachControl(element: Nullable<HTMLElement>): void;
  106152. /**
  106153. * Update the current camera state depending on the inputs that have been used this frame.
  106154. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106155. */
  106156. checkInputs(): void;
  106157. /**
  106158. * Gets the class name of the current intput.
  106159. * @returns the class name
  106160. */
  106161. getClassName(): string;
  106162. /**
  106163. * Get the friendly name associated with the input class.
  106164. * @returns the input friendly name
  106165. */
  106166. getSimpleName(): string;
  106167. }
  106168. }
  106169. declare module BABYLON {
  106170. interface ArcRotateCameraInputsManager {
  106171. /**
  106172. * Add orientation input support to the input manager.
  106173. * @returns the current input manager
  106174. */
  106175. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  106176. }
  106177. /**
  106178. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106179. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106180. */
  106181. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  106182. /**
  106183. * Defines the camera the input is attached to.
  106184. */
  106185. camera: ArcRotateCamera;
  106186. /**
  106187. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106188. */
  106189. alphaCorrection: number;
  106190. /**
  106191. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106192. */
  106193. gammaCorrection: number;
  106194. private _alpha;
  106195. private _gamma;
  106196. private _dirty;
  106197. private _deviceOrientationHandler;
  106198. /**
  106199. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106200. */
  106201. constructor();
  106202. /**
  106203. * Attach the input controls to a specific dom element to get the input from.
  106204. * @param element Defines the element the controls should be listened from
  106205. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106206. */
  106207. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106208. /** @hidden */
  106209. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  106210. /**
  106211. * Update the current camera state depending on the inputs that have been used this frame.
  106212. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106213. */
  106214. checkInputs(): void;
  106215. /**
  106216. * Detach the current controls from the specified dom element.
  106217. * @param element Defines the element to stop listening the inputs from
  106218. */
  106219. detachControl(element: Nullable<HTMLElement>): void;
  106220. /**
  106221. * Gets the class name of the current intput.
  106222. * @returns the class name
  106223. */
  106224. getClassName(): string;
  106225. /**
  106226. * Get the friendly name associated with the input class.
  106227. * @returns the input friendly name
  106228. */
  106229. getSimpleName(): string;
  106230. }
  106231. }
  106232. declare module BABYLON {
  106233. /**
  106234. * Listen to mouse events to control the camera.
  106235. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106236. */
  106237. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  106238. /**
  106239. * Defines the camera the input is attached to.
  106240. */
  106241. camera: FlyCamera;
  106242. /**
  106243. * Defines if touch is enabled. (Default is true.)
  106244. */
  106245. touchEnabled: boolean;
  106246. /**
  106247. * Defines the buttons associated with the input to handle camera rotation.
  106248. */
  106249. buttons: number[];
  106250. /**
  106251. * Assign buttons for Yaw control.
  106252. */
  106253. buttonsYaw: number[];
  106254. /**
  106255. * Assign buttons for Pitch control.
  106256. */
  106257. buttonsPitch: number[];
  106258. /**
  106259. * Assign buttons for Roll control.
  106260. */
  106261. buttonsRoll: number[];
  106262. /**
  106263. * Detect if any button is being pressed while mouse is moved.
  106264. * -1 = Mouse locked.
  106265. * 0 = Left button.
  106266. * 1 = Middle Button.
  106267. * 2 = Right Button.
  106268. */
  106269. activeButton: number;
  106270. /**
  106271. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  106272. * Higher values reduce its sensitivity.
  106273. */
  106274. angularSensibility: number;
  106275. private _mousemoveCallback;
  106276. private _observer;
  106277. private _rollObserver;
  106278. private previousPosition;
  106279. private noPreventDefault;
  106280. private element;
  106281. /**
  106282. * Listen to mouse events to control the camera.
  106283. * @param touchEnabled Define if touch is enabled. (Default is true.)
  106284. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106285. */
  106286. constructor(touchEnabled?: boolean);
  106287. /**
  106288. * Attach the mouse control to the HTML DOM element.
  106289. * @param element Defines the element that listens to the input events.
  106290. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  106291. */
  106292. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106293. /**
  106294. * Detach the current controls from the specified dom element.
  106295. * @param element Defines the element to stop listening the inputs from
  106296. */
  106297. detachControl(element: Nullable<HTMLElement>): void;
  106298. /**
  106299. * Gets the class name of the current input.
  106300. * @returns the class name.
  106301. */
  106302. getClassName(): string;
  106303. /**
  106304. * Get the friendly name associated with the input class.
  106305. * @returns the input's friendly name.
  106306. */
  106307. getSimpleName(): string;
  106308. private _pointerInput;
  106309. private _onMouseMove;
  106310. /**
  106311. * Rotate camera by mouse offset.
  106312. */
  106313. private rotateCamera;
  106314. }
  106315. }
  106316. declare module BABYLON {
  106317. /**
  106318. * Default Inputs manager for the FlyCamera.
  106319. * It groups all the default supported inputs for ease of use.
  106320. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106321. */
  106322. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  106323. /**
  106324. * Instantiates a new FlyCameraInputsManager.
  106325. * @param camera Defines the camera the inputs belong to.
  106326. */
  106327. constructor(camera: FlyCamera);
  106328. /**
  106329. * Add keyboard input support to the input manager.
  106330. * @returns the new FlyCameraKeyboardMoveInput().
  106331. */
  106332. addKeyboard(): FlyCameraInputsManager;
  106333. /**
  106334. * Add mouse input support to the input manager.
  106335. * @param touchEnabled Enable touch screen support.
  106336. * @returns the new FlyCameraMouseInput().
  106337. */
  106338. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  106339. }
  106340. }
  106341. declare module BABYLON {
  106342. /**
  106343. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106344. * such as in a 3D Space Shooter or a Flight Simulator.
  106345. */
  106346. export class FlyCamera extends TargetCamera {
  106347. /**
  106348. * Define the collision ellipsoid of the camera.
  106349. * This is helpful for simulating a camera body, like a player's body.
  106350. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  106351. */
  106352. ellipsoid: Vector3;
  106353. /**
  106354. * Define an offset for the position of the ellipsoid around the camera.
  106355. * This can be helpful if the camera is attached away from the player's body center,
  106356. * such as at its head.
  106357. */
  106358. ellipsoidOffset: Vector3;
  106359. /**
  106360. * Enable or disable collisions of the camera with the rest of the scene objects.
  106361. */
  106362. checkCollisions: boolean;
  106363. /**
  106364. * Enable or disable gravity on the camera.
  106365. */
  106366. applyGravity: boolean;
  106367. /**
  106368. * Define the current direction the camera is moving to.
  106369. */
  106370. cameraDirection: Vector3;
  106371. /**
  106372. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  106373. * This overrides and empties cameraRotation.
  106374. */
  106375. rotationQuaternion: Quaternion;
  106376. /**
  106377. * Track Roll to maintain the wanted Rolling when looking around.
  106378. */
  106379. _trackRoll: number;
  106380. /**
  106381. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  106382. */
  106383. rollCorrect: number;
  106384. /**
  106385. * Mimic a banked turn, Rolling the camera when Yawing.
  106386. * It's recommended to use rollCorrect = 10 for faster banking correction.
  106387. */
  106388. bankedTurn: boolean;
  106389. /**
  106390. * Limit in radians for how much Roll banking will add. (Default: 90°)
  106391. */
  106392. bankedTurnLimit: number;
  106393. /**
  106394. * Value of 0 disables the banked Roll.
  106395. * Value of 1 is equal to the Yaw angle in radians.
  106396. */
  106397. bankedTurnMultiplier: number;
  106398. /**
  106399. * The inputs manager loads all the input sources, such as keyboard and mouse.
  106400. */
  106401. inputs: FlyCameraInputsManager;
  106402. /**
  106403. * Gets the input sensibility for mouse input.
  106404. * Higher values reduce sensitivity.
  106405. */
  106406. /**
  106407. * Sets the input sensibility for a mouse input.
  106408. * Higher values reduce sensitivity.
  106409. */
  106410. angularSensibility: number;
  106411. /**
  106412. * Get the keys for camera movement forward.
  106413. */
  106414. /**
  106415. * Set the keys for camera movement forward.
  106416. */
  106417. keysForward: number[];
  106418. /**
  106419. * Get the keys for camera movement backward.
  106420. */
  106421. keysBackward: number[];
  106422. /**
  106423. * Get the keys for camera movement up.
  106424. */
  106425. /**
  106426. * Set the keys for camera movement up.
  106427. */
  106428. keysUp: number[];
  106429. /**
  106430. * Get the keys for camera movement down.
  106431. */
  106432. /**
  106433. * Set the keys for camera movement down.
  106434. */
  106435. keysDown: number[];
  106436. /**
  106437. * Get the keys for camera movement left.
  106438. */
  106439. /**
  106440. * Set the keys for camera movement left.
  106441. */
  106442. keysLeft: number[];
  106443. /**
  106444. * Set the keys for camera movement right.
  106445. */
  106446. /**
  106447. * Set the keys for camera movement right.
  106448. */
  106449. keysRight: number[];
  106450. /**
  106451. * Event raised when the camera collides with a mesh in the scene.
  106452. */
  106453. onCollide: (collidedMesh: AbstractMesh) => void;
  106454. private _collider;
  106455. private _needMoveForGravity;
  106456. private _oldPosition;
  106457. private _diffPosition;
  106458. private _newPosition;
  106459. /** @hidden */
  106460. _localDirection: Vector3;
  106461. /** @hidden */
  106462. _transformedDirection: Vector3;
  106463. /**
  106464. * Instantiates a FlyCamera.
  106465. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106466. * such as in a 3D Space Shooter or a Flight Simulator.
  106467. * @param name Define the name of the camera in the scene.
  106468. * @param position Define the starting position of the camera in the scene.
  106469. * @param scene Define the scene the camera belongs to.
  106470. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  106471. */
  106472. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  106473. /**
  106474. * Attach a control to the HTML DOM element.
  106475. * @param element Defines the element that listens to the input events.
  106476. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  106477. */
  106478. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106479. /**
  106480. * Detach a control from the HTML DOM element.
  106481. * The camera will stop reacting to that input.
  106482. * @param element Defines the element that listens to the input events.
  106483. */
  106484. detachControl(element: HTMLElement): void;
  106485. private _collisionMask;
  106486. /**
  106487. * Get the mask that the camera ignores in collision events.
  106488. */
  106489. /**
  106490. * Set the mask that the camera ignores in collision events.
  106491. */
  106492. collisionMask: number;
  106493. /** @hidden */
  106494. _collideWithWorld(displacement: Vector3): void;
  106495. /** @hidden */
  106496. private _onCollisionPositionChange;
  106497. /** @hidden */
  106498. _checkInputs(): void;
  106499. /** @hidden */
  106500. _decideIfNeedsToMove(): boolean;
  106501. /** @hidden */
  106502. _updatePosition(): void;
  106503. /**
  106504. * Restore the Roll to its target value at the rate specified.
  106505. * @param rate - Higher means slower restoring.
  106506. * @hidden
  106507. */
  106508. restoreRoll(rate: number): void;
  106509. /**
  106510. * Destroy the camera and release the current resources held by it.
  106511. */
  106512. dispose(): void;
  106513. /**
  106514. * Get the current object class name.
  106515. * @returns the class name.
  106516. */
  106517. getClassName(): string;
  106518. }
  106519. }
  106520. declare module BABYLON {
  106521. /**
  106522. * Listen to keyboard events to control the camera.
  106523. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106524. */
  106525. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  106526. /**
  106527. * Defines the camera the input is attached to.
  106528. */
  106529. camera: FlyCamera;
  106530. /**
  106531. * The list of keyboard keys used to control the forward move of the camera.
  106532. */
  106533. keysForward: number[];
  106534. /**
  106535. * The list of keyboard keys used to control the backward move of the camera.
  106536. */
  106537. keysBackward: number[];
  106538. /**
  106539. * The list of keyboard keys used to control the forward move of the camera.
  106540. */
  106541. keysUp: number[];
  106542. /**
  106543. * The list of keyboard keys used to control the backward move of the camera.
  106544. */
  106545. keysDown: number[];
  106546. /**
  106547. * The list of keyboard keys used to control the right strafe move of the camera.
  106548. */
  106549. keysRight: number[];
  106550. /**
  106551. * The list of keyboard keys used to control the left strafe move of the camera.
  106552. */
  106553. keysLeft: number[];
  106554. private _keys;
  106555. private _onCanvasBlurObserver;
  106556. private _onKeyboardObserver;
  106557. private _engine;
  106558. private _scene;
  106559. /**
  106560. * Attach the input controls to a specific dom element to get the input from.
  106561. * @param element Defines the element the controls should be listened from
  106562. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106563. */
  106564. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106565. /**
  106566. * Detach the current controls from the specified dom element.
  106567. * @param element Defines the element to stop listening the inputs from
  106568. */
  106569. detachControl(element: Nullable<HTMLElement>): void;
  106570. /**
  106571. * Gets the class name of the current intput.
  106572. * @returns the class name
  106573. */
  106574. getClassName(): string;
  106575. /** @hidden */
  106576. _onLostFocus(e: FocusEvent): void;
  106577. /**
  106578. * Get the friendly name associated with the input class.
  106579. * @returns the input friendly name
  106580. */
  106581. getSimpleName(): string;
  106582. /**
  106583. * Update the current camera state depending on the inputs that have been used this frame.
  106584. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106585. */
  106586. checkInputs(): void;
  106587. }
  106588. }
  106589. declare module BABYLON {
  106590. /**
  106591. * Manage the mouse wheel inputs to control a follow camera.
  106592. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106593. */
  106594. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  106595. /**
  106596. * Defines the camera the input is attached to.
  106597. */
  106598. camera: FollowCamera;
  106599. /**
  106600. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  106601. */
  106602. axisControlRadius: boolean;
  106603. /**
  106604. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  106605. */
  106606. axisControlHeight: boolean;
  106607. /**
  106608. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  106609. */
  106610. axisControlRotation: boolean;
  106611. /**
  106612. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  106613. * relation to mouseWheel events.
  106614. */
  106615. wheelPrecision: number;
  106616. /**
  106617. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  106618. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  106619. */
  106620. wheelDeltaPercentage: number;
  106621. private _wheel;
  106622. private _observer;
  106623. /**
  106624. * Attach the input controls to a specific dom element to get the input from.
  106625. * @param element Defines the element the controls should be listened from
  106626. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106627. */
  106628. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106629. /**
  106630. * Detach the current controls from the specified dom element.
  106631. * @param element Defines the element to stop listening the inputs from
  106632. */
  106633. detachControl(element: Nullable<HTMLElement>): void;
  106634. /**
  106635. * Gets the class name of the current intput.
  106636. * @returns the class name
  106637. */
  106638. getClassName(): string;
  106639. /**
  106640. * Get the friendly name associated with the input class.
  106641. * @returns the input friendly name
  106642. */
  106643. getSimpleName(): string;
  106644. }
  106645. }
  106646. declare module BABYLON {
  106647. /**
  106648. * Manage the pointers inputs to control an follow camera.
  106649. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106650. */
  106651. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  106652. /**
  106653. * Defines the camera the input is attached to.
  106654. */
  106655. camera: FollowCamera;
  106656. /**
  106657. * Gets the class name of the current input.
  106658. * @returns the class name
  106659. */
  106660. getClassName(): string;
  106661. /**
  106662. * Defines the pointer angular sensibility along the X axis or how fast is
  106663. * the camera rotating.
  106664. * A negative number will reverse the axis direction.
  106665. */
  106666. angularSensibilityX: number;
  106667. /**
  106668. * Defines the pointer angular sensibility along the Y axis or how fast is
  106669. * the camera rotating.
  106670. * A negative number will reverse the axis direction.
  106671. */
  106672. angularSensibilityY: number;
  106673. /**
  106674. * Defines the pointer pinch precision or how fast is the camera zooming.
  106675. * A negative number will reverse the axis direction.
  106676. */
  106677. pinchPrecision: number;
  106678. /**
  106679. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  106680. * from 0.
  106681. * It defines the percentage of current camera.radius to use as delta when
  106682. * pinch zoom is used.
  106683. */
  106684. pinchDeltaPercentage: number;
  106685. /**
  106686. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  106687. */
  106688. axisXControlRadius: boolean;
  106689. /**
  106690. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  106691. */
  106692. axisXControlHeight: boolean;
  106693. /**
  106694. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  106695. */
  106696. axisXControlRotation: boolean;
  106697. /**
  106698. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  106699. */
  106700. axisYControlRadius: boolean;
  106701. /**
  106702. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  106703. */
  106704. axisYControlHeight: boolean;
  106705. /**
  106706. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  106707. */
  106708. axisYControlRotation: boolean;
  106709. /**
  106710. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  106711. */
  106712. axisPinchControlRadius: boolean;
  106713. /**
  106714. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  106715. */
  106716. axisPinchControlHeight: boolean;
  106717. /**
  106718. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  106719. */
  106720. axisPinchControlRotation: boolean;
  106721. /**
  106722. * Log error messages if basic misconfiguration has occurred.
  106723. */
  106724. warningEnable: boolean;
  106725. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  106726. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  106727. private _warningCounter;
  106728. private _warning;
  106729. }
  106730. }
  106731. declare module BABYLON {
  106732. /**
  106733. * Default Inputs manager for the FollowCamera.
  106734. * It groups all the default supported inputs for ease of use.
  106735. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106736. */
  106737. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  106738. /**
  106739. * Instantiates a new FollowCameraInputsManager.
  106740. * @param camera Defines the camera the inputs belong to
  106741. */
  106742. constructor(camera: FollowCamera);
  106743. /**
  106744. * Add keyboard input support to the input manager.
  106745. * @returns the current input manager
  106746. */
  106747. addKeyboard(): FollowCameraInputsManager;
  106748. /**
  106749. * Add mouse wheel input support to the input manager.
  106750. * @returns the current input manager
  106751. */
  106752. addMouseWheel(): FollowCameraInputsManager;
  106753. /**
  106754. * Add pointers input support to the input manager.
  106755. * @returns the current input manager
  106756. */
  106757. addPointers(): FollowCameraInputsManager;
  106758. /**
  106759. * Add orientation input support to the input manager.
  106760. * @returns the current input manager
  106761. */
  106762. addVRDeviceOrientation(): FollowCameraInputsManager;
  106763. }
  106764. }
  106765. declare module BABYLON {
  106766. /**
  106767. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  106768. * an arc rotate version arcFollowCamera are available.
  106769. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106770. */
  106771. export class FollowCamera extends TargetCamera {
  106772. /**
  106773. * Distance the follow camera should follow an object at
  106774. */
  106775. radius: number;
  106776. /**
  106777. * Minimum allowed distance of the camera to the axis of rotation
  106778. * (The camera can not get closer).
  106779. * This can help limiting how the Camera is able to move in the scene.
  106780. */
  106781. lowerRadiusLimit: Nullable<number>;
  106782. /**
  106783. * Maximum allowed distance of the camera to the axis of rotation
  106784. * (The camera can not get further).
  106785. * This can help limiting how the Camera is able to move in the scene.
  106786. */
  106787. upperRadiusLimit: Nullable<number>;
  106788. /**
  106789. * Define a rotation offset between the camera and the object it follows
  106790. */
  106791. rotationOffset: number;
  106792. /**
  106793. * Minimum allowed angle to camera position relative to target object.
  106794. * This can help limiting how the Camera is able to move in the scene.
  106795. */
  106796. lowerRotationOffsetLimit: Nullable<number>;
  106797. /**
  106798. * Maximum allowed angle to camera position relative to target object.
  106799. * This can help limiting how the Camera is able to move in the scene.
  106800. */
  106801. upperRotationOffsetLimit: Nullable<number>;
  106802. /**
  106803. * Define a height offset between the camera and the object it follows.
  106804. * It can help following an object from the top (like a car chaing a plane)
  106805. */
  106806. heightOffset: number;
  106807. /**
  106808. * Minimum allowed height of camera position relative to target object.
  106809. * This can help limiting how the Camera is able to move in the scene.
  106810. */
  106811. lowerHeightOffsetLimit: Nullable<number>;
  106812. /**
  106813. * Maximum allowed height of camera position relative to target object.
  106814. * This can help limiting how the Camera is able to move in the scene.
  106815. */
  106816. upperHeightOffsetLimit: Nullable<number>;
  106817. /**
  106818. * Define how fast the camera can accelerate to follow it s target.
  106819. */
  106820. cameraAcceleration: number;
  106821. /**
  106822. * Define the speed limit of the camera following an object.
  106823. */
  106824. maxCameraSpeed: number;
  106825. /**
  106826. * Define the target of the camera.
  106827. */
  106828. lockedTarget: Nullable<AbstractMesh>;
  106829. /**
  106830. * Defines the input associated with the camera.
  106831. */
  106832. inputs: FollowCameraInputsManager;
  106833. /**
  106834. * Instantiates the follow camera.
  106835. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106836. * @param name Define the name of the camera in the scene
  106837. * @param position Define the position of the camera
  106838. * @param scene Define the scene the camera belong to
  106839. * @param lockedTarget Define the target of the camera
  106840. */
  106841. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  106842. private _follow;
  106843. /**
  106844. * Attached controls to the current camera.
  106845. * @param element Defines the element the controls should be listened from
  106846. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106847. */
  106848. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106849. /**
  106850. * Detach the current controls from the camera.
  106851. * The camera will stop reacting to inputs.
  106852. * @param element Defines the element to stop listening the inputs from
  106853. */
  106854. detachControl(element: HTMLElement): void;
  106855. /** @hidden */
  106856. _checkInputs(): void;
  106857. private _checkLimits;
  106858. /**
  106859. * Gets the camera class name.
  106860. * @returns the class name
  106861. */
  106862. getClassName(): string;
  106863. }
  106864. /**
  106865. * Arc Rotate version of the follow camera.
  106866. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  106867. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106868. */
  106869. export class ArcFollowCamera extends TargetCamera {
  106870. /** The longitudinal angle of the camera */
  106871. alpha: number;
  106872. /** The latitudinal angle of the camera */
  106873. beta: number;
  106874. /** The radius of the camera from its target */
  106875. radius: number;
  106876. /** Define the camera target (the messh it should follow) */
  106877. target: Nullable<AbstractMesh>;
  106878. private _cartesianCoordinates;
  106879. /**
  106880. * Instantiates a new ArcFollowCamera
  106881. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106882. * @param name Define the name of the camera
  106883. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  106884. * @param beta Define the rotation angle of the camera around the elevation axis
  106885. * @param radius Define the radius of the camera from its target point
  106886. * @param target Define the target of the camera
  106887. * @param scene Define the scene the camera belongs to
  106888. */
  106889. constructor(name: string,
  106890. /** The longitudinal angle of the camera */
  106891. alpha: number,
  106892. /** The latitudinal angle of the camera */
  106893. beta: number,
  106894. /** The radius of the camera from its target */
  106895. radius: number,
  106896. /** Define the camera target (the messh it should follow) */
  106897. target: Nullable<AbstractMesh>, scene: Scene);
  106898. private _follow;
  106899. /** @hidden */
  106900. _checkInputs(): void;
  106901. /**
  106902. * Returns the class name of the object.
  106903. * It is mostly used internally for serialization purposes.
  106904. */
  106905. getClassName(): string;
  106906. }
  106907. }
  106908. declare module BABYLON {
  106909. /**
  106910. * Manage the keyboard inputs to control the movement of a follow camera.
  106911. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106912. */
  106913. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  106914. /**
  106915. * Defines the camera the input is attached to.
  106916. */
  106917. camera: FollowCamera;
  106918. /**
  106919. * Defines the list of key codes associated with the up action (increase heightOffset)
  106920. */
  106921. keysHeightOffsetIncr: number[];
  106922. /**
  106923. * Defines the list of key codes associated with the down action (decrease heightOffset)
  106924. */
  106925. keysHeightOffsetDecr: number[];
  106926. /**
  106927. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  106928. */
  106929. keysHeightOffsetModifierAlt: boolean;
  106930. /**
  106931. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  106932. */
  106933. keysHeightOffsetModifierCtrl: boolean;
  106934. /**
  106935. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  106936. */
  106937. keysHeightOffsetModifierShift: boolean;
  106938. /**
  106939. * Defines the list of key codes associated with the left action (increase rotationOffset)
  106940. */
  106941. keysRotationOffsetIncr: number[];
  106942. /**
  106943. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  106944. */
  106945. keysRotationOffsetDecr: number[];
  106946. /**
  106947. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  106948. */
  106949. keysRotationOffsetModifierAlt: boolean;
  106950. /**
  106951. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  106952. */
  106953. keysRotationOffsetModifierCtrl: boolean;
  106954. /**
  106955. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  106956. */
  106957. keysRotationOffsetModifierShift: boolean;
  106958. /**
  106959. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  106960. */
  106961. keysRadiusIncr: number[];
  106962. /**
  106963. * Defines the list of key codes associated with the zoom-out action (increase radius)
  106964. */
  106965. keysRadiusDecr: number[];
  106966. /**
  106967. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  106968. */
  106969. keysRadiusModifierAlt: boolean;
  106970. /**
  106971. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  106972. */
  106973. keysRadiusModifierCtrl: boolean;
  106974. /**
  106975. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  106976. */
  106977. keysRadiusModifierShift: boolean;
  106978. /**
  106979. * Defines the rate of change of heightOffset.
  106980. */
  106981. heightSensibility: number;
  106982. /**
  106983. * Defines the rate of change of rotationOffset.
  106984. */
  106985. rotationSensibility: number;
  106986. /**
  106987. * Defines the rate of change of radius.
  106988. */
  106989. radiusSensibility: number;
  106990. private _keys;
  106991. private _ctrlPressed;
  106992. private _altPressed;
  106993. private _shiftPressed;
  106994. private _onCanvasBlurObserver;
  106995. private _onKeyboardObserver;
  106996. private _engine;
  106997. private _scene;
  106998. /**
  106999. * Attach the input controls to a specific dom element to get the input from.
  107000. * @param element Defines the element the controls should be listened from
  107001. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107002. */
  107003. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107004. /**
  107005. * Detach the current controls from the specified dom element.
  107006. * @param element Defines the element to stop listening the inputs from
  107007. */
  107008. detachControl(element: Nullable<HTMLElement>): void;
  107009. /**
  107010. * Update the current camera state depending on the inputs that have been used this frame.
  107011. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107012. */
  107013. checkInputs(): void;
  107014. /**
  107015. * Gets the class name of the current input.
  107016. * @returns the class name
  107017. */
  107018. getClassName(): string;
  107019. /**
  107020. * Get the friendly name associated with the input class.
  107021. * @returns the input friendly name
  107022. */
  107023. getSimpleName(): string;
  107024. /**
  107025. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107026. * allow modification of the heightOffset value.
  107027. */
  107028. private _modifierHeightOffset;
  107029. /**
  107030. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107031. * allow modification of the rotationOffset value.
  107032. */
  107033. private _modifierRotationOffset;
  107034. /**
  107035. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107036. * allow modification of the radius value.
  107037. */
  107038. private _modifierRadius;
  107039. }
  107040. }
  107041. declare module BABYLON {
  107042. interface FreeCameraInputsManager {
  107043. /**
  107044. * @hidden
  107045. */
  107046. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  107047. /**
  107048. * Add orientation input support to the input manager.
  107049. * @returns the current input manager
  107050. */
  107051. addDeviceOrientation(): FreeCameraInputsManager;
  107052. }
  107053. /**
  107054. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  107055. * Screen rotation is taken into account.
  107056. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107057. */
  107058. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  107059. private _camera;
  107060. private _screenOrientationAngle;
  107061. private _constantTranform;
  107062. private _screenQuaternion;
  107063. private _alpha;
  107064. private _beta;
  107065. private _gamma;
  107066. /**
  107067. * Can be used to detect if a device orientation sensor is availible on a device
  107068. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  107069. * @returns a promise that will resolve on orientation change
  107070. */
  107071. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  107072. /**
  107073. * @hidden
  107074. */
  107075. _onDeviceOrientationChangedObservable: Observable<void>;
  107076. /**
  107077. * Instantiates a new input
  107078. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107079. */
  107080. constructor();
  107081. /**
  107082. * Define the camera controlled by the input.
  107083. */
  107084. camera: FreeCamera;
  107085. /**
  107086. * Attach the input controls to a specific dom element to get the input from.
  107087. * @param element Defines the element the controls should be listened from
  107088. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107089. */
  107090. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107091. private _orientationChanged;
  107092. private _deviceOrientation;
  107093. /**
  107094. * Detach the current controls from the specified dom element.
  107095. * @param element Defines the element to stop listening the inputs from
  107096. */
  107097. detachControl(element: Nullable<HTMLElement>): void;
  107098. /**
  107099. * Update the current camera state depending on the inputs that have been used this frame.
  107100. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107101. */
  107102. checkInputs(): void;
  107103. /**
  107104. * Gets the class name of the current intput.
  107105. * @returns the class name
  107106. */
  107107. getClassName(): string;
  107108. /**
  107109. * Get the friendly name associated with the input class.
  107110. * @returns the input friendly name
  107111. */
  107112. getSimpleName(): string;
  107113. }
  107114. }
  107115. declare module BABYLON {
  107116. /**
  107117. * Manage the gamepad inputs to control a free camera.
  107118. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107119. */
  107120. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  107121. /**
  107122. * Define the camera the input is attached to.
  107123. */
  107124. camera: FreeCamera;
  107125. /**
  107126. * Define the Gamepad controlling the input
  107127. */
  107128. gamepad: Nullable<Gamepad>;
  107129. /**
  107130. * Defines the gamepad rotation sensiblity.
  107131. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107132. */
  107133. gamepadAngularSensibility: number;
  107134. /**
  107135. * Defines the gamepad move sensiblity.
  107136. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107137. */
  107138. gamepadMoveSensibility: number;
  107139. private _yAxisScale;
  107140. /**
  107141. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  107142. */
  107143. invertYAxis: boolean;
  107144. private _onGamepadConnectedObserver;
  107145. private _onGamepadDisconnectedObserver;
  107146. private _cameraTransform;
  107147. private _deltaTransform;
  107148. private _vector3;
  107149. private _vector2;
  107150. /**
  107151. * Attach the input controls to a specific dom element to get the input from.
  107152. * @param element Defines the element the controls should be listened from
  107153. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107154. */
  107155. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107156. /**
  107157. * Detach the current controls from the specified dom element.
  107158. * @param element Defines the element to stop listening the inputs from
  107159. */
  107160. detachControl(element: Nullable<HTMLElement>): void;
  107161. /**
  107162. * Update the current camera state depending on the inputs that have been used this frame.
  107163. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107164. */
  107165. checkInputs(): void;
  107166. /**
  107167. * Gets the class name of the current intput.
  107168. * @returns the class name
  107169. */
  107170. getClassName(): string;
  107171. /**
  107172. * Get the friendly name associated with the input class.
  107173. * @returns the input friendly name
  107174. */
  107175. getSimpleName(): string;
  107176. }
  107177. }
  107178. declare module BABYLON {
  107179. /**
  107180. * Defines the potential axis of a Joystick
  107181. */
  107182. export enum JoystickAxis {
  107183. /** X axis */
  107184. X = 0,
  107185. /** Y axis */
  107186. Y = 1,
  107187. /** Z axis */
  107188. Z = 2
  107189. }
  107190. /**
  107191. * Class used to define virtual joystick (used in touch mode)
  107192. */
  107193. export class VirtualJoystick {
  107194. /**
  107195. * Gets or sets a boolean indicating that left and right values must be inverted
  107196. */
  107197. reverseLeftRight: boolean;
  107198. /**
  107199. * Gets or sets a boolean indicating that up and down values must be inverted
  107200. */
  107201. reverseUpDown: boolean;
  107202. /**
  107203. * Gets the offset value for the position (ie. the change of the position value)
  107204. */
  107205. deltaPosition: Vector3;
  107206. /**
  107207. * Gets a boolean indicating if the virtual joystick was pressed
  107208. */
  107209. pressed: boolean;
  107210. /**
  107211. * Canvas the virtual joystick will render onto, default z-index of this is 5
  107212. */
  107213. static Canvas: Nullable<HTMLCanvasElement>;
  107214. private static _globalJoystickIndex;
  107215. private static vjCanvasContext;
  107216. private static vjCanvasWidth;
  107217. private static vjCanvasHeight;
  107218. private static halfWidth;
  107219. private _action;
  107220. private _axisTargetedByLeftAndRight;
  107221. private _axisTargetedByUpAndDown;
  107222. private _joystickSensibility;
  107223. private _inversedSensibility;
  107224. private _joystickPointerID;
  107225. private _joystickColor;
  107226. private _joystickPointerPos;
  107227. private _joystickPreviousPointerPos;
  107228. private _joystickPointerStartPos;
  107229. private _deltaJoystickVector;
  107230. private _leftJoystick;
  107231. private _touches;
  107232. private _onPointerDownHandlerRef;
  107233. private _onPointerMoveHandlerRef;
  107234. private _onPointerUpHandlerRef;
  107235. private _onResize;
  107236. /**
  107237. * Creates a new virtual joystick
  107238. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107239. */
  107240. constructor(leftJoystick?: boolean);
  107241. /**
  107242. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107243. * @param newJoystickSensibility defines the new sensibility
  107244. */
  107245. setJoystickSensibility(newJoystickSensibility: number): void;
  107246. private _onPointerDown;
  107247. private _onPointerMove;
  107248. private _onPointerUp;
  107249. /**
  107250. * Change the color of the virtual joystick
  107251. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107252. */
  107253. setJoystickColor(newColor: string): void;
  107254. /**
  107255. * Defines a callback to call when the joystick is touched
  107256. * @param action defines the callback
  107257. */
  107258. setActionOnTouch(action: () => any): void;
  107259. /**
  107260. * Defines which axis you'd like to control for left & right
  107261. * @param axis defines the axis to use
  107262. */
  107263. setAxisForLeftRight(axis: JoystickAxis): void;
  107264. /**
  107265. * Defines which axis you'd like to control for up & down
  107266. * @param axis defines the axis to use
  107267. */
  107268. setAxisForUpDown(axis: JoystickAxis): void;
  107269. private _drawVirtualJoystick;
  107270. /**
  107271. * Release internal HTML canvas
  107272. */
  107273. releaseCanvas(): void;
  107274. }
  107275. }
  107276. declare module BABYLON {
  107277. interface FreeCameraInputsManager {
  107278. /**
  107279. * Add virtual joystick input support to the input manager.
  107280. * @returns the current input manager
  107281. */
  107282. addVirtualJoystick(): FreeCameraInputsManager;
  107283. }
  107284. /**
  107285. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107286. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107287. */
  107288. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  107289. /**
  107290. * Defines the camera the input is attached to.
  107291. */
  107292. camera: FreeCamera;
  107293. private _leftjoystick;
  107294. private _rightjoystick;
  107295. /**
  107296. * Gets the left stick of the virtual joystick.
  107297. * @returns The virtual Joystick
  107298. */
  107299. getLeftJoystick(): VirtualJoystick;
  107300. /**
  107301. * Gets the right stick of the virtual joystick.
  107302. * @returns The virtual Joystick
  107303. */
  107304. getRightJoystick(): VirtualJoystick;
  107305. /**
  107306. * Update the current camera state depending on the inputs that have been used this frame.
  107307. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107308. */
  107309. checkInputs(): void;
  107310. /**
  107311. * Attach the input controls to a specific dom element to get the input from.
  107312. * @param element Defines the element the controls should be listened from
  107313. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107314. */
  107315. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107316. /**
  107317. * Detach the current controls from the specified dom element.
  107318. * @param element Defines the element to stop listening the inputs from
  107319. */
  107320. detachControl(element: Nullable<HTMLElement>): void;
  107321. /**
  107322. * Gets the class name of the current intput.
  107323. * @returns the class name
  107324. */
  107325. getClassName(): string;
  107326. /**
  107327. * Get the friendly name associated with the input class.
  107328. * @returns the input friendly name
  107329. */
  107330. getSimpleName(): string;
  107331. }
  107332. }
  107333. declare module BABYLON {
  107334. /**
  107335. * This represents a FPS type of camera controlled by touch.
  107336. * This is like a universal camera minus the Gamepad controls.
  107337. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107338. */
  107339. export class TouchCamera extends FreeCamera {
  107340. /**
  107341. * Defines the touch sensibility for rotation.
  107342. * The higher the faster.
  107343. */
  107344. touchAngularSensibility: number;
  107345. /**
  107346. * Defines the touch sensibility for move.
  107347. * The higher the faster.
  107348. */
  107349. touchMoveSensibility: number;
  107350. /**
  107351. * Instantiates a new touch camera.
  107352. * This represents a FPS type of camera controlled by touch.
  107353. * This is like a universal camera minus the Gamepad controls.
  107354. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107355. * @param name Define the name of the camera in the scene
  107356. * @param position Define the start position of the camera in the scene
  107357. * @param scene Define the scene the camera belongs to
  107358. */
  107359. constructor(name: string, position: Vector3, scene: Scene);
  107360. /**
  107361. * Gets the current object class name.
  107362. * @return the class name
  107363. */
  107364. getClassName(): string;
  107365. /** @hidden */
  107366. _setupInputs(): void;
  107367. }
  107368. }
  107369. declare module BABYLON {
  107370. /**
  107371. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107372. * being tilted forward or back and left or right.
  107373. */
  107374. export class DeviceOrientationCamera extends FreeCamera {
  107375. private _initialQuaternion;
  107376. private _quaternionCache;
  107377. private _tmpDragQuaternion;
  107378. private _disablePointerInputWhenUsingDeviceOrientation;
  107379. /**
  107380. * Creates a new device orientation camera
  107381. * @param name The name of the camera
  107382. * @param position The start position camera
  107383. * @param scene The scene the camera belongs to
  107384. */
  107385. constructor(name: string, position: Vector3, scene: Scene);
  107386. /**
  107387. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  107388. */
  107389. disablePointerInputWhenUsingDeviceOrientation: boolean;
  107390. private _dragFactor;
  107391. /**
  107392. * Enabled turning on the y axis when the orientation sensor is active
  107393. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  107394. */
  107395. enableHorizontalDragging(dragFactor?: number): void;
  107396. /**
  107397. * Gets the current instance class name ("DeviceOrientationCamera").
  107398. * This helps avoiding instanceof at run time.
  107399. * @returns the class name
  107400. */
  107401. getClassName(): string;
  107402. /**
  107403. * @hidden
  107404. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107405. */
  107406. _checkInputs(): void;
  107407. /**
  107408. * Reset the camera to its default orientation on the specified axis only.
  107409. * @param axis The axis to reset
  107410. */
  107411. resetToCurrentRotation(axis?: Axis): void;
  107412. }
  107413. }
  107414. declare module BABYLON {
  107415. /**
  107416. * Defines supported buttons for XBox360 compatible gamepads
  107417. */
  107418. export enum Xbox360Button {
  107419. /** A */
  107420. A = 0,
  107421. /** B */
  107422. B = 1,
  107423. /** X */
  107424. X = 2,
  107425. /** Y */
  107426. Y = 3,
  107427. /** Start */
  107428. Start = 4,
  107429. /** Back */
  107430. Back = 5,
  107431. /** Left button */
  107432. LB = 6,
  107433. /** Right button */
  107434. RB = 7,
  107435. /** Left stick */
  107436. LeftStick = 8,
  107437. /** Right stick */
  107438. RightStick = 9
  107439. }
  107440. /** Defines values for XBox360 DPad */
  107441. export enum Xbox360Dpad {
  107442. /** Up */
  107443. Up = 0,
  107444. /** Down */
  107445. Down = 1,
  107446. /** Left */
  107447. Left = 2,
  107448. /** Right */
  107449. Right = 3
  107450. }
  107451. /**
  107452. * Defines a XBox360 gamepad
  107453. */
  107454. export class Xbox360Pad extends Gamepad {
  107455. private _leftTrigger;
  107456. private _rightTrigger;
  107457. private _onlefttriggerchanged;
  107458. private _onrighttriggerchanged;
  107459. private _onbuttondown;
  107460. private _onbuttonup;
  107461. private _ondpaddown;
  107462. private _ondpadup;
  107463. /** Observable raised when a button is pressed */
  107464. onButtonDownObservable: Observable<Xbox360Button>;
  107465. /** Observable raised when a button is released */
  107466. onButtonUpObservable: Observable<Xbox360Button>;
  107467. /** Observable raised when a pad is pressed */
  107468. onPadDownObservable: Observable<Xbox360Dpad>;
  107469. /** Observable raised when a pad is released */
  107470. onPadUpObservable: Observable<Xbox360Dpad>;
  107471. private _buttonA;
  107472. private _buttonB;
  107473. private _buttonX;
  107474. private _buttonY;
  107475. private _buttonBack;
  107476. private _buttonStart;
  107477. private _buttonLB;
  107478. private _buttonRB;
  107479. private _buttonLeftStick;
  107480. private _buttonRightStick;
  107481. private _dPadUp;
  107482. private _dPadDown;
  107483. private _dPadLeft;
  107484. private _dPadRight;
  107485. private _isXboxOnePad;
  107486. /**
  107487. * Creates a new XBox360 gamepad object
  107488. * @param id defines the id of this gamepad
  107489. * @param index defines its index
  107490. * @param gamepad defines the internal HTML gamepad object
  107491. * @param xboxOne defines if it is a XBox One gamepad
  107492. */
  107493. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  107494. /**
  107495. * Defines the callback to call when left trigger is pressed
  107496. * @param callback defines the callback to use
  107497. */
  107498. onlefttriggerchanged(callback: (value: number) => void): void;
  107499. /**
  107500. * Defines the callback to call when right trigger is pressed
  107501. * @param callback defines the callback to use
  107502. */
  107503. onrighttriggerchanged(callback: (value: number) => void): void;
  107504. /**
  107505. * Gets the left trigger value
  107506. */
  107507. /**
  107508. * Sets the left trigger value
  107509. */
  107510. leftTrigger: number;
  107511. /**
  107512. * Gets the right trigger value
  107513. */
  107514. /**
  107515. * Sets the right trigger value
  107516. */
  107517. rightTrigger: number;
  107518. /**
  107519. * Defines the callback to call when a button is pressed
  107520. * @param callback defines the callback to use
  107521. */
  107522. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  107523. /**
  107524. * Defines the callback to call when a button is released
  107525. * @param callback defines the callback to use
  107526. */
  107527. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  107528. /**
  107529. * Defines the callback to call when a pad is pressed
  107530. * @param callback defines the callback to use
  107531. */
  107532. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  107533. /**
  107534. * Defines the callback to call when a pad is released
  107535. * @param callback defines the callback to use
  107536. */
  107537. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  107538. private _setButtonValue;
  107539. private _setDPadValue;
  107540. /**
  107541. * Gets the value of the `A` button
  107542. */
  107543. /**
  107544. * Sets the value of the `A` button
  107545. */
  107546. buttonA: number;
  107547. /**
  107548. * Gets the value of the `B` button
  107549. */
  107550. /**
  107551. * Sets the value of the `B` button
  107552. */
  107553. buttonB: number;
  107554. /**
  107555. * Gets the value of the `X` button
  107556. */
  107557. /**
  107558. * Sets the value of the `X` button
  107559. */
  107560. buttonX: number;
  107561. /**
  107562. * Gets the value of the `Y` button
  107563. */
  107564. /**
  107565. * Sets the value of the `Y` button
  107566. */
  107567. buttonY: number;
  107568. /**
  107569. * Gets the value of the `Start` button
  107570. */
  107571. /**
  107572. * Sets the value of the `Start` button
  107573. */
  107574. buttonStart: number;
  107575. /**
  107576. * Gets the value of the `Back` button
  107577. */
  107578. /**
  107579. * Sets the value of the `Back` button
  107580. */
  107581. buttonBack: number;
  107582. /**
  107583. * Gets the value of the `Left` button
  107584. */
  107585. /**
  107586. * Sets the value of the `Left` button
  107587. */
  107588. buttonLB: number;
  107589. /**
  107590. * Gets the value of the `Right` button
  107591. */
  107592. /**
  107593. * Sets the value of the `Right` button
  107594. */
  107595. buttonRB: number;
  107596. /**
  107597. * Gets the value of the Left joystick
  107598. */
  107599. /**
  107600. * Sets the value of the Left joystick
  107601. */
  107602. buttonLeftStick: number;
  107603. /**
  107604. * Gets the value of the Right joystick
  107605. */
  107606. /**
  107607. * Sets the value of the Right joystick
  107608. */
  107609. buttonRightStick: number;
  107610. /**
  107611. * Gets the value of D-pad up
  107612. */
  107613. /**
  107614. * Sets the value of D-pad up
  107615. */
  107616. dPadUp: number;
  107617. /**
  107618. * Gets the value of D-pad down
  107619. */
  107620. /**
  107621. * Sets the value of D-pad down
  107622. */
  107623. dPadDown: number;
  107624. /**
  107625. * Gets the value of D-pad left
  107626. */
  107627. /**
  107628. * Sets the value of D-pad left
  107629. */
  107630. dPadLeft: number;
  107631. /**
  107632. * Gets the value of D-pad right
  107633. */
  107634. /**
  107635. * Sets the value of D-pad right
  107636. */
  107637. dPadRight: number;
  107638. /**
  107639. * Force the gamepad to synchronize with device values
  107640. */
  107641. update(): void;
  107642. /**
  107643. * Disposes the gamepad
  107644. */
  107645. dispose(): void;
  107646. }
  107647. }
  107648. declare module BABYLON {
  107649. /**
  107650. * Defines supported buttons for DualShock compatible gamepads
  107651. */
  107652. export enum DualShockButton {
  107653. /** Cross */
  107654. Cross = 0,
  107655. /** Circle */
  107656. Circle = 1,
  107657. /** Square */
  107658. Square = 2,
  107659. /** Triangle */
  107660. Triangle = 3,
  107661. /** Options */
  107662. Options = 4,
  107663. /** Share */
  107664. Share = 5,
  107665. /** L1 */
  107666. L1 = 6,
  107667. /** R1 */
  107668. R1 = 7,
  107669. /** Left stick */
  107670. LeftStick = 8,
  107671. /** Right stick */
  107672. RightStick = 9
  107673. }
  107674. /** Defines values for DualShock DPad */
  107675. export enum DualShockDpad {
  107676. /** Up */
  107677. Up = 0,
  107678. /** Down */
  107679. Down = 1,
  107680. /** Left */
  107681. Left = 2,
  107682. /** Right */
  107683. Right = 3
  107684. }
  107685. /**
  107686. * Defines a DualShock gamepad
  107687. */
  107688. export class DualShockPad extends Gamepad {
  107689. private _leftTrigger;
  107690. private _rightTrigger;
  107691. private _onlefttriggerchanged;
  107692. private _onrighttriggerchanged;
  107693. private _onbuttondown;
  107694. private _onbuttonup;
  107695. private _ondpaddown;
  107696. private _ondpadup;
  107697. /** Observable raised when a button is pressed */
  107698. onButtonDownObservable: Observable<DualShockButton>;
  107699. /** Observable raised when a button is released */
  107700. onButtonUpObservable: Observable<DualShockButton>;
  107701. /** Observable raised when a pad is pressed */
  107702. onPadDownObservable: Observable<DualShockDpad>;
  107703. /** Observable raised when a pad is released */
  107704. onPadUpObservable: Observable<DualShockDpad>;
  107705. private _buttonCross;
  107706. private _buttonCircle;
  107707. private _buttonSquare;
  107708. private _buttonTriangle;
  107709. private _buttonShare;
  107710. private _buttonOptions;
  107711. private _buttonL1;
  107712. private _buttonR1;
  107713. private _buttonLeftStick;
  107714. private _buttonRightStick;
  107715. private _dPadUp;
  107716. private _dPadDown;
  107717. private _dPadLeft;
  107718. private _dPadRight;
  107719. /**
  107720. * Creates a new DualShock gamepad object
  107721. * @param id defines the id of this gamepad
  107722. * @param index defines its index
  107723. * @param gamepad defines the internal HTML gamepad object
  107724. */
  107725. constructor(id: string, index: number, gamepad: any);
  107726. /**
  107727. * Defines the callback to call when left trigger is pressed
  107728. * @param callback defines the callback to use
  107729. */
  107730. onlefttriggerchanged(callback: (value: number) => void): void;
  107731. /**
  107732. * Defines the callback to call when right trigger is pressed
  107733. * @param callback defines the callback to use
  107734. */
  107735. onrighttriggerchanged(callback: (value: number) => void): void;
  107736. /**
  107737. * Gets the left trigger value
  107738. */
  107739. /**
  107740. * Sets the left trigger value
  107741. */
  107742. leftTrigger: number;
  107743. /**
  107744. * Gets the right trigger value
  107745. */
  107746. /**
  107747. * Sets the right trigger value
  107748. */
  107749. rightTrigger: number;
  107750. /**
  107751. * Defines the callback to call when a button is pressed
  107752. * @param callback defines the callback to use
  107753. */
  107754. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  107755. /**
  107756. * Defines the callback to call when a button is released
  107757. * @param callback defines the callback to use
  107758. */
  107759. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  107760. /**
  107761. * Defines the callback to call when a pad is pressed
  107762. * @param callback defines the callback to use
  107763. */
  107764. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  107765. /**
  107766. * Defines the callback to call when a pad is released
  107767. * @param callback defines the callback to use
  107768. */
  107769. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  107770. private _setButtonValue;
  107771. private _setDPadValue;
  107772. /**
  107773. * Gets the value of the `Cross` button
  107774. */
  107775. /**
  107776. * Sets the value of the `Cross` button
  107777. */
  107778. buttonCross: number;
  107779. /**
  107780. * Gets the value of the `Circle` button
  107781. */
  107782. /**
  107783. * Sets the value of the `Circle` button
  107784. */
  107785. buttonCircle: number;
  107786. /**
  107787. * Gets the value of the `Square` button
  107788. */
  107789. /**
  107790. * Sets the value of the `Square` button
  107791. */
  107792. buttonSquare: number;
  107793. /**
  107794. * Gets the value of the `Triangle` button
  107795. */
  107796. /**
  107797. * Sets the value of the `Triangle` button
  107798. */
  107799. buttonTriangle: number;
  107800. /**
  107801. * Gets the value of the `Options` button
  107802. */
  107803. /**
  107804. * Sets the value of the `Options` button
  107805. */
  107806. buttonOptions: number;
  107807. /**
  107808. * Gets the value of the `Share` button
  107809. */
  107810. /**
  107811. * Sets the value of the `Share` button
  107812. */
  107813. buttonShare: number;
  107814. /**
  107815. * Gets the value of the `L1` button
  107816. */
  107817. /**
  107818. * Sets the value of the `L1` button
  107819. */
  107820. buttonL1: number;
  107821. /**
  107822. * Gets the value of the `R1` button
  107823. */
  107824. /**
  107825. * Sets the value of the `R1` button
  107826. */
  107827. buttonR1: number;
  107828. /**
  107829. * Gets the value of the Left joystick
  107830. */
  107831. /**
  107832. * Sets the value of the Left joystick
  107833. */
  107834. buttonLeftStick: number;
  107835. /**
  107836. * Gets the value of the Right joystick
  107837. */
  107838. /**
  107839. * Sets the value of the Right joystick
  107840. */
  107841. buttonRightStick: number;
  107842. /**
  107843. * Gets the value of D-pad up
  107844. */
  107845. /**
  107846. * Sets the value of D-pad up
  107847. */
  107848. dPadUp: number;
  107849. /**
  107850. * Gets the value of D-pad down
  107851. */
  107852. /**
  107853. * Sets the value of D-pad down
  107854. */
  107855. dPadDown: number;
  107856. /**
  107857. * Gets the value of D-pad left
  107858. */
  107859. /**
  107860. * Sets the value of D-pad left
  107861. */
  107862. dPadLeft: number;
  107863. /**
  107864. * Gets the value of D-pad right
  107865. */
  107866. /**
  107867. * Sets the value of D-pad right
  107868. */
  107869. dPadRight: number;
  107870. /**
  107871. * Force the gamepad to synchronize with device values
  107872. */
  107873. update(): void;
  107874. /**
  107875. * Disposes the gamepad
  107876. */
  107877. dispose(): void;
  107878. }
  107879. }
  107880. declare module BABYLON {
  107881. /**
  107882. * Manager for handling gamepads
  107883. */
  107884. export class GamepadManager {
  107885. private _scene?;
  107886. private _babylonGamepads;
  107887. private _oneGamepadConnected;
  107888. /** @hidden */
  107889. _isMonitoring: boolean;
  107890. private _gamepadEventSupported;
  107891. private _gamepadSupport;
  107892. /**
  107893. * observable to be triggered when the gamepad controller has been connected
  107894. */
  107895. onGamepadConnectedObservable: Observable<Gamepad>;
  107896. /**
  107897. * observable to be triggered when the gamepad controller has been disconnected
  107898. */
  107899. onGamepadDisconnectedObservable: Observable<Gamepad>;
  107900. private _onGamepadConnectedEvent;
  107901. private _onGamepadDisconnectedEvent;
  107902. /**
  107903. * Initializes the gamepad manager
  107904. * @param _scene BabylonJS scene
  107905. */
  107906. constructor(_scene?: Scene | undefined);
  107907. /**
  107908. * The gamepads in the game pad manager
  107909. */
  107910. readonly gamepads: Gamepad[];
  107911. /**
  107912. * Get the gamepad controllers based on type
  107913. * @param type The type of gamepad controller
  107914. * @returns Nullable gamepad
  107915. */
  107916. getGamepadByType(type?: number): Nullable<Gamepad>;
  107917. /**
  107918. * Disposes the gamepad manager
  107919. */
  107920. dispose(): void;
  107921. private _addNewGamepad;
  107922. private _startMonitoringGamepads;
  107923. private _stopMonitoringGamepads;
  107924. /** @hidden */
  107925. _checkGamepadsStatus(): void;
  107926. private _updateGamepadObjects;
  107927. }
  107928. }
  107929. declare module BABYLON {
  107930. interface Scene {
  107931. /** @hidden */
  107932. _gamepadManager: Nullable<GamepadManager>;
  107933. /**
  107934. * Gets the gamepad manager associated with the scene
  107935. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  107936. */
  107937. gamepadManager: GamepadManager;
  107938. }
  107939. /**
  107940. * Interface representing a free camera inputs manager
  107941. */
  107942. interface FreeCameraInputsManager {
  107943. /**
  107944. * Adds gamepad input support to the FreeCameraInputsManager.
  107945. * @returns the FreeCameraInputsManager
  107946. */
  107947. addGamepad(): FreeCameraInputsManager;
  107948. }
  107949. /**
  107950. * Interface representing an arc rotate camera inputs manager
  107951. */
  107952. interface ArcRotateCameraInputsManager {
  107953. /**
  107954. * Adds gamepad input support to the ArcRotateCamera InputManager.
  107955. * @returns the camera inputs manager
  107956. */
  107957. addGamepad(): ArcRotateCameraInputsManager;
  107958. }
  107959. /**
  107960. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  107961. */
  107962. export class GamepadSystemSceneComponent implements ISceneComponent {
  107963. /**
  107964. * The component name helpfull to identify the component in the list of scene components.
  107965. */
  107966. readonly name: string;
  107967. /**
  107968. * The scene the component belongs to.
  107969. */
  107970. scene: Scene;
  107971. /**
  107972. * Creates a new instance of the component for the given scene
  107973. * @param scene Defines the scene to register the component in
  107974. */
  107975. constructor(scene: Scene);
  107976. /**
  107977. * Registers the component in a given scene
  107978. */
  107979. register(): void;
  107980. /**
  107981. * Rebuilds the elements related to this component in case of
  107982. * context lost for instance.
  107983. */
  107984. rebuild(): void;
  107985. /**
  107986. * Disposes the component and the associated ressources
  107987. */
  107988. dispose(): void;
  107989. private _beforeCameraUpdate;
  107990. }
  107991. }
  107992. declare module BABYLON {
  107993. /**
  107994. * 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,
  107995. * which still works and will still be found in many Playgrounds.
  107996. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107997. */
  107998. export class UniversalCamera extends TouchCamera {
  107999. /**
  108000. * Defines the gamepad rotation sensiblity.
  108001. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  108002. */
  108003. gamepadAngularSensibility: number;
  108004. /**
  108005. * Defines the gamepad move sensiblity.
  108006. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  108007. */
  108008. gamepadMoveSensibility: number;
  108009. /**
  108010. * 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,
  108011. * which still works and will still be found in many Playgrounds.
  108012. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108013. * @param name Define the name of the camera in the scene
  108014. * @param position Define the start position of the camera in the scene
  108015. * @param scene Define the scene the camera belongs to
  108016. */
  108017. constructor(name: string, position: Vector3, scene: Scene);
  108018. /**
  108019. * Gets the current object class name.
  108020. * @return the class name
  108021. */
  108022. getClassName(): string;
  108023. }
  108024. }
  108025. declare module BABYLON {
  108026. /**
  108027. * This represents a FPS type of camera. This is only here for back compat purpose.
  108028. * Please use the UniversalCamera instead as both are identical.
  108029. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108030. */
  108031. export class GamepadCamera extends UniversalCamera {
  108032. /**
  108033. * Instantiates a new Gamepad Camera
  108034. * This represents a FPS type of camera. This is only here for back compat purpose.
  108035. * Please use the UniversalCamera instead as both are identical.
  108036. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108037. * @param name Define the name of the camera in the scene
  108038. * @param position Define the start position of the camera in the scene
  108039. * @param scene Define the scene the camera belongs to
  108040. */
  108041. constructor(name: string, position: Vector3, scene: Scene);
  108042. /**
  108043. * Gets the current object class name.
  108044. * @return the class name
  108045. */
  108046. getClassName(): string;
  108047. }
  108048. }
  108049. declare module BABYLON {
  108050. /** @hidden */
  108051. export var passPixelShader: {
  108052. name: string;
  108053. shader: string;
  108054. };
  108055. }
  108056. declare module BABYLON {
  108057. /** @hidden */
  108058. export var passCubePixelShader: {
  108059. name: string;
  108060. shader: string;
  108061. };
  108062. }
  108063. declare module BABYLON {
  108064. /**
  108065. * PassPostProcess which produces an output the same as it's input
  108066. */
  108067. export class PassPostProcess extends PostProcess {
  108068. /**
  108069. * Creates the PassPostProcess
  108070. * @param name The name of the effect.
  108071. * @param options The required width/height ratio to downsize to before computing the render pass.
  108072. * @param camera The camera to apply the render pass to.
  108073. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108074. * @param engine The engine which the post process will be applied. (default: current engine)
  108075. * @param reusable If the post process can be reused on the same frame. (default: false)
  108076. * @param textureType The type of texture to be used when performing the post processing.
  108077. * @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)
  108078. */
  108079. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108080. }
  108081. /**
  108082. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  108083. */
  108084. export class PassCubePostProcess extends PostProcess {
  108085. private _face;
  108086. /**
  108087. * Gets or sets the cube face to display.
  108088. * * 0 is +X
  108089. * * 1 is -X
  108090. * * 2 is +Y
  108091. * * 3 is -Y
  108092. * * 4 is +Z
  108093. * * 5 is -Z
  108094. */
  108095. face: number;
  108096. /**
  108097. * Creates the PassCubePostProcess
  108098. * @param name The name of the effect.
  108099. * @param options The required width/height ratio to downsize to before computing the render pass.
  108100. * @param camera The camera to apply the render pass to.
  108101. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108102. * @param engine The engine which the post process will be applied. (default: current engine)
  108103. * @param reusable If the post process can be reused on the same frame. (default: false)
  108104. * @param textureType The type of texture to be used when performing the post processing.
  108105. * @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)
  108106. */
  108107. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108108. }
  108109. }
  108110. declare module BABYLON {
  108111. /** @hidden */
  108112. export var anaglyphPixelShader: {
  108113. name: string;
  108114. shader: string;
  108115. };
  108116. }
  108117. declare module BABYLON {
  108118. /**
  108119. * Postprocess used to generate anaglyphic rendering
  108120. */
  108121. export class AnaglyphPostProcess extends PostProcess {
  108122. private _passedProcess;
  108123. /**
  108124. * Creates a new AnaglyphPostProcess
  108125. * @param name defines postprocess name
  108126. * @param options defines creation options or target ratio scale
  108127. * @param rigCameras defines cameras using this postprocess
  108128. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  108129. * @param engine defines hosting engine
  108130. * @param reusable defines if the postprocess will be reused multiple times per frame
  108131. */
  108132. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  108133. }
  108134. }
  108135. declare module BABYLON {
  108136. /**
  108137. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  108138. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108139. */
  108140. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  108141. /**
  108142. * Creates a new AnaglyphArcRotateCamera
  108143. * @param name defines camera name
  108144. * @param alpha defines alpha angle (in radians)
  108145. * @param beta defines beta angle (in radians)
  108146. * @param radius defines radius
  108147. * @param target defines camera target
  108148. * @param interaxialDistance defines distance between each color axis
  108149. * @param scene defines the hosting scene
  108150. */
  108151. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  108152. /**
  108153. * Gets camera class name
  108154. * @returns AnaglyphArcRotateCamera
  108155. */
  108156. getClassName(): string;
  108157. }
  108158. }
  108159. declare module BABYLON {
  108160. /**
  108161. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  108162. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108163. */
  108164. export class AnaglyphFreeCamera extends FreeCamera {
  108165. /**
  108166. * Creates a new AnaglyphFreeCamera
  108167. * @param name defines camera name
  108168. * @param position defines initial position
  108169. * @param interaxialDistance defines distance between each color axis
  108170. * @param scene defines the hosting scene
  108171. */
  108172. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108173. /**
  108174. * Gets camera class name
  108175. * @returns AnaglyphFreeCamera
  108176. */
  108177. getClassName(): string;
  108178. }
  108179. }
  108180. declare module BABYLON {
  108181. /**
  108182. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  108183. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108184. */
  108185. export class AnaglyphGamepadCamera extends GamepadCamera {
  108186. /**
  108187. * Creates a new AnaglyphGamepadCamera
  108188. * @param name defines camera name
  108189. * @param position defines initial position
  108190. * @param interaxialDistance defines distance between each color axis
  108191. * @param scene defines the hosting scene
  108192. */
  108193. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108194. /**
  108195. * Gets camera class name
  108196. * @returns AnaglyphGamepadCamera
  108197. */
  108198. getClassName(): string;
  108199. }
  108200. }
  108201. declare module BABYLON {
  108202. /**
  108203. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  108204. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108205. */
  108206. export class AnaglyphUniversalCamera extends UniversalCamera {
  108207. /**
  108208. * Creates a new AnaglyphUniversalCamera
  108209. * @param name defines camera name
  108210. * @param position defines initial position
  108211. * @param interaxialDistance defines distance between each color axis
  108212. * @param scene defines the hosting scene
  108213. */
  108214. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108215. /**
  108216. * Gets camera class name
  108217. * @returns AnaglyphUniversalCamera
  108218. */
  108219. getClassName(): string;
  108220. }
  108221. }
  108222. declare module BABYLON {
  108223. /** @hidden */
  108224. export var stereoscopicInterlacePixelShader: {
  108225. name: string;
  108226. shader: string;
  108227. };
  108228. }
  108229. declare module BABYLON {
  108230. /**
  108231. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  108232. */
  108233. export class StereoscopicInterlacePostProcess extends PostProcess {
  108234. private _stepSize;
  108235. private _passedProcess;
  108236. /**
  108237. * Initializes a StereoscopicInterlacePostProcess
  108238. * @param name The name of the effect.
  108239. * @param rigCameras The rig cameras to be appled to the post process
  108240. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  108241. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108242. * @param engine The engine which the post process will be applied. (default: current engine)
  108243. * @param reusable If the post process can be reused on the same frame. (default: false)
  108244. */
  108245. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  108246. }
  108247. }
  108248. declare module BABYLON {
  108249. /**
  108250. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  108251. * @see http://doc.babylonjs.com/features/cameras
  108252. */
  108253. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  108254. /**
  108255. * Creates a new StereoscopicArcRotateCamera
  108256. * @param name defines camera name
  108257. * @param alpha defines alpha angle (in radians)
  108258. * @param beta defines beta angle (in radians)
  108259. * @param radius defines radius
  108260. * @param target defines camera target
  108261. * @param interaxialDistance defines distance between each color axis
  108262. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108263. * @param scene defines the hosting scene
  108264. */
  108265. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108266. /**
  108267. * Gets camera class name
  108268. * @returns StereoscopicArcRotateCamera
  108269. */
  108270. getClassName(): string;
  108271. }
  108272. }
  108273. declare module BABYLON {
  108274. /**
  108275. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  108276. * @see http://doc.babylonjs.com/features/cameras
  108277. */
  108278. export class StereoscopicFreeCamera extends FreeCamera {
  108279. /**
  108280. * Creates a new StereoscopicFreeCamera
  108281. * @param name defines camera name
  108282. * @param position defines initial position
  108283. * @param interaxialDistance defines distance between each color axis
  108284. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108285. * @param scene defines the hosting scene
  108286. */
  108287. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108288. /**
  108289. * Gets camera class name
  108290. * @returns StereoscopicFreeCamera
  108291. */
  108292. getClassName(): string;
  108293. }
  108294. }
  108295. declare module BABYLON {
  108296. /**
  108297. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  108298. * @see http://doc.babylonjs.com/features/cameras
  108299. */
  108300. export class StereoscopicGamepadCamera extends GamepadCamera {
  108301. /**
  108302. * Creates a new StereoscopicGamepadCamera
  108303. * @param name defines camera name
  108304. * @param position defines initial position
  108305. * @param interaxialDistance defines distance between each color axis
  108306. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108307. * @param scene defines the hosting scene
  108308. */
  108309. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108310. /**
  108311. * Gets camera class name
  108312. * @returns StereoscopicGamepadCamera
  108313. */
  108314. getClassName(): string;
  108315. }
  108316. }
  108317. declare module BABYLON {
  108318. /**
  108319. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  108320. * @see http://doc.babylonjs.com/features/cameras
  108321. */
  108322. export class StereoscopicUniversalCamera extends UniversalCamera {
  108323. /**
  108324. * Creates a new StereoscopicUniversalCamera
  108325. * @param name defines camera name
  108326. * @param position defines initial position
  108327. * @param interaxialDistance defines distance between each color axis
  108328. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108329. * @param scene defines the hosting scene
  108330. */
  108331. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108332. /**
  108333. * Gets camera class name
  108334. * @returns StereoscopicUniversalCamera
  108335. */
  108336. getClassName(): string;
  108337. }
  108338. }
  108339. declare module BABYLON {
  108340. /**
  108341. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  108342. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108343. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108344. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108345. */
  108346. export class VirtualJoysticksCamera extends FreeCamera {
  108347. /**
  108348. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  108349. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108350. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108351. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108352. * @param name Define the name of the camera in the scene
  108353. * @param position Define the start position of the camera in the scene
  108354. * @param scene Define the scene the camera belongs to
  108355. */
  108356. constructor(name: string, position: Vector3, scene: Scene);
  108357. /**
  108358. * Gets the current object class name.
  108359. * @return the class name
  108360. */
  108361. getClassName(): string;
  108362. }
  108363. }
  108364. declare module BABYLON {
  108365. /**
  108366. * This represents all the required metrics to create a VR camera.
  108367. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  108368. */
  108369. export class VRCameraMetrics {
  108370. /**
  108371. * Define the horizontal resolution off the screen.
  108372. */
  108373. hResolution: number;
  108374. /**
  108375. * Define the vertical resolution off the screen.
  108376. */
  108377. vResolution: number;
  108378. /**
  108379. * Define the horizontal screen size.
  108380. */
  108381. hScreenSize: number;
  108382. /**
  108383. * Define the vertical screen size.
  108384. */
  108385. vScreenSize: number;
  108386. /**
  108387. * Define the vertical screen center position.
  108388. */
  108389. vScreenCenter: number;
  108390. /**
  108391. * Define the distance of the eyes to the screen.
  108392. */
  108393. eyeToScreenDistance: number;
  108394. /**
  108395. * Define the distance between both lenses
  108396. */
  108397. lensSeparationDistance: number;
  108398. /**
  108399. * Define the distance between both viewer's eyes.
  108400. */
  108401. interpupillaryDistance: number;
  108402. /**
  108403. * Define the distortion factor of the VR postprocess.
  108404. * Please, touch with care.
  108405. */
  108406. distortionK: number[];
  108407. /**
  108408. * Define the chromatic aberration correction factors for the VR post process.
  108409. */
  108410. chromaAbCorrection: number[];
  108411. /**
  108412. * Define the scale factor of the post process.
  108413. * The smaller the better but the slower.
  108414. */
  108415. postProcessScaleFactor: number;
  108416. /**
  108417. * Define an offset for the lens center.
  108418. */
  108419. lensCenterOffset: number;
  108420. /**
  108421. * Define if the current vr camera should compensate the distortion of the lense or not.
  108422. */
  108423. compensateDistortion: boolean;
  108424. /**
  108425. * Defines if multiview should be enabled when rendering (Default: false)
  108426. */
  108427. multiviewEnabled: boolean;
  108428. /**
  108429. * Gets the rendering aspect ratio based on the provided resolutions.
  108430. */
  108431. readonly aspectRatio: number;
  108432. /**
  108433. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  108434. */
  108435. readonly aspectRatioFov: number;
  108436. /**
  108437. * @hidden
  108438. */
  108439. readonly leftHMatrix: Matrix;
  108440. /**
  108441. * @hidden
  108442. */
  108443. readonly rightHMatrix: Matrix;
  108444. /**
  108445. * @hidden
  108446. */
  108447. readonly leftPreViewMatrix: Matrix;
  108448. /**
  108449. * @hidden
  108450. */
  108451. readonly rightPreViewMatrix: Matrix;
  108452. /**
  108453. * Get the default VRMetrics based on the most generic setup.
  108454. * @returns the default vr metrics
  108455. */
  108456. static GetDefault(): VRCameraMetrics;
  108457. }
  108458. }
  108459. declare module BABYLON {
  108460. /** @hidden */
  108461. export var vrDistortionCorrectionPixelShader: {
  108462. name: string;
  108463. shader: string;
  108464. };
  108465. }
  108466. declare module BABYLON {
  108467. /**
  108468. * VRDistortionCorrectionPostProcess used for mobile VR
  108469. */
  108470. export class VRDistortionCorrectionPostProcess extends PostProcess {
  108471. private _isRightEye;
  108472. private _distortionFactors;
  108473. private _postProcessScaleFactor;
  108474. private _lensCenterOffset;
  108475. private _scaleIn;
  108476. private _scaleFactor;
  108477. private _lensCenter;
  108478. /**
  108479. * Initializes the VRDistortionCorrectionPostProcess
  108480. * @param name The name of the effect.
  108481. * @param camera The camera to apply the render pass to.
  108482. * @param isRightEye If this is for the right eye distortion
  108483. * @param vrMetrics All the required metrics for the VR camera
  108484. */
  108485. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  108486. }
  108487. }
  108488. declare module BABYLON {
  108489. /**
  108490. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  108491. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108492. */
  108493. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  108494. /**
  108495. * Creates a new VRDeviceOrientationArcRotateCamera
  108496. * @param name defines camera name
  108497. * @param alpha defines the camera rotation along the logitudinal axis
  108498. * @param beta defines the camera rotation along the latitudinal axis
  108499. * @param radius defines the camera distance from its target
  108500. * @param target defines the camera target
  108501. * @param scene defines the scene the camera belongs to
  108502. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108503. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108504. */
  108505. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108506. /**
  108507. * Gets camera class name
  108508. * @returns VRDeviceOrientationArcRotateCamera
  108509. */
  108510. getClassName(): string;
  108511. }
  108512. }
  108513. declare module BABYLON {
  108514. /**
  108515. * Camera used to simulate VR rendering (based on FreeCamera)
  108516. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108517. */
  108518. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  108519. /**
  108520. * Creates a new VRDeviceOrientationFreeCamera
  108521. * @param name defines camera name
  108522. * @param position defines the start position of the camera
  108523. * @param scene defines the scene the camera belongs to
  108524. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108525. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108526. */
  108527. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108528. /**
  108529. * Gets camera class name
  108530. * @returns VRDeviceOrientationFreeCamera
  108531. */
  108532. getClassName(): string;
  108533. }
  108534. }
  108535. declare module BABYLON {
  108536. /**
  108537. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  108538. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108539. */
  108540. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  108541. /**
  108542. * Creates a new VRDeviceOrientationGamepadCamera
  108543. * @param name defines camera name
  108544. * @param position defines the start position of the camera
  108545. * @param scene defines the scene the camera belongs to
  108546. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108547. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108548. */
  108549. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108550. /**
  108551. * Gets camera class name
  108552. * @returns VRDeviceOrientationGamepadCamera
  108553. */
  108554. getClassName(): string;
  108555. }
  108556. }
  108557. declare module BABYLON {
  108558. /**
  108559. * Base class of materials working in push mode in babylon JS
  108560. * @hidden
  108561. */
  108562. export class PushMaterial extends Material {
  108563. protected _activeEffect: Effect;
  108564. protected _normalMatrix: Matrix;
  108565. /**
  108566. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  108567. * This means that the material can keep using a previous shader while a new one is being compiled.
  108568. * This is mostly used when shader parallel compilation is supported (true by default)
  108569. */
  108570. allowShaderHotSwapping: boolean;
  108571. constructor(name: string, scene: Scene);
  108572. getEffect(): Effect;
  108573. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  108574. /**
  108575. * Binds the given world matrix to the active effect
  108576. *
  108577. * @param world the matrix to bind
  108578. */
  108579. bindOnlyWorldMatrix(world: Matrix): void;
  108580. /**
  108581. * Binds the given normal matrix to the active effect
  108582. *
  108583. * @param normalMatrix the matrix to bind
  108584. */
  108585. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  108586. bind(world: Matrix, mesh?: Mesh): void;
  108587. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  108588. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  108589. }
  108590. }
  108591. declare module BABYLON {
  108592. /**
  108593. * This groups all the flags used to control the materials channel.
  108594. */
  108595. export class MaterialFlags {
  108596. private static _DiffuseTextureEnabled;
  108597. /**
  108598. * Are diffuse textures enabled in the application.
  108599. */
  108600. static DiffuseTextureEnabled: boolean;
  108601. private static _AmbientTextureEnabled;
  108602. /**
  108603. * Are ambient textures enabled in the application.
  108604. */
  108605. static AmbientTextureEnabled: boolean;
  108606. private static _OpacityTextureEnabled;
  108607. /**
  108608. * Are opacity textures enabled in the application.
  108609. */
  108610. static OpacityTextureEnabled: boolean;
  108611. private static _ReflectionTextureEnabled;
  108612. /**
  108613. * Are reflection textures enabled in the application.
  108614. */
  108615. static ReflectionTextureEnabled: boolean;
  108616. private static _EmissiveTextureEnabled;
  108617. /**
  108618. * Are emissive textures enabled in the application.
  108619. */
  108620. static EmissiveTextureEnabled: boolean;
  108621. private static _SpecularTextureEnabled;
  108622. /**
  108623. * Are specular textures enabled in the application.
  108624. */
  108625. static SpecularTextureEnabled: boolean;
  108626. private static _BumpTextureEnabled;
  108627. /**
  108628. * Are bump textures enabled in the application.
  108629. */
  108630. static BumpTextureEnabled: boolean;
  108631. private static _LightmapTextureEnabled;
  108632. /**
  108633. * Are lightmap textures enabled in the application.
  108634. */
  108635. static LightmapTextureEnabled: boolean;
  108636. private static _RefractionTextureEnabled;
  108637. /**
  108638. * Are refraction textures enabled in the application.
  108639. */
  108640. static RefractionTextureEnabled: boolean;
  108641. private static _ColorGradingTextureEnabled;
  108642. /**
  108643. * Are color grading textures enabled in the application.
  108644. */
  108645. static ColorGradingTextureEnabled: boolean;
  108646. private static _FresnelEnabled;
  108647. /**
  108648. * Are fresnels enabled in the application.
  108649. */
  108650. static FresnelEnabled: boolean;
  108651. private static _ClearCoatTextureEnabled;
  108652. /**
  108653. * Are clear coat textures enabled in the application.
  108654. */
  108655. static ClearCoatTextureEnabled: boolean;
  108656. private static _ClearCoatBumpTextureEnabled;
  108657. /**
  108658. * Are clear coat bump textures enabled in the application.
  108659. */
  108660. static ClearCoatBumpTextureEnabled: boolean;
  108661. private static _ClearCoatTintTextureEnabled;
  108662. /**
  108663. * Are clear coat tint textures enabled in the application.
  108664. */
  108665. static ClearCoatTintTextureEnabled: boolean;
  108666. private static _SheenTextureEnabled;
  108667. /**
  108668. * Are sheen textures enabled in the application.
  108669. */
  108670. static SheenTextureEnabled: boolean;
  108671. private static _AnisotropicTextureEnabled;
  108672. /**
  108673. * Are anisotropic textures enabled in the application.
  108674. */
  108675. static AnisotropicTextureEnabled: boolean;
  108676. private static _ThicknessTextureEnabled;
  108677. /**
  108678. * Are thickness textures enabled in the application.
  108679. */
  108680. static ThicknessTextureEnabled: boolean;
  108681. }
  108682. }
  108683. declare module BABYLON {
  108684. /** @hidden */
  108685. export var defaultFragmentDeclaration: {
  108686. name: string;
  108687. shader: string;
  108688. };
  108689. }
  108690. declare module BABYLON {
  108691. /** @hidden */
  108692. export var defaultUboDeclaration: {
  108693. name: string;
  108694. shader: string;
  108695. };
  108696. }
  108697. declare module BABYLON {
  108698. /** @hidden */
  108699. export var lightFragmentDeclaration: {
  108700. name: string;
  108701. shader: string;
  108702. };
  108703. }
  108704. declare module BABYLON {
  108705. /** @hidden */
  108706. export var lightUboDeclaration: {
  108707. name: string;
  108708. shader: string;
  108709. };
  108710. }
  108711. declare module BABYLON {
  108712. /** @hidden */
  108713. export var lightsFragmentFunctions: {
  108714. name: string;
  108715. shader: string;
  108716. };
  108717. }
  108718. declare module BABYLON {
  108719. /** @hidden */
  108720. export var shadowsFragmentFunctions: {
  108721. name: string;
  108722. shader: string;
  108723. };
  108724. }
  108725. declare module BABYLON {
  108726. /** @hidden */
  108727. export var fresnelFunction: {
  108728. name: string;
  108729. shader: string;
  108730. };
  108731. }
  108732. declare module BABYLON {
  108733. /** @hidden */
  108734. export var reflectionFunction: {
  108735. name: string;
  108736. shader: string;
  108737. };
  108738. }
  108739. declare module BABYLON {
  108740. /** @hidden */
  108741. export var bumpFragmentFunctions: {
  108742. name: string;
  108743. shader: string;
  108744. };
  108745. }
  108746. declare module BABYLON {
  108747. /** @hidden */
  108748. export var logDepthDeclaration: {
  108749. name: string;
  108750. shader: string;
  108751. };
  108752. }
  108753. declare module BABYLON {
  108754. /** @hidden */
  108755. export var bumpFragment: {
  108756. name: string;
  108757. shader: string;
  108758. };
  108759. }
  108760. declare module BABYLON {
  108761. /** @hidden */
  108762. export var depthPrePass: {
  108763. name: string;
  108764. shader: string;
  108765. };
  108766. }
  108767. declare module BABYLON {
  108768. /** @hidden */
  108769. export var lightFragment: {
  108770. name: string;
  108771. shader: string;
  108772. };
  108773. }
  108774. declare module BABYLON {
  108775. /** @hidden */
  108776. export var logDepthFragment: {
  108777. name: string;
  108778. shader: string;
  108779. };
  108780. }
  108781. declare module BABYLON {
  108782. /** @hidden */
  108783. export var defaultPixelShader: {
  108784. name: string;
  108785. shader: string;
  108786. };
  108787. }
  108788. declare module BABYLON {
  108789. /** @hidden */
  108790. export var defaultVertexDeclaration: {
  108791. name: string;
  108792. shader: string;
  108793. };
  108794. }
  108795. declare module BABYLON {
  108796. /** @hidden */
  108797. export var bumpVertexDeclaration: {
  108798. name: string;
  108799. shader: string;
  108800. };
  108801. }
  108802. declare module BABYLON {
  108803. /** @hidden */
  108804. export var bumpVertex: {
  108805. name: string;
  108806. shader: string;
  108807. };
  108808. }
  108809. declare module BABYLON {
  108810. /** @hidden */
  108811. export var fogVertex: {
  108812. name: string;
  108813. shader: string;
  108814. };
  108815. }
  108816. declare module BABYLON {
  108817. /** @hidden */
  108818. export var shadowsVertex: {
  108819. name: string;
  108820. shader: string;
  108821. };
  108822. }
  108823. declare module BABYLON {
  108824. /** @hidden */
  108825. export var pointCloudVertex: {
  108826. name: string;
  108827. shader: string;
  108828. };
  108829. }
  108830. declare module BABYLON {
  108831. /** @hidden */
  108832. export var logDepthVertex: {
  108833. name: string;
  108834. shader: string;
  108835. };
  108836. }
  108837. declare module BABYLON {
  108838. /** @hidden */
  108839. export var defaultVertexShader: {
  108840. name: string;
  108841. shader: string;
  108842. };
  108843. }
  108844. declare module BABYLON {
  108845. /** @hidden */
  108846. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  108847. MAINUV1: boolean;
  108848. MAINUV2: boolean;
  108849. DIFFUSE: boolean;
  108850. DIFFUSEDIRECTUV: number;
  108851. AMBIENT: boolean;
  108852. AMBIENTDIRECTUV: number;
  108853. OPACITY: boolean;
  108854. OPACITYDIRECTUV: number;
  108855. OPACITYRGB: boolean;
  108856. REFLECTION: boolean;
  108857. EMISSIVE: boolean;
  108858. EMISSIVEDIRECTUV: number;
  108859. SPECULAR: boolean;
  108860. SPECULARDIRECTUV: number;
  108861. BUMP: boolean;
  108862. BUMPDIRECTUV: number;
  108863. PARALLAX: boolean;
  108864. PARALLAXOCCLUSION: boolean;
  108865. SPECULAROVERALPHA: boolean;
  108866. CLIPPLANE: boolean;
  108867. CLIPPLANE2: boolean;
  108868. CLIPPLANE3: boolean;
  108869. CLIPPLANE4: boolean;
  108870. ALPHATEST: boolean;
  108871. DEPTHPREPASS: boolean;
  108872. ALPHAFROMDIFFUSE: boolean;
  108873. POINTSIZE: boolean;
  108874. FOG: boolean;
  108875. SPECULARTERM: boolean;
  108876. DIFFUSEFRESNEL: boolean;
  108877. OPACITYFRESNEL: boolean;
  108878. REFLECTIONFRESNEL: boolean;
  108879. REFRACTIONFRESNEL: boolean;
  108880. EMISSIVEFRESNEL: boolean;
  108881. FRESNEL: boolean;
  108882. NORMAL: boolean;
  108883. UV1: boolean;
  108884. UV2: boolean;
  108885. VERTEXCOLOR: boolean;
  108886. VERTEXALPHA: boolean;
  108887. NUM_BONE_INFLUENCERS: number;
  108888. BonesPerMesh: number;
  108889. BONETEXTURE: boolean;
  108890. INSTANCES: boolean;
  108891. GLOSSINESS: boolean;
  108892. ROUGHNESS: boolean;
  108893. EMISSIVEASILLUMINATION: boolean;
  108894. LINKEMISSIVEWITHDIFFUSE: boolean;
  108895. REFLECTIONFRESNELFROMSPECULAR: boolean;
  108896. LIGHTMAP: boolean;
  108897. LIGHTMAPDIRECTUV: number;
  108898. OBJECTSPACE_NORMALMAP: boolean;
  108899. USELIGHTMAPASSHADOWMAP: boolean;
  108900. REFLECTIONMAP_3D: boolean;
  108901. REFLECTIONMAP_SPHERICAL: boolean;
  108902. REFLECTIONMAP_PLANAR: boolean;
  108903. REFLECTIONMAP_CUBIC: boolean;
  108904. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  108905. REFLECTIONMAP_PROJECTION: boolean;
  108906. REFLECTIONMAP_SKYBOX: boolean;
  108907. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  108908. REFLECTIONMAP_EXPLICIT: boolean;
  108909. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  108910. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  108911. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  108912. INVERTCUBICMAP: boolean;
  108913. LOGARITHMICDEPTH: boolean;
  108914. REFRACTION: boolean;
  108915. REFRACTIONMAP_3D: boolean;
  108916. REFLECTIONOVERALPHA: boolean;
  108917. TWOSIDEDLIGHTING: boolean;
  108918. SHADOWFLOAT: boolean;
  108919. MORPHTARGETS: boolean;
  108920. MORPHTARGETS_NORMAL: boolean;
  108921. MORPHTARGETS_TANGENT: boolean;
  108922. MORPHTARGETS_UV: boolean;
  108923. NUM_MORPH_INFLUENCERS: number;
  108924. NONUNIFORMSCALING: boolean;
  108925. PREMULTIPLYALPHA: boolean;
  108926. IMAGEPROCESSING: boolean;
  108927. VIGNETTE: boolean;
  108928. VIGNETTEBLENDMODEMULTIPLY: boolean;
  108929. VIGNETTEBLENDMODEOPAQUE: boolean;
  108930. TONEMAPPING: boolean;
  108931. TONEMAPPING_ACES: boolean;
  108932. CONTRAST: boolean;
  108933. COLORCURVES: boolean;
  108934. COLORGRADING: boolean;
  108935. COLORGRADING3D: boolean;
  108936. SAMPLER3DGREENDEPTH: boolean;
  108937. SAMPLER3DBGRMAP: boolean;
  108938. IMAGEPROCESSINGPOSTPROCESS: boolean;
  108939. MULTIVIEW: boolean;
  108940. /**
  108941. * If the reflection texture on this material is in linear color space
  108942. * @hidden
  108943. */
  108944. IS_REFLECTION_LINEAR: boolean;
  108945. /**
  108946. * If the refraction texture on this material is in linear color space
  108947. * @hidden
  108948. */
  108949. IS_REFRACTION_LINEAR: boolean;
  108950. EXPOSURE: boolean;
  108951. constructor();
  108952. setReflectionMode(modeToEnable: string): void;
  108953. }
  108954. /**
  108955. * This is the default material used in Babylon. It is the best trade off between quality
  108956. * and performances.
  108957. * @see http://doc.babylonjs.com/babylon101/materials
  108958. */
  108959. export class StandardMaterial extends PushMaterial {
  108960. private _diffuseTexture;
  108961. /**
  108962. * The basic texture of the material as viewed under a light.
  108963. */
  108964. diffuseTexture: Nullable<BaseTexture>;
  108965. private _ambientTexture;
  108966. /**
  108967. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  108968. */
  108969. ambientTexture: Nullable<BaseTexture>;
  108970. private _opacityTexture;
  108971. /**
  108972. * Define the transparency of the material from a texture.
  108973. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  108974. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  108975. */
  108976. opacityTexture: Nullable<BaseTexture>;
  108977. private _reflectionTexture;
  108978. /**
  108979. * Define the texture used to display the reflection.
  108980. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108981. */
  108982. reflectionTexture: Nullable<BaseTexture>;
  108983. private _emissiveTexture;
  108984. /**
  108985. * Define texture of the material as if self lit.
  108986. * This will be mixed in the final result even in the absence of light.
  108987. */
  108988. emissiveTexture: Nullable<BaseTexture>;
  108989. private _specularTexture;
  108990. /**
  108991. * Define how the color and intensity of the highlight given by the light in the material.
  108992. */
  108993. specularTexture: Nullable<BaseTexture>;
  108994. private _bumpTexture;
  108995. /**
  108996. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  108997. * 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.
  108998. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  108999. */
  109000. bumpTexture: Nullable<BaseTexture>;
  109001. private _lightmapTexture;
  109002. /**
  109003. * Complex lighting can be computationally expensive to compute at runtime.
  109004. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  109005. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  109006. */
  109007. lightmapTexture: Nullable<BaseTexture>;
  109008. private _refractionTexture;
  109009. /**
  109010. * Define the texture used to display the refraction.
  109011. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109012. */
  109013. refractionTexture: Nullable<BaseTexture>;
  109014. /**
  109015. * The color of the material lit by the environmental background lighting.
  109016. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  109017. */
  109018. ambientColor: Color3;
  109019. /**
  109020. * The basic color of the material as viewed under a light.
  109021. */
  109022. diffuseColor: Color3;
  109023. /**
  109024. * Define how the color and intensity of the highlight given by the light in the material.
  109025. */
  109026. specularColor: Color3;
  109027. /**
  109028. * Define the color of the material as if self lit.
  109029. * This will be mixed in the final result even in the absence of light.
  109030. */
  109031. emissiveColor: Color3;
  109032. /**
  109033. * Defines how sharp are the highlights in the material.
  109034. * The bigger the value the sharper giving a more glossy feeling to the result.
  109035. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  109036. */
  109037. specularPower: number;
  109038. private _useAlphaFromDiffuseTexture;
  109039. /**
  109040. * Does the transparency come from the diffuse texture alpha channel.
  109041. */
  109042. useAlphaFromDiffuseTexture: boolean;
  109043. private _useEmissiveAsIllumination;
  109044. /**
  109045. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  109046. */
  109047. useEmissiveAsIllumination: boolean;
  109048. private _linkEmissiveWithDiffuse;
  109049. /**
  109050. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  109051. * the emissive level when the final color is close to one.
  109052. */
  109053. linkEmissiveWithDiffuse: boolean;
  109054. private _useSpecularOverAlpha;
  109055. /**
  109056. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  109057. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109058. */
  109059. useSpecularOverAlpha: boolean;
  109060. private _useReflectionOverAlpha;
  109061. /**
  109062. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109063. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109064. */
  109065. useReflectionOverAlpha: boolean;
  109066. private _disableLighting;
  109067. /**
  109068. * Does lights from the scene impacts this material.
  109069. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  109070. */
  109071. disableLighting: boolean;
  109072. private _useObjectSpaceNormalMap;
  109073. /**
  109074. * Allows using an object space normal map (instead of tangent space).
  109075. */
  109076. useObjectSpaceNormalMap: boolean;
  109077. private _useParallax;
  109078. /**
  109079. * Is parallax enabled or not.
  109080. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109081. */
  109082. useParallax: boolean;
  109083. private _useParallaxOcclusion;
  109084. /**
  109085. * Is parallax occlusion enabled or not.
  109086. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  109087. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109088. */
  109089. useParallaxOcclusion: boolean;
  109090. /**
  109091. * 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.
  109092. */
  109093. parallaxScaleBias: number;
  109094. private _roughness;
  109095. /**
  109096. * Helps to define how blurry the reflections should appears in the material.
  109097. */
  109098. roughness: number;
  109099. /**
  109100. * In case of refraction, define the value of the index of refraction.
  109101. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109102. */
  109103. indexOfRefraction: number;
  109104. /**
  109105. * Invert the refraction texture alongside the y axis.
  109106. * It can be useful with procedural textures or probe for instance.
  109107. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109108. */
  109109. invertRefractionY: boolean;
  109110. /**
  109111. * Defines the alpha limits in alpha test mode.
  109112. */
  109113. alphaCutOff: number;
  109114. private _useLightmapAsShadowmap;
  109115. /**
  109116. * In case of light mapping, define whether the map contains light or shadow informations.
  109117. */
  109118. useLightmapAsShadowmap: boolean;
  109119. private _diffuseFresnelParameters;
  109120. /**
  109121. * Define the diffuse fresnel parameters of the material.
  109122. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109123. */
  109124. diffuseFresnelParameters: FresnelParameters;
  109125. private _opacityFresnelParameters;
  109126. /**
  109127. * Define the opacity fresnel parameters of the material.
  109128. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109129. */
  109130. opacityFresnelParameters: FresnelParameters;
  109131. private _reflectionFresnelParameters;
  109132. /**
  109133. * Define the reflection fresnel parameters of the material.
  109134. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109135. */
  109136. reflectionFresnelParameters: FresnelParameters;
  109137. private _refractionFresnelParameters;
  109138. /**
  109139. * Define the refraction fresnel parameters of the material.
  109140. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109141. */
  109142. refractionFresnelParameters: FresnelParameters;
  109143. private _emissiveFresnelParameters;
  109144. /**
  109145. * Define the emissive fresnel parameters of the material.
  109146. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109147. */
  109148. emissiveFresnelParameters: FresnelParameters;
  109149. private _useReflectionFresnelFromSpecular;
  109150. /**
  109151. * If true automatically deducts the fresnels values from the material specularity.
  109152. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109153. */
  109154. useReflectionFresnelFromSpecular: boolean;
  109155. private _useGlossinessFromSpecularMapAlpha;
  109156. /**
  109157. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  109158. */
  109159. useGlossinessFromSpecularMapAlpha: boolean;
  109160. private _maxSimultaneousLights;
  109161. /**
  109162. * Defines the maximum number of lights that can be used in the material
  109163. */
  109164. maxSimultaneousLights: number;
  109165. private _invertNormalMapX;
  109166. /**
  109167. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  109168. */
  109169. invertNormalMapX: boolean;
  109170. private _invertNormalMapY;
  109171. /**
  109172. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  109173. */
  109174. invertNormalMapY: boolean;
  109175. private _twoSidedLighting;
  109176. /**
  109177. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109178. */
  109179. twoSidedLighting: boolean;
  109180. /**
  109181. * Default configuration related to image processing available in the standard Material.
  109182. */
  109183. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109184. /**
  109185. * Gets the image processing configuration used either in this material.
  109186. */
  109187. /**
  109188. * Sets the Default image processing configuration used either in the this material.
  109189. *
  109190. * If sets to null, the scene one is in use.
  109191. */
  109192. imageProcessingConfiguration: ImageProcessingConfiguration;
  109193. /**
  109194. * Keep track of the image processing observer to allow dispose and replace.
  109195. */
  109196. private _imageProcessingObserver;
  109197. /**
  109198. * Attaches a new image processing configuration to the Standard Material.
  109199. * @param configuration
  109200. */
  109201. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109202. /**
  109203. * Gets wether the color curves effect is enabled.
  109204. */
  109205. /**
  109206. * Sets wether the color curves effect is enabled.
  109207. */
  109208. cameraColorCurvesEnabled: boolean;
  109209. /**
  109210. * Gets wether the color grading effect is enabled.
  109211. */
  109212. /**
  109213. * Gets wether the color grading effect is enabled.
  109214. */
  109215. cameraColorGradingEnabled: boolean;
  109216. /**
  109217. * Gets wether tonemapping is enabled or not.
  109218. */
  109219. /**
  109220. * Sets wether tonemapping is enabled or not
  109221. */
  109222. cameraToneMappingEnabled: boolean;
  109223. /**
  109224. * The camera exposure used on this material.
  109225. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109226. * This corresponds to a photographic exposure.
  109227. */
  109228. /**
  109229. * The camera exposure used on this material.
  109230. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109231. * This corresponds to a photographic exposure.
  109232. */
  109233. cameraExposure: number;
  109234. /**
  109235. * Gets The camera contrast used on this material.
  109236. */
  109237. /**
  109238. * Sets The camera contrast used on this material.
  109239. */
  109240. cameraContrast: number;
  109241. /**
  109242. * Gets the Color Grading 2D Lookup Texture.
  109243. */
  109244. /**
  109245. * Sets the Color Grading 2D Lookup Texture.
  109246. */
  109247. cameraColorGradingTexture: Nullable<BaseTexture>;
  109248. /**
  109249. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109250. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109251. * 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;
  109252. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109253. */
  109254. /**
  109255. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109256. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109257. * 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;
  109258. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109259. */
  109260. cameraColorCurves: Nullable<ColorCurves>;
  109261. /**
  109262. * Custom callback helping to override the default shader used in the material.
  109263. */
  109264. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  109265. protected _renderTargets: SmartArray<RenderTargetTexture>;
  109266. protected _worldViewProjectionMatrix: Matrix;
  109267. protected _globalAmbientColor: Color3;
  109268. protected _useLogarithmicDepth: boolean;
  109269. protected _rebuildInParallel: boolean;
  109270. /**
  109271. * Instantiates a new standard material.
  109272. * This is the default material used in Babylon. It is the best trade off between quality
  109273. * and performances.
  109274. * @see http://doc.babylonjs.com/babylon101/materials
  109275. * @param name Define the name of the material in the scene
  109276. * @param scene Define the scene the material belong to
  109277. */
  109278. constructor(name: string, scene: Scene);
  109279. /**
  109280. * Gets a boolean indicating that current material needs to register RTT
  109281. */
  109282. readonly hasRenderTargetTextures: boolean;
  109283. /**
  109284. * Gets the current class name of the material e.g. "StandardMaterial"
  109285. * Mainly use in serialization.
  109286. * @returns the class name
  109287. */
  109288. getClassName(): string;
  109289. /**
  109290. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  109291. * You can try switching to logarithmic depth.
  109292. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  109293. */
  109294. useLogarithmicDepth: boolean;
  109295. /**
  109296. * Specifies if the material will require alpha blending
  109297. * @returns a boolean specifying if alpha blending is needed
  109298. */
  109299. needAlphaBlending(): boolean;
  109300. /**
  109301. * Specifies if this material should be rendered in alpha test mode
  109302. * @returns a boolean specifying if an alpha test is needed.
  109303. */
  109304. needAlphaTesting(): boolean;
  109305. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  109306. /**
  109307. * Get the texture used for alpha test purpose.
  109308. * @returns the diffuse texture in case of the standard material.
  109309. */
  109310. getAlphaTestTexture(): Nullable<BaseTexture>;
  109311. /**
  109312. * Get if the submesh is ready to be used and all its information available.
  109313. * Child classes can use it to update shaders
  109314. * @param mesh defines the mesh to check
  109315. * @param subMesh defines which submesh to check
  109316. * @param useInstances specifies that instances should be used
  109317. * @returns a boolean indicating that the submesh is ready or not
  109318. */
  109319. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109320. /**
  109321. * Builds the material UBO layouts.
  109322. * Used internally during the effect preparation.
  109323. */
  109324. buildUniformLayout(): void;
  109325. /**
  109326. * Unbinds the material from the mesh
  109327. */
  109328. unbind(): void;
  109329. /**
  109330. * Binds the submesh to this material by preparing the effect and shader to draw
  109331. * @param world defines the world transformation matrix
  109332. * @param mesh defines the mesh containing the submesh
  109333. * @param subMesh defines the submesh to bind the material to
  109334. */
  109335. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109336. /**
  109337. * Get the list of animatables in the material.
  109338. * @returns the list of animatables object used in the material
  109339. */
  109340. getAnimatables(): IAnimatable[];
  109341. /**
  109342. * Gets the active textures from the material
  109343. * @returns an array of textures
  109344. */
  109345. getActiveTextures(): BaseTexture[];
  109346. /**
  109347. * Specifies if the material uses a texture
  109348. * @param texture defines the texture to check against the material
  109349. * @returns a boolean specifying if the material uses the texture
  109350. */
  109351. hasTexture(texture: BaseTexture): boolean;
  109352. /**
  109353. * Disposes the material
  109354. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  109355. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  109356. */
  109357. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109358. /**
  109359. * Makes a duplicate of the material, and gives it a new name
  109360. * @param name defines the new name for the duplicated material
  109361. * @returns the cloned material
  109362. */
  109363. clone(name: string): StandardMaterial;
  109364. /**
  109365. * Serializes this material in a JSON representation
  109366. * @returns the serialized material object
  109367. */
  109368. serialize(): any;
  109369. /**
  109370. * Creates a standard material from parsed material data
  109371. * @param source defines the JSON representation of the material
  109372. * @param scene defines the hosting scene
  109373. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  109374. * @returns a new standard material
  109375. */
  109376. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  109377. /**
  109378. * Are diffuse textures enabled in the application.
  109379. */
  109380. static DiffuseTextureEnabled: boolean;
  109381. /**
  109382. * Are ambient textures enabled in the application.
  109383. */
  109384. static AmbientTextureEnabled: boolean;
  109385. /**
  109386. * Are opacity textures enabled in the application.
  109387. */
  109388. static OpacityTextureEnabled: boolean;
  109389. /**
  109390. * Are reflection textures enabled in the application.
  109391. */
  109392. static ReflectionTextureEnabled: boolean;
  109393. /**
  109394. * Are emissive textures enabled in the application.
  109395. */
  109396. static EmissiveTextureEnabled: boolean;
  109397. /**
  109398. * Are specular textures enabled in the application.
  109399. */
  109400. static SpecularTextureEnabled: boolean;
  109401. /**
  109402. * Are bump textures enabled in the application.
  109403. */
  109404. static BumpTextureEnabled: boolean;
  109405. /**
  109406. * Are lightmap textures enabled in the application.
  109407. */
  109408. static LightmapTextureEnabled: boolean;
  109409. /**
  109410. * Are refraction textures enabled in the application.
  109411. */
  109412. static RefractionTextureEnabled: boolean;
  109413. /**
  109414. * Are color grading textures enabled in the application.
  109415. */
  109416. static ColorGradingTextureEnabled: boolean;
  109417. /**
  109418. * Are fresnels enabled in the application.
  109419. */
  109420. static FresnelEnabled: boolean;
  109421. }
  109422. }
  109423. declare module BABYLON {
  109424. /** @hidden */
  109425. export var imageProcessingPixelShader: {
  109426. name: string;
  109427. shader: string;
  109428. };
  109429. }
  109430. declare module BABYLON {
  109431. /**
  109432. * ImageProcessingPostProcess
  109433. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  109434. */
  109435. export class ImageProcessingPostProcess extends PostProcess {
  109436. /**
  109437. * Default configuration related to image processing available in the PBR Material.
  109438. */
  109439. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109440. /**
  109441. * Gets the image processing configuration used either in this material.
  109442. */
  109443. /**
  109444. * Sets the Default image processing configuration used either in the this material.
  109445. *
  109446. * If sets to null, the scene one is in use.
  109447. */
  109448. imageProcessingConfiguration: ImageProcessingConfiguration;
  109449. /**
  109450. * Keep track of the image processing observer to allow dispose and replace.
  109451. */
  109452. private _imageProcessingObserver;
  109453. /**
  109454. * Attaches a new image processing configuration to the PBR Material.
  109455. * @param configuration
  109456. */
  109457. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  109458. /**
  109459. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109460. */
  109461. /**
  109462. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109463. */
  109464. colorCurves: Nullable<ColorCurves>;
  109465. /**
  109466. * Gets wether the color curves effect is enabled.
  109467. */
  109468. /**
  109469. * Sets wether the color curves effect is enabled.
  109470. */
  109471. colorCurvesEnabled: boolean;
  109472. /**
  109473. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109474. */
  109475. /**
  109476. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109477. */
  109478. colorGradingTexture: Nullable<BaseTexture>;
  109479. /**
  109480. * Gets wether the color grading effect is enabled.
  109481. */
  109482. /**
  109483. * Gets wether the color grading effect is enabled.
  109484. */
  109485. colorGradingEnabled: boolean;
  109486. /**
  109487. * Gets exposure used in the effect.
  109488. */
  109489. /**
  109490. * Sets exposure used in the effect.
  109491. */
  109492. exposure: number;
  109493. /**
  109494. * Gets wether tonemapping is enabled or not.
  109495. */
  109496. /**
  109497. * Sets wether tonemapping is enabled or not
  109498. */
  109499. toneMappingEnabled: boolean;
  109500. /**
  109501. * Gets the type of tone mapping effect.
  109502. */
  109503. /**
  109504. * Sets the type of tone mapping effect.
  109505. */
  109506. toneMappingType: number;
  109507. /**
  109508. * Gets contrast used in the effect.
  109509. */
  109510. /**
  109511. * Sets contrast used in the effect.
  109512. */
  109513. contrast: number;
  109514. /**
  109515. * Gets Vignette stretch size.
  109516. */
  109517. /**
  109518. * Sets Vignette stretch size.
  109519. */
  109520. vignetteStretch: number;
  109521. /**
  109522. * Gets Vignette centre X Offset.
  109523. */
  109524. /**
  109525. * Sets Vignette centre X Offset.
  109526. */
  109527. vignetteCentreX: number;
  109528. /**
  109529. * Gets Vignette centre Y Offset.
  109530. */
  109531. /**
  109532. * Sets Vignette centre Y Offset.
  109533. */
  109534. vignetteCentreY: number;
  109535. /**
  109536. * Gets Vignette weight or intensity of the vignette effect.
  109537. */
  109538. /**
  109539. * Sets Vignette weight or intensity of the vignette effect.
  109540. */
  109541. vignetteWeight: number;
  109542. /**
  109543. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109544. * if vignetteEnabled is set to true.
  109545. */
  109546. /**
  109547. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109548. * if vignetteEnabled is set to true.
  109549. */
  109550. vignetteColor: Color4;
  109551. /**
  109552. * Gets Camera field of view used by the Vignette effect.
  109553. */
  109554. /**
  109555. * Sets Camera field of view used by the Vignette effect.
  109556. */
  109557. vignetteCameraFov: number;
  109558. /**
  109559. * Gets the vignette blend mode allowing different kind of effect.
  109560. */
  109561. /**
  109562. * Sets the vignette blend mode allowing different kind of effect.
  109563. */
  109564. vignetteBlendMode: number;
  109565. /**
  109566. * Gets wether the vignette effect is enabled.
  109567. */
  109568. /**
  109569. * Sets wether the vignette effect is enabled.
  109570. */
  109571. vignetteEnabled: boolean;
  109572. private _fromLinearSpace;
  109573. /**
  109574. * Gets wether the input of the processing is in Gamma or Linear Space.
  109575. */
  109576. /**
  109577. * Sets wether the input of the processing is in Gamma or Linear Space.
  109578. */
  109579. fromLinearSpace: boolean;
  109580. /**
  109581. * Defines cache preventing GC.
  109582. */
  109583. private _defines;
  109584. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  109585. /**
  109586. * "ImageProcessingPostProcess"
  109587. * @returns "ImageProcessingPostProcess"
  109588. */
  109589. getClassName(): string;
  109590. protected _updateParameters(): void;
  109591. dispose(camera?: Camera): void;
  109592. }
  109593. }
  109594. declare module BABYLON {
  109595. /**
  109596. * Class containing static functions to help procedurally build meshes
  109597. */
  109598. export class GroundBuilder {
  109599. /**
  109600. * Creates a ground mesh
  109601. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  109602. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  109603. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109604. * @param name defines the name of the mesh
  109605. * @param options defines the options used to create the mesh
  109606. * @param scene defines the hosting scene
  109607. * @returns the ground mesh
  109608. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  109609. */
  109610. static CreateGround(name: string, options: {
  109611. width?: number;
  109612. height?: number;
  109613. subdivisions?: number;
  109614. subdivisionsX?: number;
  109615. subdivisionsY?: number;
  109616. updatable?: boolean;
  109617. }, scene: any): Mesh;
  109618. /**
  109619. * Creates a tiled ground mesh
  109620. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  109621. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  109622. * * 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
  109623. * * 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
  109624. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109625. * @param name defines the name of the mesh
  109626. * @param options defines the options used to create the mesh
  109627. * @param scene defines the hosting scene
  109628. * @returns the tiled ground mesh
  109629. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  109630. */
  109631. static CreateTiledGround(name: string, options: {
  109632. xmin: number;
  109633. zmin: number;
  109634. xmax: number;
  109635. zmax: number;
  109636. subdivisions?: {
  109637. w: number;
  109638. h: number;
  109639. };
  109640. precision?: {
  109641. w: number;
  109642. h: number;
  109643. };
  109644. updatable?: boolean;
  109645. }, scene?: Nullable<Scene>): Mesh;
  109646. /**
  109647. * Creates a ground mesh from a height map
  109648. * * The parameter `url` sets the URL of the height map image resource.
  109649. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  109650. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  109651. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  109652. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  109653. * * 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.
  109654. * * 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).
  109655. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  109656. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109657. * @param name defines the name of the mesh
  109658. * @param url defines the url to the height map
  109659. * @param options defines the options used to create the mesh
  109660. * @param scene defines the hosting scene
  109661. * @returns the ground mesh
  109662. * @see https://doc.babylonjs.com/babylon101/height_map
  109663. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  109664. */
  109665. static CreateGroundFromHeightMap(name: string, url: string, options: {
  109666. width?: number;
  109667. height?: number;
  109668. subdivisions?: number;
  109669. minHeight?: number;
  109670. maxHeight?: number;
  109671. colorFilter?: Color3;
  109672. alphaFilter?: number;
  109673. updatable?: boolean;
  109674. onReady?: (mesh: GroundMesh) => void;
  109675. }, scene?: Nullable<Scene>): GroundMesh;
  109676. }
  109677. }
  109678. declare module BABYLON {
  109679. /**
  109680. * Class containing static functions to help procedurally build meshes
  109681. */
  109682. export class TorusBuilder {
  109683. /**
  109684. * Creates a torus mesh
  109685. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  109686. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  109687. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  109688. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109689. * * 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
  109690. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109691. * @param name defines the name of the mesh
  109692. * @param options defines the options used to create the mesh
  109693. * @param scene defines the hosting scene
  109694. * @returns the torus mesh
  109695. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  109696. */
  109697. static CreateTorus(name: string, options: {
  109698. diameter?: number;
  109699. thickness?: number;
  109700. tessellation?: number;
  109701. updatable?: boolean;
  109702. sideOrientation?: number;
  109703. frontUVs?: Vector4;
  109704. backUVs?: Vector4;
  109705. }, scene: any): Mesh;
  109706. }
  109707. }
  109708. declare module BABYLON {
  109709. /**
  109710. * Class containing static functions to help procedurally build meshes
  109711. */
  109712. export class CylinderBuilder {
  109713. /**
  109714. * Creates a cylinder or a cone mesh
  109715. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  109716. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  109717. * * 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.
  109718. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  109719. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  109720. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  109721. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  109722. * * 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).
  109723. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  109724. * * 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).
  109725. * * 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
  109726. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  109727. * * 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
  109728. * * 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.
  109729. * * If `enclose` is false, a ring surface is one element.
  109730. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  109731. * * 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
  109732. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109733. * * 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
  109734. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109735. * @param name defines the name of the mesh
  109736. * @param options defines the options used to create the mesh
  109737. * @param scene defines the hosting scene
  109738. * @returns the cylinder mesh
  109739. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  109740. */
  109741. static CreateCylinder(name: string, options: {
  109742. height?: number;
  109743. diameterTop?: number;
  109744. diameterBottom?: number;
  109745. diameter?: number;
  109746. tessellation?: number;
  109747. subdivisions?: number;
  109748. arc?: number;
  109749. faceColors?: Color4[];
  109750. faceUV?: Vector4[];
  109751. updatable?: boolean;
  109752. hasRings?: boolean;
  109753. enclose?: boolean;
  109754. cap?: number;
  109755. sideOrientation?: number;
  109756. frontUVs?: Vector4;
  109757. backUVs?: Vector4;
  109758. }, scene: any): Mesh;
  109759. }
  109760. }
  109761. declare module BABYLON {
  109762. /**
  109763. * Options to modify the vr teleportation behavior.
  109764. */
  109765. export interface VRTeleportationOptions {
  109766. /**
  109767. * The name of the mesh which should be used as the teleportation floor. (default: null)
  109768. */
  109769. floorMeshName?: string;
  109770. /**
  109771. * A list of meshes to be used as the teleportation floor. (default: empty)
  109772. */
  109773. floorMeshes?: Mesh[];
  109774. }
  109775. /**
  109776. * Options to modify the vr experience helper's behavior.
  109777. */
  109778. export interface VRExperienceHelperOptions extends WebVROptions {
  109779. /**
  109780. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  109781. */
  109782. createDeviceOrientationCamera?: boolean;
  109783. /**
  109784. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  109785. */
  109786. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  109787. /**
  109788. * Uses the main button on the controller to toggle the laser casted. (default: true)
  109789. */
  109790. laserToggle?: boolean;
  109791. /**
  109792. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  109793. */
  109794. floorMeshes?: Mesh[];
  109795. /**
  109796. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  109797. */
  109798. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  109799. }
  109800. /**
  109801. * Event containing information after VR has been entered
  109802. */
  109803. export class OnAfterEnteringVRObservableEvent {
  109804. /**
  109805. * If entering vr was successful
  109806. */
  109807. success: boolean;
  109808. }
  109809. /**
  109810. * Helps to quickly add VR support to an existing scene.
  109811. * See http://doc.babylonjs.com/how_to/webvr_helper
  109812. */
  109813. export class VRExperienceHelper {
  109814. /** Options to modify the vr experience helper's behavior. */
  109815. webVROptions: VRExperienceHelperOptions;
  109816. private _scene;
  109817. private _position;
  109818. private _btnVR;
  109819. private _btnVRDisplayed;
  109820. private _webVRsupported;
  109821. private _webVRready;
  109822. private _webVRrequesting;
  109823. private _webVRpresenting;
  109824. private _hasEnteredVR;
  109825. private _fullscreenVRpresenting;
  109826. private _inputElement;
  109827. private _webVRCamera;
  109828. private _vrDeviceOrientationCamera;
  109829. private _deviceOrientationCamera;
  109830. private _existingCamera;
  109831. private _onKeyDown;
  109832. private _onVrDisplayPresentChange;
  109833. private _onVRDisplayChanged;
  109834. private _onVRRequestPresentStart;
  109835. private _onVRRequestPresentComplete;
  109836. /**
  109837. * 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)
  109838. */
  109839. enableGazeEvenWhenNoPointerLock: boolean;
  109840. /**
  109841. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  109842. */
  109843. exitVROnDoubleTap: boolean;
  109844. /**
  109845. * Observable raised right before entering VR.
  109846. */
  109847. onEnteringVRObservable: Observable<VRExperienceHelper>;
  109848. /**
  109849. * Observable raised when entering VR has completed.
  109850. */
  109851. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  109852. /**
  109853. * Observable raised when exiting VR.
  109854. */
  109855. onExitingVRObservable: Observable<VRExperienceHelper>;
  109856. /**
  109857. * Observable raised when controller mesh is loaded.
  109858. */
  109859. onControllerMeshLoadedObservable: Observable<WebVRController>;
  109860. /** Return this.onEnteringVRObservable
  109861. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  109862. */
  109863. readonly onEnteringVR: Observable<VRExperienceHelper>;
  109864. /** Return this.onExitingVRObservable
  109865. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  109866. */
  109867. readonly onExitingVR: Observable<VRExperienceHelper>;
  109868. /** Return this.onControllerMeshLoadedObservable
  109869. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  109870. */
  109871. readonly onControllerMeshLoaded: Observable<WebVRController>;
  109872. private _rayLength;
  109873. private _useCustomVRButton;
  109874. private _teleportationRequested;
  109875. private _teleportActive;
  109876. private _floorMeshName;
  109877. private _floorMeshesCollection;
  109878. private _rotationAllowed;
  109879. private _teleportBackwardsVector;
  109880. private _teleportationTarget;
  109881. private _isDefaultTeleportationTarget;
  109882. private _postProcessMove;
  109883. private _teleportationFillColor;
  109884. private _teleportationBorderColor;
  109885. private _rotationAngle;
  109886. private _haloCenter;
  109887. private _cameraGazer;
  109888. private _padSensibilityUp;
  109889. private _padSensibilityDown;
  109890. private _leftController;
  109891. private _rightController;
  109892. /**
  109893. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  109894. */
  109895. onNewMeshSelected: Observable<AbstractMesh>;
  109896. /**
  109897. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  109898. * This observable will provide the mesh and the controller used to select the mesh
  109899. */
  109900. onMeshSelectedWithController: Observable<{
  109901. mesh: AbstractMesh;
  109902. controller: WebVRController;
  109903. }>;
  109904. /**
  109905. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  109906. */
  109907. onNewMeshPicked: Observable<PickingInfo>;
  109908. private _circleEase;
  109909. /**
  109910. * Observable raised before camera teleportation
  109911. */
  109912. onBeforeCameraTeleport: Observable<Vector3>;
  109913. /**
  109914. * Observable raised after camera teleportation
  109915. */
  109916. onAfterCameraTeleport: Observable<Vector3>;
  109917. /**
  109918. * Observable raised when current selected mesh gets unselected
  109919. */
  109920. onSelectedMeshUnselected: Observable<AbstractMesh>;
  109921. private _raySelectionPredicate;
  109922. /**
  109923. * To be optionaly changed by user to define custom ray selection
  109924. */
  109925. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  109926. /**
  109927. * To be optionaly changed by user to define custom selection logic (after ray selection)
  109928. */
  109929. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  109930. /**
  109931. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  109932. */
  109933. teleportationEnabled: boolean;
  109934. private _defaultHeight;
  109935. private _teleportationInitialized;
  109936. private _interactionsEnabled;
  109937. private _interactionsRequested;
  109938. private _displayGaze;
  109939. private _displayLaserPointer;
  109940. /**
  109941. * The mesh used to display where the user is going to teleport.
  109942. */
  109943. /**
  109944. * Sets the mesh to be used to display where the user is going to teleport.
  109945. */
  109946. teleportationTarget: Mesh;
  109947. /**
  109948. * 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
  109949. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  109950. * See http://doc.babylonjs.com/resources/baking_transformations
  109951. */
  109952. gazeTrackerMesh: Mesh;
  109953. /**
  109954. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  109955. */
  109956. updateGazeTrackerScale: boolean;
  109957. /**
  109958. * If the gaze trackers color should be updated when selecting meshes
  109959. */
  109960. updateGazeTrackerColor: boolean;
  109961. /**
  109962. * If the controller laser color should be updated when selecting meshes
  109963. */
  109964. updateControllerLaserColor: boolean;
  109965. /**
  109966. * The gaze tracking mesh corresponding to the left controller
  109967. */
  109968. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  109969. /**
  109970. * The gaze tracking mesh corresponding to the right controller
  109971. */
  109972. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  109973. /**
  109974. * If the ray of the gaze should be displayed.
  109975. */
  109976. /**
  109977. * Sets if the ray of the gaze should be displayed.
  109978. */
  109979. displayGaze: boolean;
  109980. /**
  109981. * If the ray of the LaserPointer should be displayed.
  109982. */
  109983. /**
  109984. * Sets if the ray of the LaserPointer should be displayed.
  109985. */
  109986. displayLaserPointer: boolean;
  109987. /**
  109988. * The deviceOrientationCamera used as the camera when not in VR.
  109989. */
  109990. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  109991. /**
  109992. * Based on the current WebVR support, returns the current VR camera used.
  109993. */
  109994. readonly currentVRCamera: Nullable<Camera>;
  109995. /**
  109996. * The webVRCamera which is used when in VR.
  109997. */
  109998. readonly webVRCamera: WebVRFreeCamera;
  109999. /**
  110000. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  110001. */
  110002. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  110003. /**
  110004. * The html button that is used to trigger entering into VR.
  110005. */
  110006. readonly vrButton: Nullable<HTMLButtonElement>;
  110007. private readonly _teleportationRequestInitiated;
  110008. /**
  110009. * Defines wether or not Pointer lock should be requested when switching to
  110010. * full screen.
  110011. */
  110012. requestPointerLockOnFullScreen: boolean;
  110013. /**
  110014. * Instantiates a VRExperienceHelper.
  110015. * Helps to quickly add VR support to an existing scene.
  110016. * @param scene The scene the VRExperienceHelper belongs to.
  110017. * @param webVROptions Options to modify the vr experience helper's behavior.
  110018. */
  110019. constructor(scene: Scene,
  110020. /** Options to modify the vr experience helper's behavior. */
  110021. webVROptions?: VRExperienceHelperOptions);
  110022. private _onDefaultMeshLoaded;
  110023. private _onResize;
  110024. private _onFullscreenChange;
  110025. /**
  110026. * Gets a value indicating if we are currently in VR mode.
  110027. */
  110028. readonly isInVRMode: boolean;
  110029. private onVrDisplayPresentChange;
  110030. private onVRDisplayChanged;
  110031. private moveButtonToBottomRight;
  110032. private displayVRButton;
  110033. private updateButtonVisibility;
  110034. private _cachedAngularSensibility;
  110035. /**
  110036. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  110037. * Otherwise, will use the fullscreen API.
  110038. */
  110039. enterVR(): void;
  110040. /**
  110041. * Attempt to exit VR, or fullscreen.
  110042. */
  110043. exitVR(): void;
  110044. /**
  110045. * The position of the vr experience helper.
  110046. */
  110047. /**
  110048. * Sets the position of the vr experience helper.
  110049. */
  110050. position: Vector3;
  110051. /**
  110052. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  110053. */
  110054. enableInteractions(): void;
  110055. private readonly _noControllerIsActive;
  110056. private beforeRender;
  110057. private _isTeleportationFloor;
  110058. /**
  110059. * Adds a floor mesh to be used for teleportation.
  110060. * @param floorMesh the mesh to be used for teleportation.
  110061. */
  110062. addFloorMesh(floorMesh: Mesh): void;
  110063. /**
  110064. * Removes a floor mesh from being used for teleportation.
  110065. * @param floorMesh the mesh to be removed.
  110066. */
  110067. removeFloorMesh(floorMesh: Mesh): void;
  110068. /**
  110069. * Enables interactions and teleportation using the VR controllers and gaze.
  110070. * @param vrTeleportationOptions options to modify teleportation behavior.
  110071. */
  110072. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  110073. private _onNewGamepadConnected;
  110074. private _tryEnableInteractionOnController;
  110075. private _onNewGamepadDisconnected;
  110076. private _enableInteractionOnController;
  110077. private _checkTeleportWithRay;
  110078. private _checkRotate;
  110079. private _checkTeleportBackwards;
  110080. private _enableTeleportationOnController;
  110081. private _createTeleportationCircles;
  110082. private _displayTeleportationTarget;
  110083. private _hideTeleportationTarget;
  110084. private _rotateCamera;
  110085. private _moveTeleportationSelectorTo;
  110086. private _workingVector;
  110087. private _workingQuaternion;
  110088. private _workingMatrix;
  110089. /**
  110090. * Teleports the users feet to the desired location
  110091. * @param location The location where the user's feet should be placed
  110092. */
  110093. teleportCamera(location: Vector3): void;
  110094. private _convertNormalToDirectionOfRay;
  110095. private _castRayAndSelectObject;
  110096. private _notifySelectedMeshUnselected;
  110097. /**
  110098. * Sets the color of the laser ray from the vr controllers.
  110099. * @param color new color for the ray.
  110100. */
  110101. changeLaserColor(color: Color3): void;
  110102. /**
  110103. * Sets the color of the ray from the vr headsets gaze.
  110104. * @param color new color for the ray.
  110105. */
  110106. changeGazeColor(color: Color3): void;
  110107. /**
  110108. * Exits VR and disposes of the vr experience helper
  110109. */
  110110. dispose(): void;
  110111. /**
  110112. * Gets the name of the VRExperienceHelper class
  110113. * @returns "VRExperienceHelper"
  110114. */
  110115. getClassName(): string;
  110116. }
  110117. }
  110118. declare module BABYLON {
  110119. /**
  110120. * States of the webXR experience
  110121. */
  110122. export enum WebXRState {
  110123. /**
  110124. * Transitioning to being in XR mode
  110125. */
  110126. ENTERING_XR = 0,
  110127. /**
  110128. * Transitioning to non XR mode
  110129. */
  110130. EXITING_XR = 1,
  110131. /**
  110132. * In XR mode and presenting
  110133. */
  110134. IN_XR = 2,
  110135. /**
  110136. * Not entered XR mode
  110137. */
  110138. NOT_IN_XR = 3
  110139. }
  110140. /**
  110141. * Abstraction of the XR render target
  110142. */
  110143. export interface WebXRRenderTarget extends IDisposable {
  110144. /**
  110145. * xrpresent context of the canvas which can be used to display/mirror xr content
  110146. */
  110147. canvasContext: WebGLRenderingContext;
  110148. /**
  110149. * xr layer for the canvas
  110150. */
  110151. xrLayer: Nullable<XRWebGLLayer>;
  110152. /**
  110153. * Initializes the xr layer for the session
  110154. * @param xrSession xr session
  110155. * @returns a promise that will resolve once the XR Layer has been created
  110156. */
  110157. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  110158. }
  110159. }
  110160. declare module BABYLON {
  110161. /**
  110162. * COnfiguration object for WebXR output canvas
  110163. */
  110164. export class WebXRManagedOutputCanvasOptions {
  110165. /**
  110166. * Options for this XR Layer output
  110167. */
  110168. canvasOptions: XRWebGLLayerOptions;
  110169. /**
  110170. * CSS styling for a newly created canvas (if not provided)
  110171. */
  110172. newCanvasCssStyle?: string;
  110173. /**
  110174. * Get the default values of the configuration object
  110175. * @returns default values of this configuration object
  110176. */
  110177. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  110178. }
  110179. /**
  110180. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  110181. */
  110182. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  110183. private configuration;
  110184. private _engine;
  110185. private _canvas;
  110186. /**
  110187. * xrpresent context of the canvas which can be used to display/mirror xr content
  110188. */
  110189. canvasContext: WebGLRenderingContext;
  110190. /**
  110191. * xr layer for the canvas
  110192. */
  110193. xrLayer: Nullable<XRWebGLLayer>;
  110194. /**
  110195. * Initializes the xr layer for the session
  110196. * @param xrSession xr session
  110197. * @returns a promise that will resolve once the XR Layer has been created
  110198. */
  110199. initializeXRLayerAsync(xrSession: any): any;
  110200. /**
  110201. * Initializes the canvas to be added/removed upon entering/exiting xr
  110202. * @param engine the Babylon engine
  110203. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  110204. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  110205. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  110206. */
  110207. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  110208. /**
  110209. * Disposes of the object
  110210. */
  110211. dispose(): void;
  110212. private _setManagedOutputCanvas;
  110213. private _addCanvas;
  110214. private _removeCanvas;
  110215. }
  110216. }
  110217. declare module BABYLON {
  110218. /**
  110219. * Manages an XRSession to work with Babylon's engine
  110220. * @see https://doc.babylonjs.com/how_to/webxr
  110221. */
  110222. export class WebXRSessionManager implements IDisposable {
  110223. private scene;
  110224. /**
  110225. * Fires every time a new xrFrame arrives which can be used to update the camera
  110226. */
  110227. onXRFrameObservable: Observable<any>;
  110228. /**
  110229. * Fires when the xr session is ended either by the device or manually done
  110230. */
  110231. onXRSessionEnded: Observable<any>;
  110232. /**
  110233. * Underlying xr session
  110234. */
  110235. session: XRSession;
  110236. /**
  110237. * Type of reference space used when creating the session
  110238. */
  110239. referenceSpace: XRReferenceSpace;
  110240. /**
  110241. * Current XR frame
  110242. */
  110243. currentFrame: Nullable<XRFrame>;
  110244. private _xrNavigator;
  110245. private baseLayer;
  110246. private _rttProvider;
  110247. private _sessionEnded;
  110248. /**
  110249. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  110250. * @param scene The scene which the session should be created for
  110251. */
  110252. constructor(scene: Scene);
  110253. /**
  110254. * Initializes the manager
  110255. * After initialization enterXR can be called to start an XR session
  110256. * @returns Promise which resolves after it is initialized
  110257. */
  110258. initializeAsync(): Promise<void>;
  110259. /**
  110260. * Initializes an xr session
  110261. * @param xrSessionMode mode to initialize
  110262. * @param optionalFeatures defines optional values to pass to the session builder
  110263. * @returns a promise which will resolve once the session has been initialized
  110264. */
  110265. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  110266. /**
  110267. * Sets the reference space on the xr session
  110268. * @param referenceSpace space to set
  110269. * @returns a promise that will resolve once the reference space has been set
  110270. */
  110271. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  110272. /**
  110273. * Updates the render state of the session
  110274. * @param state state to set
  110275. * @returns a promise that resolves once the render state has been updated
  110276. */
  110277. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  110278. /**
  110279. * Starts rendering to the xr layer
  110280. * @returns a promise that will resolve once rendering has started
  110281. */
  110282. startRenderingToXRAsync(): Promise<void>;
  110283. /**
  110284. * Gets the correct render target texture to be rendered this frame for this eye
  110285. * @param eye the eye for which to get the render target
  110286. * @returns the render target for the specified eye
  110287. */
  110288. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  110289. /**
  110290. * Stops the xrSession and restores the renderloop
  110291. * @returns Promise which resolves after it exits XR
  110292. */
  110293. exitXRAsync(): Promise<void>;
  110294. /**
  110295. * Checks if a session would be supported for the creation options specified
  110296. * @param sessionMode session mode to check if supported eg. immersive-vr
  110297. * @returns true if supported
  110298. */
  110299. supportsSessionAsync(sessionMode: XRSessionMode): any;
  110300. /**
  110301. * Creates a WebXRRenderTarget object for the XR session
  110302. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  110303. * @param options optional options to provide when creating a new render target
  110304. * @returns a WebXR render target to which the session can render
  110305. */
  110306. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  110307. /**
  110308. * @hidden
  110309. * Converts the render layer of xrSession to a render target
  110310. * @param session session to create render target for
  110311. * @param scene scene the new render target should be created for
  110312. */
  110313. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  110314. /**
  110315. * Disposes of the session manager
  110316. */
  110317. dispose(): void;
  110318. }
  110319. }
  110320. declare module BABYLON {
  110321. /**
  110322. * WebXR Camera which holds the views for the xrSession
  110323. * @see https://doc.babylonjs.com/how_to/webxr
  110324. */
  110325. export class WebXRCamera extends FreeCamera {
  110326. /**
  110327. * Is the camera in debug mode. Used when using an emulator
  110328. */
  110329. debugMode: boolean;
  110330. /**
  110331. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  110332. * @param name the name of the camera
  110333. * @param scene the scene to add the camera to
  110334. */
  110335. constructor(name: string, scene: Scene);
  110336. private _updateNumberOfRigCameras;
  110337. /** @hidden */
  110338. _updateForDualEyeDebugging(): void;
  110339. /**
  110340. * Updates the cameras position from the current pose information of the XR session
  110341. * @param xrSessionManager the session containing pose information
  110342. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  110343. */
  110344. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  110345. }
  110346. }
  110347. declare module BABYLON {
  110348. /**
  110349. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  110350. * @see https://doc.babylonjs.com/how_to/webxr
  110351. */
  110352. export class WebXRExperienceHelper implements IDisposable {
  110353. private scene;
  110354. /**
  110355. * 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
  110356. */
  110357. container: AbstractMesh;
  110358. /**
  110359. * Camera used to render xr content
  110360. */
  110361. camera: WebXRCamera;
  110362. /**
  110363. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  110364. */
  110365. state: WebXRState;
  110366. private _setState;
  110367. private static _TmpVector;
  110368. /**
  110369. * Fires when the state of the experience helper has changed
  110370. */
  110371. onStateChangedObservable: Observable<WebXRState>;
  110372. /** Session manager used to keep track of xr session */
  110373. sessionManager: WebXRSessionManager;
  110374. private _nonVRCamera;
  110375. private _originalSceneAutoClear;
  110376. private _supported;
  110377. /**
  110378. * Creates the experience helper
  110379. * @param scene the scene to attach the experience helper to
  110380. * @returns a promise for the experience helper
  110381. */
  110382. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  110383. /**
  110384. * Creates a WebXRExperienceHelper
  110385. * @param scene The scene the helper should be created in
  110386. */
  110387. private constructor();
  110388. /**
  110389. * Exits XR mode and returns the scene to its original state
  110390. * @returns promise that resolves after xr mode has exited
  110391. */
  110392. exitXRAsync(): Promise<void>;
  110393. /**
  110394. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  110395. * @param sessionMode options for the XR session
  110396. * @param referenceSpaceType frame of reference of the XR session
  110397. * @param renderTarget the output canvas that will be used to enter XR mode
  110398. * @returns promise that resolves after xr mode has entered
  110399. */
  110400. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  110401. /**
  110402. * Updates the global position of the camera by moving the camera's container
  110403. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  110404. * @param position The desired global position of the camera
  110405. */
  110406. setPositionOfCameraUsingContainer(position: Vector3): void;
  110407. /**
  110408. * Rotates the xr camera by rotating the camera's container around the camera's position
  110409. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  110410. * @param rotation the desired quaternion rotation to apply to the camera
  110411. */
  110412. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  110413. /**
  110414. * Disposes of the experience helper
  110415. */
  110416. dispose(): void;
  110417. }
  110418. }
  110419. declare module BABYLON {
  110420. /**
  110421. * Button which can be used to enter a different mode of XR
  110422. */
  110423. export class WebXREnterExitUIButton {
  110424. /** button element */
  110425. element: HTMLElement;
  110426. /** XR initialization options for the button */
  110427. sessionMode: XRSessionMode;
  110428. /** Reference space type */
  110429. referenceSpaceType: XRReferenceSpaceType;
  110430. /**
  110431. * Creates a WebXREnterExitUIButton
  110432. * @param element button element
  110433. * @param sessionMode XR initialization session mode
  110434. * @param referenceSpaceType the type of reference space to be used
  110435. */
  110436. constructor(
  110437. /** button element */
  110438. element: HTMLElement,
  110439. /** XR initialization options for the button */
  110440. sessionMode: XRSessionMode,
  110441. /** Reference space type */
  110442. referenceSpaceType: XRReferenceSpaceType);
  110443. /**
  110444. * Overwritable function which can be used to update the button's visuals when the state changes
  110445. * @param activeButton the current active button in the UI
  110446. */
  110447. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  110448. }
  110449. /**
  110450. * Options to create the webXR UI
  110451. */
  110452. export class WebXREnterExitUIOptions {
  110453. /**
  110454. * Context to enter xr with
  110455. */
  110456. renderTarget?: Nullable<WebXRRenderTarget>;
  110457. /**
  110458. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  110459. */
  110460. customButtons?: Array<WebXREnterExitUIButton>;
  110461. }
  110462. /**
  110463. * UI to allow the user to enter/exit XR mode
  110464. */
  110465. export class WebXREnterExitUI implements IDisposable {
  110466. private scene;
  110467. private _overlay;
  110468. private _buttons;
  110469. private _activeButton;
  110470. /**
  110471. * Fired every time the active button is changed.
  110472. *
  110473. * When xr is entered via a button that launches xr that button will be the callback parameter
  110474. *
  110475. * When exiting xr the callback parameter will be null)
  110476. */
  110477. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  110478. /**
  110479. * Creates UI to allow the user to enter/exit XR mode
  110480. * @param scene the scene to add the ui to
  110481. * @param helper the xr experience helper to enter/exit xr with
  110482. * @param options options to configure the UI
  110483. * @returns the created ui
  110484. */
  110485. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  110486. private constructor();
  110487. private _updateButtons;
  110488. /**
  110489. * Disposes of the object
  110490. */
  110491. dispose(): void;
  110492. }
  110493. }
  110494. declare module BABYLON {
  110495. /**
  110496. * Represents an XR input
  110497. */
  110498. export class WebXRController {
  110499. private scene;
  110500. /** The underlying input source for the controller */
  110501. inputSource: XRInputSource;
  110502. private parentContainer;
  110503. /**
  110504. * 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
  110505. */
  110506. grip?: AbstractMesh;
  110507. /**
  110508. * Pointer which can be used to select objects or attach a visible laser to
  110509. */
  110510. pointer: AbstractMesh;
  110511. private _gamepadMode;
  110512. /**
  110513. * If available, this is the gamepad object related to this controller.
  110514. * Using this object it is possible to get click events and trackpad changes of the
  110515. * webxr controller that is currently being used.
  110516. */
  110517. gamepadController?: WebVRController;
  110518. /**
  110519. * Event that fires when the controller is removed/disposed
  110520. */
  110521. onDisposeObservable: Observable<{}>;
  110522. private _tmpMatrix;
  110523. private _tmpQuaternion;
  110524. private _tmpVector;
  110525. /**
  110526. * Creates the controller
  110527. * @see https://doc.babylonjs.com/how_to/webxr
  110528. * @param scene the scene which the controller should be associated to
  110529. * @param inputSource the underlying input source for the controller
  110530. * @param parentContainer parent that the controller meshes should be children of
  110531. */
  110532. constructor(scene: Scene,
  110533. /** The underlying input source for the controller */
  110534. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  110535. /**
  110536. * Updates the controller pose based on the given XRFrame
  110537. * @param xrFrame xr frame to update the pose with
  110538. * @param referenceSpace reference space to use
  110539. */
  110540. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  110541. /**
  110542. * Gets a world space ray coming from the controller
  110543. * @param result the resulting ray
  110544. */
  110545. getWorldPointerRayToRef(result: Ray): void;
  110546. /**
  110547. * Get the scene associated with this controller
  110548. * @returns the scene object
  110549. */
  110550. getScene(): Scene;
  110551. /**
  110552. * Disposes of the object
  110553. */
  110554. dispose(): void;
  110555. }
  110556. }
  110557. declare module BABYLON {
  110558. /**
  110559. * XR input used to track XR inputs such as controllers/rays
  110560. */
  110561. export class WebXRInput implements IDisposable {
  110562. /**
  110563. * Base experience the input listens to
  110564. */
  110565. baseExperience: WebXRExperienceHelper;
  110566. /**
  110567. * XR controllers being tracked
  110568. */
  110569. controllers: Array<WebXRController>;
  110570. private _frameObserver;
  110571. private _stateObserver;
  110572. /**
  110573. * Event when a controller has been connected/added
  110574. */
  110575. onControllerAddedObservable: Observable<WebXRController>;
  110576. /**
  110577. * Event when a controller has been removed/disconnected
  110578. */
  110579. onControllerRemovedObservable: Observable<WebXRController>;
  110580. /**
  110581. * Initializes the WebXRInput
  110582. * @param baseExperience experience helper which the input should be created for
  110583. */
  110584. constructor(
  110585. /**
  110586. * Base experience the input listens to
  110587. */
  110588. baseExperience: WebXRExperienceHelper);
  110589. private _onInputSourcesChange;
  110590. private _addAndRemoveControllers;
  110591. /**
  110592. * Disposes of the object
  110593. */
  110594. dispose(): void;
  110595. }
  110596. }
  110597. declare module BABYLON {
  110598. /**
  110599. * Enables teleportation
  110600. */
  110601. export class WebXRControllerTeleportation {
  110602. private _teleportationFillColor;
  110603. private _teleportationBorderColor;
  110604. private _tmpRay;
  110605. private _tmpVector;
  110606. /**
  110607. * Creates a WebXRControllerTeleportation
  110608. * @param input input manager to add teleportation to
  110609. * @param floorMeshes floormeshes which can be teleported to
  110610. */
  110611. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  110612. }
  110613. }
  110614. declare module BABYLON {
  110615. /**
  110616. * Handles pointer input automatically for the pointer of XR controllers
  110617. */
  110618. export class WebXRControllerPointerSelection {
  110619. private static _idCounter;
  110620. private _tmpRay;
  110621. /**
  110622. * Creates a WebXRControllerPointerSelection
  110623. * @param input input manager to setup pointer selection
  110624. */
  110625. constructor(input: WebXRInput);
  110626. private _convertNormalToDirectionOfRay;
  110627. private _updatePointerDistance;
  110628. }
  110629. }
  110630. declare module BABYLON {
  110631. /**
  110632. * Class used to represent data loading progression
  110633. */
  110634. export class SceneLoaderProgressEvent {
  110635. /** defines if data length to load can be evaluated */
  110636. readonly lengthComputable: boolean;
  110637. /** defines the loaded data length */
  110638. readonly loaded: number;
  110639. /** defines the data length to load */
  110640. readonly total: number;
  110641. /**
  110642. * Create a new progress event
  110643. * @param lengthComputable defines if data length to load can be evaluated
  110644. * @param loaded defines the loaded data length
  110645. * @param total defines the data length to load
  110646. */
  110647. constructor(
  110648. /** defines if data length to load can be evaluated */
  110649. lengthComputable: boolean,
  110650. /** defines the loaded data length */
  110651. loaded: number,
  110652. /** defines the data length to load */
  110653. total: number);
  110654. /**
  110655. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  110656. * @param event defines the source event
  110657. * @returns a new SceneLoaderProgressEvent
  110658. */
  110659. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  110660. }
  110661. /**
  110662. * Interface used by SceneLoader plugins to define supported file extensions
  110663. */
  110664. export interface ISceneLoaderPluginExtensions {
  110665. /**
  110666. * Defines the list of supported extensions
  110667. */
  110668. [extension: string]: {
  110669. isBinary: boolean;
  110670. };
  110671. }
  110672. /**
  110673. * Interface used by SceneLoader plugin factory
  110674. */
  110675. export interface ISceneLoaderPluginFactory {
  110676. /**
  110677. * Defines the name of the factory
  110678. */
  110679. name: string;
  110680. /**
  110681. * Function called to create a new plugin
  110682. * @return the new plugin
  110683. */
  110684. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  110685. /**
  110686. * The callback that returns true if the data can be directly loaded.
  110687. * @param data string containing the file data
  110688. * @returns if the data can be loaded directly
  110689. */
  110690. canDirectLoad?(data: string): boolean;
  110691. }
  110692. /**
  110693. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  110694. */
  110695. export interface ISceneLoaderPluginBase {
  110696. /**
  110697. * The friendly name of this plugin.
  110698. */
  110699. name: string;
  110700. /**
  110701. * The file extensions supported by this plugin.
  110702. */
  110703. extensions: string | ISceneLoaderPluginExtensions;
  110704. /**
  110705. * The callback called when loading from a url.
  110706. * @param scene scene loading this url
  110707. * @param url url to load
  110708. * @param onSuccess callback called when the file successfully loads
  110709. * @param onProgress callback called while file is loading (if the server supports this mode)
  110710. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  110711. * @param onError callback called when the file fails to load
  110712. * @returns a file request object
  110713. */
  110714. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110715. /**
  110716. * The callback called when loading from a file object.
  110717. * @param scene scene loading this file
  110718. * @param file defines the file to load
  110719. * @param onSuccess defines the callback to call when data is loaded
  110720. * @param onProgress defines the callback to call during loading process
  110721. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  110722. * @param onError defines the callback to call when an error occurs
  110723. * @returns a file request object
  110724. */
  110725. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110726. /**
  110727. * The callback that returns true if the data can be directly loaded.
  110728. * @param data string containing the file data
  110729. * @returns if the data can be loaded directly
  110730. */
  110731. canDirectLoad?(data: string): boolean;
  110732. /**
  110733. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  110734. * @param scene scene loading this data
  110735. * @param data string containing the data
  110736. * @returns data to pass to the plugin
  110737. */
  110738. directLoad?(scene: Scene, data: string): any;
  110739. /**
  110740. * The callback that allows custom handling of the root url based on the response url.
  110741. * @param rootUrl the original root url
  110742. * @param responseURL the response url if available
  110743. * @returns the new root url
  110744. */
  110745. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  110746. }
  110747. /**
  110748. * Interface used to define a SceneLoader plugin
  110749. */
  110750. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  110751. /**
  110752. * Import meshes into a scene.
  110753. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110754. * @param scene The scene to import into
  110755. * @param data The data to import
  110756. * @param rootUrl The root url for scene and resources
  110757. * @param meshes The meshes array to import into
  110758. * @param particleSystems The particle systems array to import into
  110759. * @param skeletons The skeletons array to import into
  110760. * @param onError The callback when import fails
  110761. * @returns True if successful or false otherwise
  110762. */
  110763. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  110764. /**
  110765. * Load into a scene.
  110766. * @param scene The scene to load into
  110767. * @param data The data to import
  110768. * @param rootUrl The root url for scene and resources
  110769. * @param onError The callback when import fails
  110770. * @returns True if successful or false otherwise
  110771. */
  110772. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  110773. /**
  110774. * Load into an asset container.
  110775. * @param scene The scene to load into
  110776. * @param data The data to import
  110777. * @param rootUrl The root url for scene and resources
  110778. * @param onError The callback when import fails
  110779. * @returns The loaded asset container
  110780. */
  110781. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  110782. }
  110783. /**
  110784. * Interface used to define an async SceneLoader plugin
  110785. */
  110786. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  110787. /**
  110788. * Import meshes into a scene.
  110789. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110790. * @param scene The scene to import into
  110791. * @param data The data to import
  110792. * @param rootUrl The root url for scene and resources
  110793. * @param onProgress The callback when the load progresses
  110794. * @param fileName Defines the name of the file to load
  110795. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  110796. */
  110797. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  110798. meshes: AbstractMesh[];
  110799. particleSystems: IParticleSystem[];
  110800. skeletons: Skeleton[];
  110801. animationGroups: AnimationGroup[];
  110802. }>;
  110803. /**
  110804. * Load into a scene.
  110805. * @param scene The scene to load into
  110806. * @param data The data to import
  110807. * @param rootUrl The root url for scene and resources
  110808. * @param onProgress The callback when the load progresses
  110809. * @param fileName Defines the name of the file to load
  110810. * @returns Nothing
  110811. */
  110812. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  110813. /**
  110814. * Load into an asset container.
  110815. * @param scene The scene to load into
  110816. * @param data The data to import
  110817. * @param rootUrl The root url for scene and resources
  110818. * @param onProgress The callback when the load progresses
  110819. * @param fileName Defines the name of the file to load
  110820. * @returns The loaded asset container
  110821. */
  110822. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  110823. }
  110824. /**
  110825. * Class used to load scene from various file formats using registered plugins
  110826. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  110827. */
  110828. export class SceneLoader {
  110829. /**
  110830. * No logging while loading
  110831. */
  110832. static readonly NO_LOGGING: number;
  110833. /**
  110834. * Minimal logging while loading
  110835. */
  110836. static readonly MINIMAL_LOGGING: number;
  110837. /**
  110838. * Summary logging while loading
  110839. */
  110840. static readonly SUMMARY_LOGGING: number;
  110841. /**
  110842. * Detailled logging while loading
  110843. */
  110844. static readonly DETAILED_LOGGING: number;
  110845. /**
  110846. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  110847. */
  110848. static ForceFullSceneLoadingForIncremental: boolean;
  110849. /**
  110850. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  110851. */
  110852. static ShowLoadingScreen: boolean;
  110853. /**
  110854. * Defines the current logging level (while loading the scene)
  110855. * @ignorenaming
  110856. */
  110857. static loggingLevel: number;
  110858. /**
  110859. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  110860. */
  110861. static CleanBoneMatrixWeights: boolean;
  110862. /**
  110863. * Event raised when a plugin is used to load a scene
  110864. */
  110865. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  110866. private static _registeredPlugins;
  110867. private static _getDefaultPlugin;
  110868. private static _getPluginForExtension;
  110869. private static _getPluginForDirectLoad;
  110870. private static _getPluginForFilename;
  110871. private static _getDirectLoad;
  110872. private static _loadData;
  110873. private static _getFileInfo;
  110874. /**
  110875. * Gets a plugin that can load the given extension
  110876. * @param extension defines the extension to load
  110877. * @returns a plugin or null if none works
  110878. */
  110879. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  110880. /**
  110881. * Gets a boolean indicating that the given extension can be loaded
  110882. * @param extension defines the extension to load
  110883. * @returns true if the extension is supported
  110884. */
  110885. static IsPluginForExtensionAvailable(extension: string): boolean;
  110886. /**
  110887. * Adds a new plugin to the list of registered plugins
  110888. * @param plugin defines the plugin to add
  110889. */
  110890. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  110891. /**
  110892. * Import meshes into a scene
  110893. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110894. * @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)
  110895. * @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)
  110896. * @param scene the instance of BABYLON.Scene to append to
  110897. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  110898. * @param onProgress a callback with a progress event for each file being loaded
  110899. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110900. * @param pluginExtension the extension used to determine the plugin
  110901. * @returns The loaded plugin
  110902. */
  110903. 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>;
  110904. /**
  110905. * Import meshes into a scene
  110906. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110907. * @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)
  110908. * @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)
  110909. * @param scene the instance of BABYLON.Scene to append to
  110910. * @param onProgress a callback with a progress event for each file being loaded
  110911. * @param pluginExtension the extension used to determine the plugin
  110912. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  110913. */
  110914. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  110915. meshes: AbstractMesh[];
  110916. particleSystems: IParticleSystem[];
  110917. skeletons: Skeleton[];
  110918. animationGroups: AnimationGroup[];
  110919. }>;
  110920. /**
  110921. * Load a scene
  110922. * @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)
  110923. * @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)
  110924. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110925. * @param onSuccess a callback with the scene when import succeeds
  110926. * @param onProgress a callback with a progress event for each file being loaded
  110927. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110928. * @param pluginExtension the extension used to determine the plugin
  110929. * @returns The loaded plugin
  110930. */
  110931. 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>;
  110932. /**
  110933. * Load a scene
  110934. * @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)
  110935. * @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)
  110936. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110937. * @param onProgress a callback with a progress event for each file being loaded
  110938. * @param pluginExtension the extension used to determine the plugin
  110939. * @returns The loaded scene
  110940. */
  110941. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110942. /**
  110943. * Append a scene
  110944. * @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)
  110945. * @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)
  110946. * @param scene is the instance of BABYLON.Scene to append to
  110947. * @param onSuccess a callback with the scene when import succeeds
  110948. * @param onProgress a callback with a progress event for each file being loaded
  110949. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110950. * @param pluginExtension the extension used to determine the plugin
  110951. * @returns The loaded plugin
  110952. */
  110953. 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>;
  110954. /**
  110955. * Append a scene
  110956. * @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)
  110957. * @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)
  110958. * @param scene is the instance of BABYLON.Scene to append to
  110959. * @param onProgress a callback with a progress event for each file being loaded
  110960. * @param pluginExtension the extension used to determine the plugin
  110961. * @returns The given scene
  110962. */
  110963. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110964. /**
  110965. * Load a scene into an asset container
  110966. * @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)
  110967. * @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)
  110968. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  110969. * @param onSuccess a callback with the scene when import succeeds
  110970. * @param onProgress a callback with a progress event for each file being loaded
  110971. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110972. * @param pluginExtension the extension used to determine the plugin
  110973. * @returns The loaded plugin
  110974. */
  110975. 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>;
  110976. /**
  110977. * Load a scene into an asset container
  110978. * @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)
  110979. * @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)
  110980. * @param scene is the instance of Scene to append to
  110981. * @param onProgress a callback with a progress event for each file being loaded
  110982. * @param pluginExtension the extension used to determine the plugin
  110983. * @returns The loaded asset container
  110984. */
  110985. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  110986. }
  110987. }
  110988. declare module BABYLON {
  110989. /**
  110990. * Generic Controller
  110991. */
  110992. export class GenericController extends WebVRController {
  110993. /**
  110994. * Base Url for the controller model.
  110995. */
  110996. static readonly MODEL_BASE_URL: string;
  110997. /**
  110998. * File name for the controller model.
  110999. */
  111000. static readonly MODEL_FILENAME: string;
  111001. /**
  111002. * Creates a new GenericController from a gamepad
  111003. * @param vrGamepad the gamepad that the controller should be created from
  111004. */
  111005. constructor(vrGamepad: any);
  111006. /**
  111007. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111008. * @param scene scene in which to add meshes
  111009. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111010. */
  111011. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111012. /**
  111013. * Called once for each button that changed state since the last frame
  111014. * @param buttonIdx Which button index changed
  111015. * @param state New state of the button
  111016. * @param changes Which properties on the state changed since last frame
  111017. */
  111018. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111019. }
  111020. }
  111021. declare module BABYLON {
  111022. /**
  111023. * Defines the WindowsMotionController object that the state of the windows motion controller
  111024. */
  111025. export class WindowsMotionController extends WebVRController {
  111026. /**
  111027. * The base url used to load the left and right controller models
  111028. */
  111029. static MODEL_BASE_URL: string;
  111030. /**
  111031. * The name of the left controller model file
  111032. */
  111033. static MODEL_LEFT_FILENAME: string;
  111034. /**
  111035. * The name of the right controller model file
  111036. */
  111037. static MODEL_RIGHT_FILENAME: string;
  111038. /**
  111039. * The controller name prefix for this controller type
  111040. */
  111041. static readonly GAMEPAD_ID_PREFIX: string;
  111042. /**
  111043. * The controller id pattern for this controller type
  111044. */
  111045. private static readonly GAMEPAD_ID_PATTERN;
  111046. private _loadedMeshInfo;
  111047. private readonly _mapping;
  111048. /**
  111049. * Fired when the trackpad on this controller is clicked
  111050. */
  111051. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  111052. /**
  111053. * Fired when the trackpad on this controller is modified
  111054. */
  111055. onTrackpadValuesChangedObservable: Observable<StickValues>;
  111056. /**
  111057. * The current x and y values of this controller's trackpad
  111058. */
  111059. trackpad: StickValues;
  111060. /**
  111061. * Creates a new WindowsMotionController from a gamepad
  111062. * @param vrGamepad the gamepad that the controller should be created from
  111063. */
  111064. constructor(vrGamepad: any);
  111065. /**
  111066. * Fired when the trigger on this controller is modified
  111067. */
  111068. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111069. /**
  111070. * Fired when the menu button on this controller is modified
  111071. */
  111072. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111073. /**
  111074. * Fired when the grip button on this controller is modified
  111075. */
  111076. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111077. /**
  111078. * Fired when the thumbstick button on this controller is modified
  111079. */
  111080. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111081. /**
  111082. * Fired when the touchpad button on this controller is modified
  111083. */
  111084. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111085. /**
  111086. * Fired when the touchpad values on this controller are modified
  111087. */
  111088. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  111089. private _updateTrackpad;
  111090. /**
  111091. * Called once per frame by the engine.
  111092. */
  111093. update(): void;
  111094. /**
  111095. * Called once for each button that changed state since the last frame
  111096. * @param buttonIdx Which button index changed
  111097. * @param state New state of the button
  111098. * @param changes Which properties on the state changed since last frame
  111099. */
  111100. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111101. /**
  111102. * Moves the buttons on the controller mesh based on their current state
  111103. * @param buttonName the name of the button to move
  111104. * @param buttonValue the value of the button which determines the buttons new position
  111105. */
  111106. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  111107. /**
  111108. * Moves the axis on the controller mesh based on its current state
  111109. * @param axis the index of the axis
  111110. * @param axisValue the value of the axis which determines the meshes new position
  111111. * @hidden
  111112. */
  111113. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  111114. /**
  111115. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111116. * @param scene scene in which to add meshes
  111117. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111118. */
  111119. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  111120. /**
  111121. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  111122. * can be transformed by button presses and axes values, based on this._mapping.
  111123. *
  111124. * @param scene scene in which the meshes exist
  111125. * @param meshes list of meshes that make up the controller model to process
  111126. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  111127. */
  111128. private processModel;
  111129. private createMeshInfo;
  111130. /**
  111131. * Gets the ray of the controller in the direction the controller is pointing
  111132. * @param length the length the resulting ray should be
  111133. * @returns a ray in the direction the controller is pointing
  111134. */
  111135. getForwardRay(length?: number): Ray;
  111136. /**
  111137. * Disposes of the controller
  111138. */
  111139. dispose(): void;
  111140. }
  111141. }
  111142. declare module BABYLON {
  111143. /**
  111144. * Oculus Touch Controller
  111145. */
  111146. export class OculusTouchController extends WebVRController {
  111147. /**
  111148. * Base Url for the controller model.
  111149. */
  111150. static MODEL_BASE_URL: string;
  111151. /**
  111152. * File name for the left controller model.
  111153. */
  111154. static MODEL_LEFT_FILENAME: string;
  111155. /**
  111156. * File name for the right controller model.
  111157. */
  111158. static MODEL_RIGHT_FILENAME: string;
  111159. /**
  111160. * Base Url for the Quest controller model.
  111161. */
  111162. static QUEST_MODEL_BASE_URL: string;
  111163. /**
  111164. * @hidden
  111165. * If the controllers are running on a device that needs the updated Quest controller models
  111166. */
  111167. static _IsQuest: boolean;
  111168. /**
  111169. * Fired when the secondary trigger on this controller is modified
  111170. */
  111171. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  111172. /**
  111173. * Fired when the thumb rest on this controller is modified
  111174. */
  111175. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  111176. /**
  111177. * Creates a new OculusTouchController from a gamepad
  111178. * @param vrGamepad the gamepad that the controller should be created from
  111179. */
  111180. constructor(vrGamepad: any);
  111181. /**
  111182. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111183. * @param scene scene in which to add meshes
  111184. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111185. */
  111186. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111187. /**
  111188. * Fired when the A button on this controller is modified
  111189. */
  111190. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111191. /**
  111192. * Fired when the B button on this controller is modified
  111193. */
  111194. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111195. /**
  111196. * Fired when the X button on this controller is modified
  111197. */
  111198. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111199. /**
  111200. * Fired when the Y button on this controller is modified
  111201. */
  111202. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111203. /**
  111204. * Called once for each button that changed state since the last frame
  111205. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  111206. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  111207. * 2) secondary trigger (same)
  111208. * 3) A (right) X (left), touch, pressed = value
  111209. * 4) B / Y
  111210. * 5) thumb rest
  111211. * @param buttonIdx Which button index changed
  111212. * @param state New state of the button
  111213. * @param changes Which properties on the state changed since last frame
  111214. */
  111215. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111216. }
  111217. }
  111218. declare module BABYLON {
  111219. /**
  111220. * Vive Controller
  111221. */
  111222. export class ViveController extends WebVRController {
  111223. /**
  111224. * Base Url for the controller model.
  111225. */
  111226. static MODEL_BASE_URL: string;
  111227. /**
  111228. * File name for the controller model.
  111229. */
  111230. static MODEL_FILENAME: string;
  111231. /**
  111232. * Creates a new ViveController from a gamepad
  111233. * @param vrGamepad the gamepad that the controller should be created from
  111234. */
  111235. constructor(vrGamepad: any);
  111236. /**
  111237. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111238. * @param scene scene in which to add meshes
  111239. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111240. */
  111241. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111242. /**
  111243. * Fired when the left button on this controller is modified
  111244. */
  111245. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111246. /**
  111247. * Fired when the right button on this controller is modified
  111248. */
  111249. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111250. /**
  111251. * Fired when the menu button on this controller is modified
  111252. */
  111253. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111254. /**
  111255. * Called once for each button that changed state since the last frame
  111256. * Vive mapping:
  111257. * 0: touchpad
  111258. * 1: trigger
  111259. * 2: left AND right buttons
  111260. * 3: menu button
  111261. * @param buttonIdx Which button index changed
  111262. * @param state New state of the button
  111263. * @param changes Which properties on the state changed since last frame
  111264. */
  111265. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111266. }
  111267. }
  111268. declare module BABYLON {
  111269. /**
  111270. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  111271. */
  111272. export class WebXRControllerModelLoader {
  111273. /**
  111274. * Creates the WebXRControllerModelLoader
  111275. * @param input xr input that creates the controllers
  111276. */
  111277. constructor(input: WebXRInput);
  111278. }
  111279. }
  111280. declare module BABYLON {
  111281. /**
  111282. * Options for the default xr helper
  111283. */
  111284. export class WebXRDefaultExperienceOptions {
  111285. /**
  111286. * Floor meshes that should be used for teleporting
  111287. */
  111288. floorMeshes: Array<AbstractMesh>;
  111289. /**
  111290. * Enable or disable default UI to enter XR
  111291. */
  111292. disableDefaultUI: boolean;
  111293. /**
  111294. * optional configuration for the output canvas
  111295. */
  111296. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  111297. }
  111298. /**
  111299. * Default experience which provides a similar setup to the previous webVRExperience
  111300. */
  111301. export class WebXRDefaultExperience {
  111302. /**
  111303. * Base experience
  111304. */
  111305. baseExperience: WebXRExperienceHelper;
  111306. /**
  111307. * Input experience extension
  111308. */
  111309. input: WebXRInput;
  111310. /**
  111311. * Loads the controller models
  111312. */
  111313. controllerModelLoader: WebXRControllerModelLoader;
  111314. /**
  111315. * Enables laser pointer and selection
  111316. */
  111317. pointerSelection: WebXRControllerPointerSelection;
  111318. /**
  111319. * Enables teleportation
  111320. */
  111321. teleportation: WebXRControllerTeleportation;
  111322. /**
  111323. * Enables ui for enetering/exiting xr
  111324. */
  111325. enterExitUI: WebXREnterExitUI;
  111326. /**
  111327. * Default target xr should render to
  111328. */
  111329. renderTarget: WebXRRenderTarget;
  111330. /**
  111331. * Creates the default xr experience
  111332. * @param scene scene
  111333. * @param options options for basic configuration
  111334. * @returns resulting WebXRDefaultExperience
  111335. */
  111336. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111337. private constructor();
  111338. /**
  111339. * DIsposes of the experience helper
  111340. */
  111341. dispose(): void;
  111342. }
  111343. }
  111344. declare module BABYLON {
  111345. /**
  111346. * Contains an array of blocks representing the octree
  111347. */
  111348. export interface IOctreeContainer<T> {
  111349. /**
  111350. * Blocks within the octree
  111351. */
  111352. blocks: Array<OctreeBlock<T>>;
  111353. }
  111354. /**
  111355. * Class used to store a cell in an octree
  111356. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111357. */
  111358. export class OctreeBlock<T> {
  111359. /**
  111360. * Gets the content of the current block
  111361. */
  111362. entries: T[];
  111363. /**
  111364. * Gets the list of block children
  111365. */
  111366. blocks: Array<OctreeBlock<T>>;
  111367. private _depth;
  111368. private _maxDepth;
  111369. private _capacity;
  111370. private _minPoint;
  111371. private _maxPoint;
  111372. private _boundingVectors;
  111373. private _creationFunc;
  111374. /**
  111375. * Creates a new block
  111376. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  111377. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  111378. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111379. * @param depth defines the current depth of this block in the octree
  111380. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  111381. * @param creationFunc defines a callback to call when an element is added to the block
  111382. */
  111383. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  111384. /**
  111385. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111386. */
  111387. readonly capacity: number;
  111388. /**
  111389. * Gets the minimum vector (in world space) of the block's bounding box
  111390. */
  111391. readonly minPoint: Vector3;
  111392. /**
  111393. * Gets the maximum vector (in world space) of the block's bounding box
  111394. */
  111395. readonly maxPoint: Vector3;
  111396. /**
  111397. * Add a new element to this block
  111398. * @param entry defines the element to add
  111399. */
  111400. addEntry(entry: T): void;
  111401. /**
  111402. * Remove an element from this block
  111403. * @param entry defines the element to remove
  111404. */
  111405. removeEntry(entry: T): void;
  111406. /**
  111407. * Add an array of elements to this block
  111408. * @param entries defines the array of elements to add
  111409. */
  111410. addEntries(entries: T[]): void;
  111411. /**
  111412. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  111413. * @param frustumPlanes defines the frustum planes to test
  111414. * @param selection defines the array to store current content if selection is positive
  111415. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111416. */
  111417. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111418. /**
  111419. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  111420. * @param sphereCenter defines the bounding sphere center
  111421. * @param sphereRadius defines the bounding sphere radius
  111422. * @param selection defines the array to store current content if selection is positive
  111423. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111424. */
  111425. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111426. /**
  111427. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  111428. * @param ray defines the ray to test with
  111429. * @param selection defines the array to store current content if selection is positive
  111430. */
  111431. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  111432. /**
  111433. * Subdivide the content into child blocks (this block will then be empty)
  111434. */
  111435. createInnerBlocks(): void;
  111436. /**
  111437. * @hidden
  111438. */
  111439. 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;
  111440. }
  111441. }
  111442. declare module BABYLON {
  111443. /**
  111444. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  111445. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111446. */
  111447. export class Octree<T> {
  111448. /** 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.) */
  111449. maxDepth: number;
  111450. /**
  111451. * Blocks within the octree containing objects
  111452. */
  111453. blocks: Array<OctreeBlock<T>>;
  111454. /**
  111455. * Content stored in the octree
  111456. */
  111457. dynamicContent: T[];
  111458. private _maxBlockCapacity;
  111459. private _selectionContent;
  111460. private _creationFunc;
  111461. /**
  111462. * Creates a octree
  111463. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111464. * @param creationFunc function to be used to instatiate the octree
  111465. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  111466. * @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.)
  111467. */
  111468. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  111469. /** 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.) */
  111470. maxDepth?: number);
  111471. /**
  111472. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  111473. * @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);
  111474. * @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);
  111475. * @param entries meshes to be added to the octree blocks
  111476. */
  111477. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  111478. /**
  111479. * Adds a mesh to the octree
  111480. * @param entry Mesh to add to the octree
  111481. */
  111482. addMesh(entry: T): void;
  111483. /**
  111484. * Remove an element from the octree
  111485. * @param entry defines the element to remove
  111486. */
  111487. removeMesh(entry: T): void;
  111488. /**
  111489. * Selects an array of meshes within the frustum
  111490. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  111491. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  111492. * @returns array of meshes within the frustum
  111493. */
  111494. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  111495. /**
  111496. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  111497. * @param sphereCenter defines the bounding sphere center
  111498. * @param sphereRadius defines the bounding sphere radius
  111499. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111500. * @returns an array of objects that intersect the sphere
  111501. */
  111502. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  111503. /**
  111504. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  111505. * @param ray defines the ray to test with
  111506. * @returns array of intersected objects
  111507. */
  111508. intersectsRay(ray: Ray): SmartArray<T>;
  111509. /**
  111510. * Adds a mesh into the octree block if it intersects the block
  111511. */
  111512. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  111513. /**
  111514. * Adds a submesh into the octree block if it intersects the block
  111515. */
  111516. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  111517. }
  111518. }
  111519. declare module BABYLON {
  111520. interface Scene {
  111521. /**
  111522. * @hidden
  111523. * Backing Filed
  111524. */
  111525. _selectionOctree: Octree<AbstractMesh>;
  111526. /**
  111527. * Gets the octree used to boost mesh selection (picking)
  111528. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111529. */
  111530. selectionOctree: Octree<AbstractMesh>;
  111531. /**
  111532. * Creates or updates the octree used to boost selection (picking)
  111533. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111534. * @param maxCapacity defines the maximum capacity per leaf
  111535. * @param maxDepth defines the maximum depth of the octree
  111536. * @returns an octree of AbstractMesh
  111537. */
  111538. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  111539. }
  111540. interface AbstractMesh {
  111541. /**
  111542. * @hidden
  111543. * Backing Field
  111544. */
  111545. _submeshesOctree: Octree<SubMesh>;
  111546. /**
  111547. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  111548. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  111549. * @param maxCapacity defines the maximum size of each block (64 by default)
  111550. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  111551. * @returns the new octree
  111552. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  111553. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111554. */
  111555. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  111556. }
  111557. /**
  111558. * Defines the octree scene component responsible to manage any octrees
  111559. * in a given scene.
  111560. */
  111561. export class OctreeSceneComponent {
  111562. /**
  111563. * The component name help to identify the component in the list of scene components.
  111564. */
  111565. readonly name: string;
  111566. /**
  111567. * The scene the component belongs to.
  111568. */
  111569. scene: Scene;
  111570. /**
  111571. * Indicates if the meshes have been checked to make sure they are isEnabled()
  111572. */
  111573. readonly checksIsEnabled: boolean;
  111574. /**
  111575. * Creates a new instance of the component for the given scene
  111576. * @param scene Defines the scene to register the component in
  111577. */
  111578. constructor(scene: Scene);
  111579. /**
  111580. * Registers the component in a given scene
  111581. */
  111582. register(): void;
  111583. /**
  111584. * Return the list of active meshes
  111585. * @returns the list of active meshes
  111586. */
  111587. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  111588. /**
  111589. * Return the list of active sub meshes
  111590. * @param mesh The mesh to get the candidates sub meshes from
  111591. * @returns the list of active sub meshes
  111592. */
  111593. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  111594. private _tempRay;
  111595. /**
  111596. * Return the list of sub meshes intersecting with a given local ray
  111597. * @param mesh defines the mesh to find the submesh for
  111598. * @param localRay defines the ray in local space
  111599. * @returns the list of intersecting sub meshes
  111600. */
  111601. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  111602. /**
  111603. * Return the list of sub meshes colliding with a collider
  111604. * @param mesh defines the mesh to find the submesh for
  111605. * @param collider defines the collider to evaluate the collision against
  111606. * @returns the list of colliding sub meshes
  111607. */
  111608. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  111609. /**
  111610. * Rebuilds the elements related to this component in case of
  111611. * context lost for instance.
  111612. */
  111613. rebuild(): void;
  111614. /**
  111615. * Disposes the component and the associated ressources.
  111616. */
  111617. dispose(): void;
  111618. }
  111619. }
  111620. declare module BABYLON {
  111621. /**
  111622. * Renders a layer on top of an existing scene
  111623. */
  111624. export class UtilityLayerRenderer implements IDisposable {
  111625. /** the original scene that will be rendered on top of */
  111626. originalScene: Scene;
  111627. private _pointerCaptures;
  111628. private _lastPointerEvents;
  111629. private static _DefaultUtilityLayer;
  111630. private static _DefaultKeepDepthUtilityLayer;
  111631. private _sharedGizmoLight;
  111632. private _renderCamera;
  111633. /**
  111634. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  111635. * @returns the camera that is used when rendering the utility layer
  111636. */
  111637. getRenderCamera(): Nullable<Camera>;
  111638. /**
  111639. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  111640. * @param cam the camera that should be used when rendering the utility layer
  111641. */
  111642. setRenderCamera(cam: Nullable<Camera>): void;
  111643. /**
  111644. * @hidden
  111645. * Light which used by gizmos to get light shading
  111646. */
  111647. _getSharedGizmoLight(): HemisphericLight;
  111648. /**
  111649. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  111650. */
  111651. pickUtilitySceneFirst: boolean;
  111652. /**
  111653. * 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)
  111654. */
  111655. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  111656. /**
  111657. * 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)
  111658. */
  111659. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  111660. /**
  111661. * The scene that is rendered on top of the original scene
  111662. */
  111663. utilityLayerScene: Scene;
  111664. /**
  111665. * If the utility layer should automatically be rendered on top of existing scene
  111666. */
  111667. shouldRender: boolean;
  111668. /**
  111669. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  111670. */
  111671. onlyCheckPointerDownEvents: boolean;
  111672. /**
  111673. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  111674. */
  111675. processAllEvents: boolean;
  111676. /**
  111677. * Observable raised when the pointer move from the utility layer scene to the main scene
  111678. */
  111679. onPointerOutObservable: Observable<number>;
  111680. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  111681. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  111682. private _afterRenderObserver;
  111683. private _sceneDisposeObserver;
  111684. private _originalPointerObserver;
  111685. /**
  111686. * Instantiates a UtilityLayerRenderer
  111687. * @param originalScene the original scene that will be rendered on top of
  111688. * @param handleEvents boolean indicating if the utility layer should handle events
  111689. */
  111690. constructor(
  111691. /** the original scene that will be rendered on top of */
  111692. originalScene: Scene, handleEvents?: boolean);
  111693. private _notifyObservers;
  111694. /**
  111695. * Renders the utility layers scene on top of the original scene
  111696. */
  111697. render(): void;
  111698. /**
  111699. * Disposes of the renderer
  111700. */
  111701. dispose(): void;
  111702. private _updateCamera;
  111703. }
  111704. }
  111705. declare module BABYLON {
  111706. /**
  111707. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  111708. */
  111709. export class Gizmo implements IDisposable {
  111710. /** The utility layer the gizmo will be added to */
  111711. gizmoLayer: UtilityLayerRenderer;
  111712. /**
  111713. * The root mesh of the gizmo
  111714. */
  111715. _rootMesh: Mesh;
  111716. private _attachedMesh;
  111717. /**
  111718. * Ratio for the scale of the gizmo (Default: 1)
  111719. */
  111720. scaleRatio: number;
  111721. /**
  111722. * If a custom mesh has been set (Default: false)
  111723. */
  111724. protected _customMeshSet: boolean;
  111725. /**
  111726. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  111727. * * When set, interactions will be enabled
  111728. */
  111729. attachedMesh: Nullable<AbstractMesh>;
  111730. /**
  111731. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  111732. * @param mesh The mesh to replace the default mesh of the gizmo
  111733. */
  111734. setCustomMesh(mesh: Mesh): void;
  111735. /**
  111736. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  111737. */
  111738. updateGizmoRotationToMatchAttachedMesh: boolean;
  111739. /**
  111740. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  111741. */
  111742. updateGizmoPositionToMatchAttachedMesh: boolean;
  111743. /**
  111744. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  111745. */
  111746. updateScale: boolean;
  111747. protected _interactionsEnabled: boolean;
  111748. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111749. private _beforeRenderObserver;
  111750. private _tempVector;
  111751. /**
  111752. * Creates a gizmo
  111753. * @param gizmoLayer The utility layer the gizmo will be added to
  111754. */
  111755. constructor(
  111756. /** The utility layer the gizmo will be added to */
  111757. gizmoLayer?: UtilityLayerRenderer);
  111758. /**
  111759. * Updates the gizmo to match the attached mesh's position/rotation
  111760. */
  111761. protected _update(): void;
  111762. /**
  111763. * Disposes of the gizmo
  111764. */
  111765. dispose(): void;
  111766. }
  111767. }
  111768. declare module BABYLON {
  111769. /**
  111770. * Single plane drag gizmo
  111771. */
  111772. export class PlaneDragGizmo extends Gizmo {
  111773. /**
  111774. * Drag behavior responsible for the gizmos dragging interactions
  111775. */
  111776. dragBehavior: PointerDragBehavior;
  111777. private _pointerObserver;
  111778. /**
  111779. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111780. */
  111781. snapDistance: number;
  111782. /**
  111783. * Event that fires each time the gizmo snaps to a new location.
  111784. * * snapDistance is the the change in distance
  111785. */
  111786. onSnapObservable: Observable<{
  111787. snapDistance: number;
  111788. }>;
  111789. private _plane;
  111790. private _coloredMaterial;
  111791. private _hoverMaterial;
  111792. private _isEnabled;
  111793. private _parent;
  111794. /** @hidden */
  111795. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  111796. /** @hidden */
  111797. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  111798. /**
  111799. * Creates a PlaneDragGizmo
  111800. * @param gizmoLayer The utility layer the gizmo will be added to
  111801. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  111802. * @param color The color of the gizmo
  111803. */
  111804. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  111805. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111806. /**
  111807. * If the gizmo is enabled
  111808. */
  111809. isEnabled: boolean;
  111810. /**
  111811. * Disposes of the gizmo
  111812. */
  111813. dispose(): void;
  111814. }
  111815. }
  111816. declare module BABYLON {
  111817. /**
  111818. * Gizmo that enables dragging a mesh along 3 axis
  111819. */
  111820. export class PositionGizmo extends Gizmo {
  111821. /**
  111822. * Internal gizmo used for interactions on the x axis
  111823. */
  111824. xGizmo: AxisDragGizmo;
  111825. /**
  111826. * Internal gizmo used for interactions on the y axis
  111827. */
  111828. yGizmo: AxisDragGizmo;
  111829. /**
  111830. * Internal gizmo used for interactions on the z axis
  111831. */
  111832. zGizmo: AxisDragGizmo;
  111833. /**
  111834. * Internal gizmo used for interactions on the yz plane
  111835. */
  111836. xPlaneGizmo: PlaneDragGizmo;
  111837. /**
  111838. * Internal gizmo used for interactions on the xz plane
  111839. */
  111840. yPlaneGizmo: PlaneDragGizmo;
  111841. /**
  111842. * Internal gizmo used for interactions on the xy plane
  111843. */
  111844. zPlaneGizmo: PlaneDragGizmo;
  111845. /**
  111846. * private variables
  111847. */
  111848. private _meshAttached;
  111849. private _updateGizmoRotationToMatchAttachedMesh;
  111850. private _snapDistance;
  111851. private _scaleRatio;
  111852. /** Fires an event when any of it's sub gizmos are dragged */
  111853. onDragStartObservable: Observable<unknown>;
  111854. /** Fires an event when any of it's sub gizmos are released from dragging */
  111855. onDragEndObservable: Observable<unknown>;
  111856. /**
  111857. * If set to true, planar drag is enabled
  111858. */
  111859. private _planarGizmoEnabled;
  111860. attachedMesh: Nullable<AbstractMesh>;
  111861. /**
  111862. * Creates a PositionGizmo
  111863. * @param gizmoLayer The utility layer the gizmo will be added to
  111864. */
  111865. constructor(gizmoLayer?: UtilityLayerRenderer);
  111866. /**
  111867. * If the planar drag gizmo is enabled
  111868. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  111869. */
  111870. planarGizmoEnabled: boolean;
  111871. updateGizmoRotationToMatchAttachedMesh: boolean;
  111872. /**
  111873. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111874. */
  111875. snapDistance: number;
  111876. /**
  111877. * Ratio for the scale of the gizmo (Default: 1)
  111878. */
  111879. scaleRatio: number;
  111880. /**
  111881. * Disposes of the gizmo
  111882. */
  111883. dispose(): void;
  111884. /**
  111885. * CustomMeshes are not supported by this gizmo
  111886. * @param mesh The mesh to replace the default mesh of the gizmo
  111887. */
  111888. setCustomMesh(mesh: Mesh): void;
  111889. }
  111890. }
  111891. declare module BABYLON {
  111892. /**
  111893. * Single axis drag gizmo
  111894. */
  111895. export class AxisDragGizmo extends Gizmo {
  111896. /**
  111897. * Drag behavior responsible for the gizmos dragging interactions
  111898. */
  111899. dragBehavior: PointerDragBehavior;
  111900. private _pointerObserver;
  111901. /**
  111902. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111903. */
  111904. snapDistance: number;
  111905. /**
  111906. * Event that fires each time the gizmo snaps to a new location.
  111907. * * snapDistance is the the change in distance
  111908. */
  111909. onSnapObservable: Observable<{
  111910. snapDistance: number;
  111911. }>;
  111912. private _isEnabled;
  111913. private _parent;
  111914. private _arrow;
  111915. private _coloredMaterial;
  111916. private _hoverMaterial;
  111917. /** @hidden */
  111918. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  111919. /** @hidden */
  111920. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  111921. /**
  111922. * Creates an AxisDragGizmo
  111923. * @param gizmoLayer The utility layer the gizmo will be added to
  111924. * @param dragAxis The axis which the gizmo will be able to drag on
  111925. * @param color The color of the gizmo
  111926. */
  111927. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  111928. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111929. /**
  111930. * If the gizmo is enabled
  111931. */
  111932. isEnabled: boolean;
  111933. /**
  111934. * Disposes of the gizmo
  111935. */
  111936. dispose(): void;
  111937. }
  111938. }
  111939. declare module BABYLON.Debug {
  111940. /**
  111941. * The Axes viewer will show 3 axes in a specific point in space
  111942. */
  111943. export class AxesViewer {
  111944. private _xAxis;
  111945. private _yAxis;
  111946. private _zAxis;
  111947. private _scaleLinesFactor;
  111948. private _instanced;
  111949. /**
  111950. * Gets the hosting scene
  111951. */
  111952. scene: Scene;
  111953. /**
  111954. * Gets or sets a number used to scale line length
  111955. */
  111956. scaleLines: number;
  111957. /** Gets the node hierarchy used to render x-axis */
  111958. readonly xAxis: TransformNode;
  111959. /** Gets the node hierarchy used to render y-axis */
  111960. readonly yAxis: TransformNode;
  111961. /** Gets the node hierarchy used to render z-axis */
  111962. readonly zAxis: TransformNode;
  111963. /**
  111964. * Creates a new AxesViewer
  111965. * @param scene defines the hosting scene
  111966. * @param scaleLines defines a number used to scale line length (1 by default)
  111967. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  111968. * @param xAxis defines the node hierarchy used to render the x-axis
  111969. * @param yAxis defines the node hierarchy used to render the y-axis
  111970. * @param zAxis defines the node hierarchy used to render the z-axis
  111971. */
  111972. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  111973. /**
  111974. * Force the viewer to update
  111975. * @param position defines the position of the viewer
  111976. * @param xaxis defines the x axis of the viewer
  111977. * @param yaxis defines the y axis of the viewer
  111978. * @param zaxis defines the z axis of the viewer
  111979. */
  111980. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  111981. /**
  111982. * Creates an instance of this axes viewer.
  111983. * @returns a new axes viewer with instanced meshes
  111984. */
  111985. createInstance(): AxesViewer;
  111986. /** Releases resources */
  111987. dispose(): void;
  111988. private static _SetRenderingGroupId;
  111989. }
  111990. }
  111991. declare module BABYLON.Debug {
  111992. /**
  111993. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  111994. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  111995. */
  111996. export class BoneAxesViewer extends AxesViewer {
  111997. /**
  111998. * Gets or sets the target mesh where to display the axes viewer
  111999. */
  112000. mesh: Nullable<Mesh>;
  112001. /**
  112002. * Gets or sets the target bone where to display the axes viewer
  112003. */
  112004. bone: Nullable<Bone>;
  112005. /** Gets current position */
  112006. pos: Vector3;
  112007. /** Gets direction of X axis */
  112008. xaxis: Vector3;
  112009. /** Gets direction of Y axis */
  112010. yaxis: Vector3;
  112011. /** Gets direction of Z axis */
  112012. zaxis: Vector3;
  112013. /**
  112014. * Creates a new BoneAxesViewer
  112015. * @param scene defines the hosting scene
  112016. * @param bone defines the target bone
  112017. * @param mesh defines the target mesh
  112018. * @param scaleLines defines a scaling factor for line length (1 by default)
  112019. */
  112020. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  112021. /**
  112022. * Force the viewer to update
  112023. */
  112024. update(): void;
  112025. /** Releases resources */
  112026. dispose(): void;
  112027. }
  112028. }
  112029. declare module BABYLON {
  112030. /**
  112031. * Interface used to define scene explorer extensibility option
  112032. */
  112033. export interface IExplorerExtensibilityOption {
  112034. /**
  112035. * Define the option label
  112036. */
  112037. label: string;
  112038. /**
  112039. * Defines the action to execute on click
  112040. */
  112041. action: (entity: any) => void;
  112042. }
  112043. /**
  112044. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  112045. */
  112046. export interface IExplorerExtensibilityGroup {
  112047. /**
  112048. * Defines a predicate to test if a given type mut be extended
  112049. */
  112050. predicate: (entity: any) => boolean;
  112051. /**
  112052. * Gets the list of options added to a type
  112053. */
  112054. entries: IExplorerExtensibilityOption[];
  112055. }
  112056. /**
  112057. * Interface used to define the options to use to create the Inspector
  112058. */
  112059. export interface IInspectorOptions {
  112060. /**
  112061. * Display in overlay mode (default: false)
  112062. */
  112063. overlay?: boolean;
  112064. /**
  112065. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  112066. */
  112067. globalRoot?: HTMLElement;
  112068. /**
  112069. * Display the Scene explorer
  112070. */
  112071. showExplorer?: boolean;
  112072. /**
  112073. * Display the property inspector
  112074. */
  112075. showInspector?: boolean;
  112076. /**
  112077. * Display in embed mode (both panes on the right)
  112078. */
  112079. embedMode?: boolean;
  112080. /**
  112081. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  112082. */
  112083. handleResize?: boolean;
  112084. /**
  112085. * Allow the panes to popup (default: true)
  112086. */
  112087. enablePopup?: boolean;
  112088. /**
  112089. * Allow the panes to be closed by users (default: true)
  112090. */
  112091. enableClose?: boolean;
  112092. /**
  112093. * Optional list of extensibility entries
  112094. */
  112095. explorerExtensibility?: IExplorerExtensibilityGroup[];
  112096. /**
  112097. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  112098. */
  112099. inspectorURL?: string;
  112100. }
  112101. interface Scene {
  112102. /**
  112103. * @hidden
  112104. * Backing field
  112105. */
  112106. _debugLayer: DebugLayer;
  112107. /**
  112108. * Gets the debug layer (aka Inspector) associated with the scene
  112109. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112110. */
  112111. debugLayer: DebugLayer;
  112112. }
  112113. /**
  112114. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112115. * what is happening in your scene
  112116. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112117. */
  112118. export class DebugLayer {
  112119. /**
  112120. * Define the url to get the inspector script from.
  112121. * By default it uses the babylonjs CDN.
  112122. * @ignoreNaming
  112123. */
  112124. static InspectorURL: string;
  112125. private _scene;
  112126. private BJSINSPECTOR;
  112127. private _onPropertyChangedObservable?;
  112128. /**
  112129. * Observable triggered when a property is changed through the inspector.
  112130. */
  112131. readonly onPropertyChangedObservable: any;
  112132. /**
  112133. * Instantiates a new debug layer.
  112134. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112135. * what is happening in your scene
  112136. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112137. * @param scene Defines the scene to inspect
  112138. */
  112139. constructor(scene: Scene);
  112140. /** Creates the inspector window. */
  112141. private _createInspector;
  112142. /**
  112143. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  112144. * @param entity defines the entity to select
  112145. * @param lineContainerTitle defines the specific block to highlight
  112146. */
  112147. select(entity: any, lineContainerTitle?: string): void;
  112148. /** Get the inspector from bundle or global */
  112149. private _getGlobalInspector;
  112150. /**
  112151. * Get if the inspector is visible or not.
  112152. * @returns true if visible otherwise, false
  112153. */
  112154. isVisible(): boolean;
  112155. /**
  112156. * Hide the inspector and close its window.
  112157. */
  112158. hide(): void;
  112159. /**
  112160. * Launch the debugLayer.
  112161. * @param config Define the configuration of the inspector
  112162. * @return a promise fulfilled when the debug layer is visible
  112163. */
  112164. show(config?: IInspectorOptions): Promise<DebugLayer>;
  112165. }
  112166. }
  112167. declare module BABYLON {
  112168. /**
  112169. * Class containing static functions to help procedurally build meshes
  112170. */
  112171. export class BoxBuilder {
  112172. /**
  112173. * Creates a box mesh
  112174. * * The parameter `size` sets the size (float) of each box side (default 1)
  112175. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  112176. * * 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)
  112177. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  112178. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112179. * * 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
  112180. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112181. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  112182. * @param name defines the name of the mesh
  112183. * @param options defines the options used to create the mesh
  112184. * @param scene defines the hosting scene
  112185. * @returns the box mesh
  112186. */
  112187. static CreateBox(name: string, options: {
  112188. size?: number;
  112189. width?: number;
  112190. height?: number;
  112191. depth?: number;
  112192. faceUV?: Vector4[];
  112193. faceColors?: Color4[];
  112194. sideOrientation?: number;
  112195. frontUVs?: Vector4;
  112196. backUVs?: Vector4;
  112197. wrap?: boolean;
  112198. topBaseAt?: number;
  112199. bottomBaseAt?: number;
  112200. updatable?: boolean;
  112201. }, scene?: Nullable<Scene>): Mesh;
  112202. }
  112203. }
  112204. declare module BABYLON {
  112205. /**
  112206. * Class containing static functions to help procedurally build meshes
  112207. */
  112208. export class SphereBuilder {
  112209. /**
  112210. * Creates a sphere mesh
  112211. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  112212. * * 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`)
  112213. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  112214. * * 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
  112215. * * 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)
  112216. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112217. * * 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
  112218. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112219. * @param name defines the name of the mesh
  112220. * @param options defines the options used to create the mesh
  112221. * @param scene defines the hosting scene
  112222. * @returns the sphere mesh
  112223. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  112224. */
  112225. static CreateSphere(name: string, options: {
  112226. segments?: number;
  112227. diameter?: number;
  112228. diameterX?: number;
  112229. diameterY?: number;
  112230. diameterZ?: number;
  112231. arc?: number;
  112232. slice?: number;
  112233. sideOrientation?: number;
  112234. frontUVs?: Vector4;
  112235. backUVs?: Vector4;
  112236. updatable?: boolean;
  112237. }, scene?: Nullable<Scene>): Mesh;
  112238. }
  112239. }
  112240. declare module BABYLON.Debug {
  112241. /**
  112242. * Used to show the physics impostor around the specific mesh
  112243. */
  112244. export class PhysicsViewer {
  112245. /** @hidden */
  112246. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  112247. /** @hidden */
  112248. protected _meshes: Array<Nullable<AbstractMesh>>;
  112249. /** @hidden */
  112250. protected _scene: Nullable<Scene>;
  112251. /** @hidden */
  112252. protected _numMeshes: number;
  112253. /** @hidden */
  112254. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  112255. private _renderFunction;
  112256. private _utilityLayer;
  112257. private _debugBoxMesh;
  112258. private _debugSphereMesh;
  112259. private _debugCylinderMesh;
  112260. private _debugMaterial;
  112261. private _debugMeshMeshes;
  112262. /**
  112263. * Creates a new PhysicsViewer
  112264. * @param scene defines the hosting scene
  112265. */
  112266. constructor(scene: Scene);
  112267. /** @hidden */
  112268. protected _updateDebugMeshes(): void;
  112269. /**
  112270. * Renders a specified physic impostor
  112271. * @param impostor defines the impostor to render
  112272. * @param targetMesh defines the mesh represented by the impostor
  112273. * @returns the new debug mesh used to render the impostor
  112274. */
  112275. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  112276. /**
  112277. * Hides a specified physic impostor
  112278. * @param impostor defines the impostor to hide
  112279. */
  112280. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  112281. private _getDebugMaterial;
  112282. private _getDebugBoxMesh;
  112283. private _getDebugSphereMesh;
  112284. private _getDebugCylinderMesh;
  112285. private _getDebugMeshMesh;
  112286. private _getDebugMesh;
  112287. /** Releases all resources */
  112288. dispose(): void;
  112289. }
  112290. }
  112291. declare module BABYLON {
  112292. /**
  112293. * Class containing static functions to help procedurally build meshes
  112294. */
  112295. export class LinesBuilder {
  112296. /**
  112297. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  112298. * * 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
  112299. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  112300. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  112301. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  112302. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  112303. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  112304. * * 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
  112305. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  112306. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112307. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  112308. * @param name defines the name of the new line system
  112309. * @param options defines the options used to create the line system
  112310. * @param scene defines the hosting scene
  112311. * @returns a new line system mesh
  112312. */
  112313. static CreateLineSystem(name: string, options: {
  112314. lines: Vector3[][];
  112315. updatable?: boolean;
  112316. instance?: Nullable<LinesMesh>;
  112317. colors?: Nullable<Color4[][]>;
  112318. useVertexAlpha?: boolean;
  112319. }, scene: Nullable<Scene>): LinesMesh;
  112320. /**
  112321. * Creates a line mesh
  112322. * 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
  112323. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112324. * * The parameter `points` is an array successive Vector3
  112325. * * 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
  112326. * * The optional parameter `colors` is an array of successive Color4, one per line point
  112327. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  112328. * * When updating an instance, remember that only point positions can change, not the number of points
  112329. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112330. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  112331. * @param name defines the name of the new line system
  112332. * @param options defines the options used to create the line system
  112333. * @param scene defines the hosting scene
  112334. * @returns a new line mesh
  112335. */
  112336. static CreateLines(name: string, options: {
  112337. points: Vector3[];
  112338. updatable?: boolean;
  112339. instance?: Nullable<LinesMesh>;
  112340. colors?: Color4[];
  112341. useVertexAlpha?: boolean;
  112342. }, scene?: Nullable<Scene>): LinesMesh;
  112343. /**
  112344. * Creates a dashed line mesh
  112345. * * 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
  112346. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112347. * * The parameter `points` is an array successive Vector3
  112348. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  112349. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  112350. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  112351. * * 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
  112352. * * When updating an instance, remember that only point positions can change, not the number of points
  112353. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112354. * @param name defines the name of the mesh
  112355. * @param options defines the options used to create the mesh
  112356. * @param scene defines the hosting scene
  112357. * @returns the dashed line mesh
  112358. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  112359. */
  112360. static CreateDashedLines(name: string, options: {
  112361. points: Vector3[];
  112362. dashSize?: number;
  112363. gapSize?: number;
  112364. dashNb?: number;
  112365. updatable?: boolean;
  112366. instance?: LinesMesh;
  112367. }, scene?: Nullable<Scene>): LinesMesh;
  112368. }
  112369. }
  112370. declare module BABYLON {
  112371. /**
  112372. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112373. * in order to better appreciate the issue one might have.
  112374. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112375. */
  112376. export class RayHelper {
  112377. /**
  112378. * Defines the ray we are currently tryin to visualize.
  112379. */
  112380. ray: Nullable<Ray>;
  112381. private _renderPoints;
  112382. private _renderLine;
  112383. private _renderFunction;
  112384. private _scene;
  112385. private _updateToMeshFunction;
  112386. private _attachedToMesh;
  112387. private _meshSpaceDirection;
  112388. private _meshSpaceOrigin;
  112389. /**
  112390. * Helper function to create a colored helper in a scene in one line.
  112391. * @param ray Defines the ray we are currently tryin to visualize
  112392. * @param scene Defines the scene the ray is used in
  112393. * @param color Defines the color we want to see the ray in
  112394. * @returns The newly created ray helper.
  112395. */
  112396. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  112397. /**
  112398. * Instantiate a new ray helper.
  112399. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112400. * in order to better appreciate the issue one might have.
  112401. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112402. * @param ray Defines the ray we are currently tryin to visualize
  112403. */
  112404. constructor(ray: Ray);
  112405. /**
  112406. * Shows the ray we are willing to debug.
  112407. * @param scene Defines the scene the ray needs to be rendered in
  112408. * @param color Defines the color the ray needs to be rendered in
  112409. */
  112410. show(scene: Scene, color?: Color3): void;
  112411. /**
  112412. * Hides the ray we are debugging.
  112413. */
  112414. hide(): void;
  112415. private _render;
  112416. /**
  112417. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  112418. * @param mesh Defines the mesh we want the helper attached to
  112419. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  112420. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  112421. * @param length Defines the length of the ray
  112422. */
  112423. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  112424. /**
  112425. * Detach the ray helper from the mesh it has previously been attached to.
  112426. */
  112427. detachFromMesh(): void;
  112428. private _updateToMesh;
  112429. /**
  112430. * Dispose the helper and release its associated resources.
  112431. */
  112432. dispose(): void;
  112433. }
  112434. }
  112435. declare module BABYLON.Debug {
  112436. /**
  112437. * Class used to render a debug view of a given skeleton
  112438. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  112439. */
  112440. export class SkeletonViewer {
  112441. /** defines the skeleton to render */
  112442. skeleton: Skeleton;
  112443. /** defines the mesh attached to the skeleton */
  112444. mesh: AbstractMesh;
  112445. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112446. autoUpdateBonesMatrices: boolean;
  112447. /** defines the rendering group id to use with the viewer */
  112448. renderingGroupId: number;
  112449. /** Gets or sets the color used to render the skeleton */
  112450. color: Color3;
  112451. private _scene;
  112452. private _debugLines;
  112453. private _debugMesh;
  112454. private _isEnabled;
  112455. private _renderFunction;
  112456. private _utilityLayer;
  112457. /**
  112458. * Returns the mesh used to render the bones
  112459. */
  112460. readonly debugMesh: Nullable<LinesMesh>;
  112461. /**
  112462. * Creates a new SkeletonViewer
  112463. * @param skeleton defines the skeleton to render
  112464. * @param mesh defines the mesh attached to the skeleton
  112465. * @param scene defines the hosting scene
  112466. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  112467. * @param renderingGroupId defines the rendering group id to use with the viewer
  112468. */
  112469. constructor(
  112470. /** defines the skeleton to render */
  112471. skeleton: Skeleton,
  112472. /** defines the mesh attached to the skeleton */
  112473. mesh: AbstractMesh, scene: Scene,
  112474. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112475. autoUpdateBonesMatrices?: boolean,
  112476. /** defines the rendering group id to use with the viewer */
  112477. renderingGroupId?: number);
  112478. /** Gets or sets a boolean indicating if the viewer is enabled */
  112479. isEnabled: boolean;
  112480. private _getBonePosition;
  112481. private _getLinesForBonesWithLength;
  112482. private _getLinesForBonesNoLength;
  112483. /** Update the viewer to sync with current skeleton state */
  112484. update(): void;
  112485. /** Release associated resources */
  112486. dispose(): void;
  112487. }
  112488. }
  112489. declare module BABYLON {
  112490. /**
  112491. * Options to create the null engine
  112492. */
  112493. export class NullEngineOptions {
  112494. /**
  112495. * Render width (Default: 512)
  112496. */
  112497. renderWidth: number;
  112498. /**
  112499. * Render height (Default: 256)
  112500. */
  112501. renderHeight: number;
  112502. /**
  112503. * Texture size (Default: 512)
  112504. */
  112505. textureSize: number;
  112506. /**
  112507. * If delta time between frames should be constant
  112508. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112509. */
  112510. deterministicLockstep: boolean;
  112511. /**
  112512. * Maximum about of steps between frames (Default: 4)
  112513. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112514. */
  112515. lockstepMaxSteps: number;
  112516. }
  112517. /**
  112518. * The null engine class provides support for headless version of babylon.js.
  112519. * This can be used in server side scenario or for testing purposes
  112520. */
  112521. export class NullEngine extends Engine {
  112522. private _options;
  112523. /**
  112524. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  112525. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112526. * @returns true if engine is in deterministic lock step mode
  112527. */
  112528. isDeterministicLockStep(): boolean;
  112529. /**
  112530. * Gets the max steps when engine is running in deterministic lock step
  112531. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112532. * @returns the max steps
  112533. */
  112534. getLockstepMaxSteps(): number;
  112535. /**
  112536. * Gets the current hardware scaling level.
  112537. * By default the hardware scaling level is computed from the window device ratio.
  112538. * 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.
  112539. * @returns a number indicating the current hardware scaling level
  112540. */
  112541. getHardwareScalingLevel(): number;
  112542. constructor(options?: NullEngineOptions);
  112543. /**
  112544. * Creates a vertex buffer
  112545. * @param vertices the data for the vertex buffer
  112546. * @returns the new WebGL static buffer
  112547. */
  112548. createVertexBuffer(vertices: FloatArray): DataBuffer;
  112549. /**
  112550. * Creates a new index buffer
  112551. * @param indices defines the content of the index buffer
  112552. * @param updatable defines if the index buffer must be updatable
  112553. * @returns a new webGL buffer
  112554. */
  112555. createIndexBuffer(indices: IndicesArray): DataBuffer;
  112556. /**
  112557. * Clear the current render buffer or the current render target (if any is set up)
  112558. * @param color defines the color to use
  112559. * @param backBuffer defines if the back buffer must be cleared
  112560. * @param depth defines if the depth buffer must be cleared
  112561. * @param stencil defines if the stencil buffer must be cleared
  112562. */
  112563. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112564. /**
  112565. * Gets the current render width
  112566. * @param useScreen defines if screen size must be used (or the current render target if any)
  112567. * @returns a number defining the current render width
  112568. */
  112569. getRenderWidth(useScreen?: boolean): number;
  112570. /**
  112571. * Gets the current render height
  112572. * @param useScreen defines if screen size must be used (or the current render target if any)
  112573. * @returns a number defining the current render height
  112574. */
  112575. getRenderHeight(useScreen?: boolean): number;
  112576. /**
  112577. * Set the WebGL's viewport
  112578. * @param viewport defines the viewport element to be used
  112579. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  112580. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  112581. */
  112582. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  112583. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  112584. /**
  112585. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  112586. * @param pipelineContext defines the pipeline context to use
  112587. * @param uniformsNames defines the list of uniform names
  112588. * @returns an array of webGL uniform locations
  112589. */
  112590. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  112591. /**
  112592. * Gets the lsit of active attributes for a given webGL program
  112593. * @param pipelineContext defines the pipeline context to use
  112594. * @param attributesNames defines the list of attribute names to get
  112595. * @returns an array of indices indicating the offset of each attribute
  112596. */
  112597. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112598. /**
  112599. * Binds an effect to the webGL context
  112600. * @param effect defines the effect to bind
  112601. */
  112602. bindSamplers(effect: Effect): void;
  112603. /**
  112604. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  112605. * @param effect defines the effect to activate
  112606. */
  112607. enableEffect(effect: Effect): void;
  112608. /**
  112609. * Set various states to the webGL context
  112610. * @param culling defines backface culling state
  112611. * @param zOffset defines the value to apply to zOffset (0 by default)
  112612. * @param force defines if states must be applied even if cache is up to date
  112613. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  112614. */
  112615. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112616. /**
  112617. * Set the value of an uniform to an array of int32
  112618. * @param uniform defines the webGL uniform location where to store the value
  112619. * @param array defines the array of int32 to store
  112620. */
  112621. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112622. /**
  112623. * Set the value of an uniform to an array of int32 (stored as vec2)
  112624. * @param uniform defines the webGL uniform location where to store the value
  112625. * @param array defines the array of int32 to store
  112626. */
  112627. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112628. /**
  112629. * Set the value of an uniform to an array of int32 (stored as vec3)
  112630. * @param uniform defines the webGL uniform location where to store the value
  112631. * @param array defines the array of int32 to store
  112632. */
  112633. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112634. /**
  112635. * Set the value of an uniform to an array of int32 (stored as vec4)
  112636. * @param uniform defines the webGL uniform location where to store the value
  112637. * @param array defines the array of int32 to store
  112638. */
  112639. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112640. /**
  112641. * Set the value of an uniform to an array of float32
  112642. * @param uniform defines the webGL uniform location where to store the value
  112643. * @param array defines the array of float32 to store
  112644. */
  112645. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112646. /**
  112647. * Set the value of an uniform to an array of float32 (stored as vec2)
  112648. * @param uniform defines the webGL uniform location where to store the value
  112649. * @param array defines the array of float32 to store
  112650. */
  112651. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112652. /**
  112653. * Set the value of an uniform to an array of float32 (stored as vec3)
  112654. * @param uniform defines the webGL uniform location where to store the value
  112655. * @param array defines the array of float32 to store
  112656. */
  112657. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112658. /**
  112659. * Set the value of an uniform to an array of float32 (stored as vec4)
  112660. * @param uniform defines the webGL uniform location where to store the value
  112661. * @param array defines the array of float32 to store
  112662. */
  112663. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112664. /**
  112665. * Set the value of an uniform to an array of number
  112666. * @param uniform defines the webGL uniform location where to store the value
  112667. * @param array defines the array of number to store
  112668. */
  112669. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112670. /**
  112671. * Set the value of an uniform to an array of number (stored as vec2)
  112672. * @param uniform defines the webGL uniform location where to store the value
  112673. * @param array defines the array of number to store
  112674. */
  112675. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112676. /**
  112677. * Set the value of an uniform to an array of number (stored as vec3)
  112678. * @param uniform defines the webGL uniform location where to store the value
  112679. * @param array defines the array of number to store
  112680. */
  112681. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112682. /**
  112683. * Set the value of an uniform to an array of number (stored as vec4)
  112684. * @param uniform defines the webGL uniform location where to store the value
  112685. * @param array defines the array of number to store
  112686. */
  112687. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112688. /**
  112689. * Set the value of an uniform to an array of float32 (stored as matrices)
  112690. * @param uniform defines the webGL uniform location where to store the value
  112691. * @param matrices defines the array of float32 to store
  112692. */
  112693. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112694. /**
  112695. * Set the value of an uniform to a matrix (3x3)
  112696. * @param uniform defines the webGL uniform location where to store the value
  112697. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  112698. */
  112699. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112700. /**
  112701. * Set the value of an uniform to a matrix (2x2)
  112702. * @param uniform defines the webGL uniform location where to store the value
  112703. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  112704. */
  112705. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112706. /**
  112707. * Set the value of an uniform to a number (float)
  112708. * @param uniform defines the webGL uniform location where to store the value
  112709. * @param value defines the float number to store
  112710. */
  112711. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112712. /**
  112713. * Set the value of an uniform to a vec2
  112714. * @param uniform defines the webGL uniform location where to store the value
  112715. * @param x defines the 1st component of the value
  112716. * @param y defines the 2nd component of the value
  112717. */
  112718. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112719. /**
  112720. * Set the value of an uniform to a vec3
  112721. * @param uniform defines the webGL uniform location where to store the value
  112722. * @param x defines the 1st component of the value
  112723. * @param y defines the 2nd component of the value
  112724. * @param z defines the 3rd component of the value
  112725. */
  112726. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112727. /**
  112728. * Set the value of an uniform to a boolean
  112729. * @param uniform defines the webGL uniform location where to store the value
  112730. * @param bool defines the boolean to store
  112731. */
  112732. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112733. /**
  112734. * Set the value of an uniform to a vec4
  112735. * @param uniform defines the webGL uniform location where to store the value
  112736. * @param x defines the 1st component of the value
  112737. * @param y defines the 2nd component of the value
  112738. * @param z defines the 3rd component of the value
  112739. * @param w defines the 4th component of the value
  112740. */
  112741. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112742. /**
  112743. * Sets the current alpha mode
  112744. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  112745. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112746. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112747. */
  112748. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112749. /**
  112750. * Bind webGl buffers directly to the webGL context
  112751. * @param vertexBuffers defines the vertex buffer to bind
  112752. * @param indexBuffer defines the index buffer to bind
  112753. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  112754. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  112755. * @param effect defines the effect associated with the vertex buffer
  112756. */
  112757. bindBuffers(vertexBuffers: {
  112758. [key: string]: VertexBuffer;
  112759. }, indexBuffer: DataBuffer, effect: Effect): void;
  112760. /**
  112761. * Force the entire cache to be cleared
  112762. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  112763. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  112764. */
  112765. wipeCaches(bruteForce?: boolean): void;
  112766. /**
  112767. * Send a draw order
  112768. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  112769. * @param indexStart defines the starting index
  112770. * @param indexCount defines the number of index to draw
  112771. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112772. */
  112773. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  112774. /**
  112775. * Draw a list of indexed primitives
  112776. * @param fillMode defines the primitive to use
  112777. * @param indexStart defines the starting index
  112778. * @param indexCount defines the number of index to draw
  112779. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112780. */
  112781. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112782. /**
  112783. * Draw a list of unindexed primitives
  112784. * @param fillMode defines the primitive to use
  112785. * @param verticesStart defines the index of first vertex to draw
  112786. * @param verticesCount defines the count of vertices to draw
  112787. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112788. */
  112789. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112790. /** @hidden */
  112791. _createTexture(): WebGLTexture;
  112792. /** @hidden */
  112793. _releaseTexture(texture: InternalTexture): void;
  112794. /**
  112795. * Usually called from Texture.ts.
  112796. * Passed information to create a WebGLTexture
  112797. * @param urlArg defines a value which contains one of the following:
  112798. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112799. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112800. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112801. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112802. * @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)
  112803. * @param scene needed for loading to the correct scene
  112804. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  112805. * @param onLoad optional callback to be called upon successful completion
  112806. * @param onError optional callback to be called upon failure
  112807. * @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
  112808. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112809. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112810. * @param forcedExtension defines the extension to use to pick the right loader
  112811. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  112812. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112813. */
  112814. 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;
  112815. /**
  112816. * Creates a new render target texture
  112817. * @param size defines the size of the texture
  112818. * @param options defines the options used to create the texture
  112819. * @returns a new render target texture stored in an InternalTexture
  112820. */
  112821. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  112822. /**
  112823. * Update the sampling mode of a given texture
  112824. * @param samplingMode defines the required sampling mode
  112825. * @param texture defines the texture to update
  112826. */
  112827. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112828. /**
  112829. * Binds the frame buffer to the specified texture.
  112830. * @param texture The texture to render to or null for the default canvas
  112831. * @param faceIndex The face of the texture to render to in case of cube texture
  112832. * @param requiredWidth The width of the target to render to
  112833. * @param requiredHeight The height of the target to render to
  112834. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  112835. * @param depthStencilTexture The depth stencil texture to use to render
  112836. * @param lodLevel defines le lod level to bind to the frame buffer
  112837. */
  112838. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112839. /**
  112840. * Unbind the current render target texture from the webGL context
  112841. * @param texture defines the render target texture to unbind
  112842. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112843. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112844. */
  112845. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112846. /**
  112847. * Creates a dynamic vertex buffer
  112848. * @param vertices the data for the dynamic vertex buffer
  112849. * @returns the new WebGL dynamic buffer
  112850. */
  112851. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  112852. /**
  112853. * Update the content of a dynamic texture
  112854. * @param texture defines the texture to update
  112855. * @param canvas defines the canvas containing the source
  112856. * @param invertY defines if data must be stored with Y axis inverted
  112857. * @param premulAlpha defines if alpha is stored as premultiplied
  112858. * @param format defines the format of the data
  112859. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  112860. */
  112861. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  112862. /**
  112863. * Gets a boolean indicating if all created effects are ready
  112864. * @returns true if all effects are ready
  112865. */
  112866. areAllEffectsReady(): boolean;
  112867. /**
  112868. * @hidden
  112869. * Get the current error code of the webGL context
  112870. * @returns the error code
  112871. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  112872. */
  112873. getError(): number;
  112874. /** @hidden */
  112875. _getUnpackAlignement(): number;
  112876. /** @hidden */
  112877. _unpackFlipY(value: boolean): void;
  112878. /**
  112879. * Update a dynamic index buffer
  112880. * @param indexBuffer defines the target index buffer
  112881. * @param indices defines the data to update
  112882. * @param offset defines the offset in the target index buffer where update should start
  112883. */
  112884. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  112885. /**
  112886. * Updates a dynamic vertex buffer.
  112887. * @param vertexBuffer the vertex buffer to update
  112888. * @param vertices the data used to update the vertex buffer
  112889. * @param byteOffset the byte offset of the data (optional)
  112890. * @param byteLength the byte length of the data (optional)
  112891. */
  112892. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  112893. /** @hidden */
  112894. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  112895. /** @hidden */
  112896. _bindTexture(channel: number, texture: InternalTexture): void;
  112897. protected _deleteBuffer(buffer: WebGLBuffer): void;
  112898. /**
  112899. * 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
  112900. */
  112901. releaseEffects(): void;
  112902. displayLoadingUI(): void;
  112903. hideLoadingUI(): void;
  112904. /** @hidden */
  112905. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112906. /** @hidden */
  112907. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112908. /** @hidden */
  112909. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112910. /** @hidden */
  112911. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112912. }
  112913. }
  112914. declare module BABYLON {
  112915. /** @hidden */
  112916. export class _OcclusionDataStorage {
  112917. /** @hidden */
  112918. occlusionInternalRetryCounter: number;
  112919. /** @hidden */
  112920. isOcclusionQueryInProgress: boolean;
  112921. /** @hidden */
  112922. isOccluded: boolean;
  112923. /** @hidden */
  112924. occlusionRetryCount: number;
  112925. /** @hidden */
  112926. occlusionType: number;
  112927. /** @hidden */
  112928. occlusionQueryAlgorithmType: number;
  112929. }
  112930. interface Engine {
  112931. /**
  112932. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  112933. * @return the new query
  112934. */
  112935. createQuery(): WebGLQuery;
  112936. /**
  112937. * Delete and release a webGL query
  112938. * @param query defines the query to delete
  112939. * @return the current engine
  112940. */
  112941. deleteQuery(query: WebGLQuery): Engine;
  112942. /**
  112943. * Check if a given query has resolved and got its value
  112944. * @param query defines the query to check
  112945. * @returns true if the query got its value
  112946. */
  112947. isQueryResultAvailable(query: WebGLQuery): boolean;
  112948. /**
  112949. * Gets the value of a given query
  112950. * @param query defines the query to check
  112951. * @returns the value of the query
  112952. */
  112953. getQueryResult(query: WebGLQuery): number;
  112954. /**
  112955. * Initiates an occlusion query
  112956. * @param algorithmType defines the algorithm to use
  112957. * @param query defines the query to use
  112958. * @returns the current engine
  112959. * @see http://doc.babylonjs.com/features/occlusionquery
  112960. */
  112961. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  112962. /**
  112963. * Ends an occlusion query
  112964. * @see http://doc.babylonjs.com/features/occlusionquery
  112965. * @param algorithmType defines the algorithm to use
  112966. * @returns the current engine
  112967. */
  112968. endOcclusionQuery(algorithmType: number): Engine;
  112969. /**
  112970. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  112971. * Please note that only one query can be issued at a time
  112972. * @returns a time token used to track the time span
  112973. */
  112974. startTimeQuery(): Nullable<_TimeToken>;
  112975. /**
  112976. * Ends a time query
  112977. * @param token defines the token used to measure the time span
  112978. * @returns the time spent (in ns)
  112979. */
  112980. endTimeQuery(token: _TimeToken): int;
  112981. /** @hidden */
  112982. _currentNonTimestampToken: Nullable<_TimeToken>;
  112983. /** @hidden */
  112984. _createTimeQuery(): WebGLQuery;
  112985. /** @hidden */
  112986. _deleteTimeQuery(query: WebGLQuery): void;
  112987. /** @hidden */
  112988. _getGlAlgorithmType(algorithmType: number): number;
  112989. /** @hidden */
  112990. _getTimeQueryResult(query: WebGLQuery): any;
  112991. /** @hidden */
  112992. _getTimeQueryAvailability(query: WebGLQuery): any;
  112993. }
  112994. interface AbstractMesh {
  112995. /**
  112996. * Backing filed
  112997. * @hidden
  112998. */
  112999. __occlusionDataStorage: _OcclusionDataStorage;
  113000. /**
  113001. * Access property
  113002. * @hidden
  113003. */
  113004. _occlusionDataStorage: _OcclusionDataStorage;
  113005. /**
  113006. * 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.
  113007. * The default value is -1 which means don't break the query and wait till the result
  113008. * @see http://doc.babylonjs.com/features/occlusionquery
  113009. */
  113010. occlusionRetryCount: number;
  113011. /**
  113012. * 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:
  113013. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  113014. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  113015. * * 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.
  113016. * @see http://doc.babylonjs.com/features/occlusionquery
  113017. */
  113018. occlusionType: number;
  113019. /**
  113020. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  113021. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  113022. * * 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.
  113023. * @see http://doc.babylonjs.com/features/occlusionquery
  113024. */
  113025. occlusionQueryAlgorithmType: number;
  113026. /**
  113027. * 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
  113028. * @see http://doc.babylonjs.com/features/occlusionquery
  113029. */
  113030. isOccluded: boolean;
  113031. /**
  113032. * Flag to check the progress status of the query
  113033. * @see http://doc.babylonjs.com/features/occlusionquery
  113034. */
  113035. isOcclusionQueryInProgress: boolean;
  113036. }
  113037. }
  113038. declare module BABYLON {
  113039. /** @hidden */
  113040. export var _forceTransformFeedbackToBundle: boolean;
  113041. interface Engine {
  113042. /**
  113043. * Creates a webGL transform feedback object
  113044. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  113045. * @returns the webGL transform feedback object
  113046. */
  113047. createTransformFeedback(): WebGLTransformFeedback;
  113048. /**
  113049. * Delete a webGL transform feedback object
  113050. * @param value defines the webGL transform feedback object to delete
  113051. */
  113052. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  113053. /**
  113054. * Bind a webGL transform feedback object to the webgl context
  113055. * @param value defines the webGL transform feedback object to bind
  113056. */
  113057. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  113058. /**
  113059. * Begins a transform feedback operation
  113060. * @param usePoints defines if points or triangles must be used
  113061. */
  113062. beginTransformFeedback(usePoints: boolean): void;
  113063. /**
  113064. * Ends a transform feedback operation
  113065. */
  113066. endTransformFeedback(): void;
  113067. /**
  113068. * Specify the varyings to use with transform feedback
  113069. * @param program defines the associated webGL program
  113070. * @param value defines the list of strings representing the varying names
  113071. */
  113072. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  113073. /**
  113074. * Bind a webGL buffer for a transform feedback operation
  113075. * @param value defines the webGL buffer to bind
  113076. */
  113077. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  113078. }
  113079. }
  113080. declare module BABYLON {
  113081. /**
  113082. * Creation options of the multi render target texture.
  113083. */
  113084. export interface IMultiRenderTargetOptions {
  113085. /**
  113086. * Define if the texture needs to create mip maps after render.
  113087. */
  113088. generateMipMaps?: boolean;
  113089. /**
  113090. * Define the types of all the draw buffers we want to create
  113091. */
  113092. types?: number[];
  113093. /**
  113094. * Define the sampling modes of all the draw buffers we want to create
  113095. */
  113096. samplingModes?: number[];
  113097. /**
  113098. * Define if a depth buffer is required
  113099. */
  113100. generateDepthBuffer?: boolean;
  113101. /**
  113102. * Define if a stencil buffer is required
  113103. */
  113104. generateStencilBuffer?: boolean;
  113105. /**
  113106. * Define if a depth texture is required instead of a depth buffer
  113107. */
  113108. generateDepthTexture?: boolean;
  113109. /**
  113110. * Define the number of desired draw buffers
  113111. */
  113112. textureCount?: number;
  113113. /**
  113114. * Define if aspect ratio should be adapted to the texture or stay the scene one
  113115. */
  113116. doNotChangeAspectRatio?: boolean;
  113117. /**
  113118. * Define the default type of the buffers we are creating
  113119. */
  113120. defaultType?: number;
  113121. }
  113122. /**
  113123. * A multi render target, like a render target provides the ability to render to a texture.
  113124. * Unlike the render target, it can render to several draw buffers in one draw.
  113125. * This is specially interesting in deferred rendering or for any effects requiring more than
  113126. * just one color from a single pass.
  113127. */
  113128. export class MultiRenderTarget extends RenderTargetTexture {
  113129. private _internalTextures;
  113130. private _textures;
  113131. private _multiRenderTargetOptions;
  113132. /**
  113133. * Get if draw buffers are currently supported by the used hardware and browser.
  113134. */
  113135. readonly isSupported: boolean;
  113136. /**
  113137. * Get the list of textures generated by the multi render target.
  113138. */
  113139. readonly textures: Texture[];
  113140. /**
  113141. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  113142. */
  113143. readonly depthTexture: Texture;
  113144. /**
  113145. * Set the wrapping mode on U of all the textures we are rendering to.
  113146. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113147. */
  113148. wrapU: number;
  113149. /**
  113150. * Set the wrapping mode on V of all the textures we are rendering to.
  113151. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113152. */
  113153. wrapV: number;
  113154. /**
  113155. * Instantiate a new multi render target texture.
  113156. * A multi render target, like a render target provides the ability to render to a texture.
  113157. * Unlike the render target, it can render to several draw buffers in one draw.
  113158. * This is specially interesting in deferred rendering or for any effects requiring more than
  113159. * just one color from a single pass.
  113160. * @param name Define the name of the texture
  113161. * @param size Define the size of the buffers to render to
  113162. * @param count Define the number of target we are rendering into
  113163. * @param scene Define the scene the texture belongs to
  113164. * @param options Define the options used to create the multi render target
  113165. */
  113166. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  113167. /** @hidden */
  113168. _rebuild(): void;
  113169. private _createInternalTextures;
  113170. private _createTextures;
  113171. /**
  113172. * Define the number of samples used if MSAA is enabled.
  113173. */
  113174. samples: number;
  113175. /**
  113176. * Resize all the textures in the multi render target.
  113177. * Be carrefull as it will recreate all the data in the new texture.
  113178. * @param size Define the new size
  113179. */
  113180. resize(size: any): void;
  113181. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  113182. /**
  113183. * Dispose the render targets and their associated resources
  113184. */
  113185. dispose(): void;
  113186. /**
  113187. * Release all the underlying texture used as draw buffers.
  113188. */
  113189. releaseInternalTextures(): void;
  113190. }
  113191. }
  113192. declare module BABYLON {
  113193. interface ThinEngine {
  113194. /**
  113195. * Unbind a list of render target textures from the webGL context
  113196. * This is used only when drawBuffer extension or webGL2 are active
  113197. * @param textures defines the render target textures to unbind
  113198. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113199. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113200. */
  113201. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  113202. /**
  113203. * Create a multi render target texture
  113204. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  113205. * @param size defines the size of the texture
  113206. * @param options defines the creation options
  113207. * @returns the cube texture as an InternalTexture
  113208. */
  113209. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  113210. /**
  113211. * Update the sample count for a given multiple render target texture
  113212. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  113213. * @param textures defines the textures to update
  113214. * @param samples defines the sample count to set
  113215. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  113216. */
  113217. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  113218. }
  113219. }
  113220. declare module BABYLON {
  113221. /**
  113222. * Class used to define an additional view for the engine
  113223. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113224. */
  113225. export class EngineView {
  113226. /** Defines the canvas where to render the view */
  113227. target: HTMLCanvasElement;
  113228. /** Defines an optional camera used to render the view (will use active camera else) */
  113229. camera?: Camera;
  113230. }
  113231. interface Engine {
  113232. /**
  113233. * Gets or sets the HTML element to use for attaching events
  113234. */
  113235. inputElement: Nullable<HTMLElement>;
  113236. /**
  113237. * Gets the current engine view
  113238. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113239. */
  113240. activeView: Nullable<EngineView>;
  113241. /** Gets or sets the list of views */
  113242. views: EngineView[];
  113243. /**
  113244. * Register a new child canvas
  113245. * @param canvas defines the canvas to register
  113246. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  113247. * @returns the associated view
  113248. */
  113249. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  113250. /**
  113251. * Remove a registered child canvas
  113252. * @param canvas defines the canvas to remove
  113253. * @returns the current engine
  113254. */
  113255. unRegisterView(canvas: HTMLCanvasElement): Engine;
  113256. }
  113257. }
  113258. declare module BABYLON {
  113259. /**
  113260. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  113261. */
  113262. export interface CubeMapInfo {
  113263. /**
  113264. * The pixel array for the front face.
  113265. * This is stored in format, left to right, up to down format.
  113266. */
  113267. front: Nullable<ArrayBufferView>;
  113268. /**
  113269. * The pixel array for the back face.
  113270. * This is stored in format, left to right, up to down format.
  113271. */
  113272. back: Nullable<ArrayBufferView>;
  113273. /**
  113274. * The pixel array for the left face.
  113275. * This is stored in format, left to right, up to down format.
  113276. */
  113277. left: Nullable<ArrayBufferView>;
  113278. /**
  113279. * The pixel array for the right face.
  113280. * This is stored in format, left to right, up to down format.
  113281. */
  113282. right: Nullable<ArrayBufferView>;
  113283. /**
  113284. * The pixel array for the up face.
  113285. * This is stored in format, left to right, up to down format.
  113286. */
  113287. up: Nullable<ArrayBufferView>;
  113288. /**
  113289. * The pixel array for the down face.
  113290. * This is stored in format, left to right, up to down format.
  113291. */
  113292. down: Nullable<ArrayBufferView>;
  113293. /**
  113294. * The size of the cubemap stored.
  113295. *
  113296. * Each faces will be size * size pixels.
  113297. */
  113298. size: number;
  113299. /**
  113300. * The format of the texture.
  113301. *
  113302. * RGBA, RGB.
  113303. */
  113304. format: number;
  113305. /**
  113306. * The type of the texture data.
  113307. *
  113308. * UNSIGNED_INT, FLOAT.
  113309. */
  113310. type: number;
  113311. /**
  113312. * Specifies whether the texture is in gamma space.
  113313. */
  113314. gammaSpace: boolean;
  113315. }
  113316. /**
  113317. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  113318. */
  113319. export class PanoramaToCubeMapTools {
  113320. private static FACE_FRONT;
  113321. private static FACE_BACK;
  113322. private static FACE_RIGHT;
  113323. private static FACE_LEFT;
  113324. private static FACE_DOWN;
  113325. private static FACE_UP;
  113326. /**
  113327. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  113328. *
  113329. * @param float32Array The source data.
  113330. * @param inputWidth The width of the input panorama.
  113331. * @param inputHeight The height of the input panorama.
  113332. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  113333. * @return The cubemap data
  113334. */
  113335. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  113336. private static CreateCubemapTexture;
  113337. private static CalcProjectionSpherical;
  113338. }
  113339. }
  113340. declare module BABYLON {
  113341. /**
  113342. * Helper class dealing with the extraction of spherical polynomial dataArray
  113343. * from a cube map.
  113344. */
  113345. export class CubeMapToSphericalPolynomialTools {
  113346. private static FileFaces;
  113347. /**
  113348. * Converts a texture to the according Spherical Polynomial data.
  113349. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113350. *
  113351. * @param texture The texture to extract the information from.
  113352. * @return The Spherical Polynomial data.
  113353. */
  113354. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  113355. /**
  113356. * Converts a cubemap to the according Spherical Polynomial data.
  113357. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113358. *
  113359. * @param cubeInfo The Cube map to extract the information from.
  113360. * @return The Spherical Polynomial data.
  113361. */
  113362. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  113363. }
  113364. }
  113365. declare module BABYLON {
  113366. interface BaseTexture {
  113367. /**
  113368. * Get the polynomial representation of the texture data.
  113369. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  113370. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  113371. */
  113372. sphericalPolynomial: Nullable<SphericalPolynomial>;
  113373. }
  113374. }
  113375. declare module BABYLON {
  113376. /** @hidden */
  113377. export var rgbdEncodePixelShader: {
  113378. name: string;
  113379. shader: string;
  113380. };
  113381. }
  113382. declare module BABYLON {
  113383. /** @hidden */
  113384. export var rgbdDecodePixelShader: {
  113385. name: string;
  113386. shader: string;
  113387. };
  113388. }
  113389. declare module BABYLON {
  113390. /**
  113391. * Raw texture data and descriptor sufficient for WebGL texture upload
  113392. */
  113393. export interface EnvironmentTextureInfo {
  113394. /**
  113395. * Version of the environment map
  113396. */
  113397. version: number;
  113398. /**
  113399. * Width of image
  113400. */
  113401. width: number;
  113402. /**
  113403. * Irradiance information stored in the file.
  113404. */
  113405. irradiance: any;
  113406. /**
  113407. * Specular information stored in the file.
  113408. */
  113409. specular: any;
  113410. }
  113411. /**
  113412. * Defines One Image in the file. It requires only the position in the file
  113413. * as well as the length.
  113414. */
  113415. interface BufferImageData {
  113416. /**
  113417. * Length of the image data.
  113418. */
  113419. length: number;
  113420. /**
  113421. * Position of the data from the null terminator delimiting the end of the JSON.
  113422. */
  113423. position: number;
  113424. }
  113425. /**
  113426. * Defines the specular data enclosed in the file.
  113427. * This corresponds to the version 1 of the data.
  113428. */
  113429. export interface EnvironmentTextureSpecularInfoV1 {
  113430. /**
  113431. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  113432. */
  113433. specularDataPosition?: number;
  113434. /**
  113435. * This contains all the images data needed to reconstruct the cubemap.
  113436. */
  113437. mipmaps: Array<BufferImageData>;
  113438. /**
  113439. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  113440. */
  113441. lodGenerationScale: number;
  113442. }
  113443. /**
  113444. * Sets of helpers addressing the serialization and deserialization of environment texture
  113445. * stored in a BabylonJS env file.
  113446. * Those files are usually stored as .env files.
  113447. */
  113448. export class EnvironmentTextureTools {
  113449. /**
  113450. * Magic number identifying the env file.
  113451. */
  113452. private static _MagicBytes;
  113453. /**
  113454. * Gets the environment info from an env file.
  113455. * @param data The array buffer containing the .env bytes.
  113456. * @returns the environment file info (the json header) if successfully parsed.
  113457. */
  113458. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  113459. /**
  113460. * Creates an environment texture from a loaded cube texture.
  113461. * @param texture defines the cube texture to convert in env file
  113462. * @return a promise containing the environment data if succesfull.
  113463. */
  113464. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  113465. /**
  113466. * Creates a JSON representation of the spherical data.
  113467. * @param texture defines the texture containing the polynomials
  113468. * @return the JSON representation of the spherical info
  113469. */
  113470. private static _CreateEnvTextureIrradiance;
  113471. /**
  113472. * Creates the ArrayBufferViews used for initializing environment texture image data.
  113473. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  113474. * @param info parameters that determine what views will be created for accessing the underlying buffer
  113475. * @return the views described by info providing access to the underlying buffer
  113476. */
  113477. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  113478. /**
  113479. * Uploads the texture info contained in the env file to the GPU.
  113480. * @param texture defines the internal texture to upload to
  113481. * @param arrayBuffer defines the buffer cotaining the data to load
  113482. * @param info defines the texture info retrieved through the GetEnvInfo method
  113483. * @returns a promise
  113484. */
  113485. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  113486. private static _OnImageReadyAsync;
  113487. /**
  113488. * Uploads the levels of image data to the GPU.
  113489. * @param texture defines the internal texture to upload to
  113490. * @param imageData defines the array buffer views of image data [mipmap][face]
  113491. * @returns a promise
  113492. */
  113493. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  113494. /**
  113495. * Uploads spherical polynomials information to the texture.
  113496. * @param texture defines the texture we are trying to upload the information to
  113497. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  113498. */
  113499. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  113500. /** @hidden */
  113501. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  113502. }
  113503. }
  113504. declare module BABYLON {
  113505. /**
  113506. * Contains position and normal vectors for a vertex
  113507. */
  113508. export class PositionNormalVertex {
  113509. /** the position of the vertex (defaut: 0,0,0) */
  113510. position: Vector3;
  113511. /** the normal of the vertex (defaut: 0,1,0) */
  113512. normal: Vector3;
  113513. /**
  113514. * Creates a PositionNormalVertex
  113515. * @param position the position of the vertex (defaut: 0,0,0)
  113516. * @param normal the normal of the vertex (defaut: 0,1,0)
  113517. */
  113518. constructor(
  113519. /** the position of the vertex (defaut: 0,0,0) */
  113520. position?: Vector3,
  113521. /** the normal of the vertex (defaut: 0,1,0) */
  113522. normal?: Vector3);
  113523. /**
  113524. * Clones the PositionNormalVertex
  113525. * @returns the cloned PositionNormalVertex
  113526. */
  113527. clone(): PositionNormalVertex;
  113528. }
  113529. /**
  113530. * Contains position, normal and uv vectors for a vertex
  113531. */
  113532. export class PositionNormalTextureVertex {
  113533. /** the position of the vertex (defaut: 0,0,0) */
  113534. position: Vector3;
  113535. /** the normal of the vertex (defaut: 0,1,0) */
  113536. normal: Vector3;
  113537. /** the uv of the vertex (default: 0,0) */
  113538. uv: Vector2;
  113539. /**
  113540. * Creates a PositionNormalTextureVertex
  113541. * @param position the position of the vertex (defaut: 0,0,0)
  113542. * @param normal the normal of the vertex (defaut: 0,1,0)
  113543. * @param uv the uv of the vertex (default: 0,0)
  113544. */
  113545. constructor(
  113546. /** the position of the vertex (defaut: 0,0,0) */
  113547. position?: Vector3,
  113548. /** the normal of the vertex (defaut: 0,1,0) */
  113549. normal?: Vector3,
  113550. /** the uv of the vertex (default: 0,0) */
  113551. uv?: Vector2);
  113552. /**
  113553. * Clones the PositionNormalTextureVertex
  113554. * @returns the cloned PositionNormalTextureVertex
  113555. */
  113556. clone(): PositionNormalTextureVertex;
  113557. }
  113558. }
  113559. declare module BABYLON {
  113560. /** @hidden */
  113561. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  113562. private _genericAttributeLocation;
  113563. private _varyingLocationCount;
  113564. private _varyingLocationMap;
  113565. private _replacements;
  113566. private _textureCount;
  113567. private _uniforms;
  113568. lineProcessor(line: string): string;
  113569. attributeProcessor(attribute: string): string;
  113570. varyingProcessor(varying: string, isFragment: boolean): string;
  113571. uniformProcessor(uniform: string): string;
  113572. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  113573. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  113574. }
  113575. }
  113576. declare module BABYLON {
  113577. /**
  113578. * Container for accessors for natively-stored mesh data buffers.
  113579. */
  113580. class NativeDataBuffer extends DataBuffer {
  113581. /**
  113582. * Accessor value used to identify/retrieve a natively-stored index buffer.
  113583. */
  113584. nativeIndexBuffer?: any;
  113585. /**
  113586. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  113587. */
  113588. nativeVertexBuffer?: any;
  113589. }
  113590. /** @hidden */
  113591. class NativeTexture extends InternalTexture {
  113592. getInternalTexture(): InternalTexture;
  113593. getViewCount(): number;
  113594. }
  113595. /** @hidden */
  113596. export class NativeEngine extends Engine {
  113597. private readonly _native;
  113598. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  113599. private readonly INVALID_HANDLE;
  113600. getHardwareScalingLevel(): number;
  113601. constructor();
  113602. /**
  113603. * Can be used to override the current requestAnimationFrame requester.
  113604. * @hidden
  113605. */
  113606. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  113607. /**
  113608. * Override default engine behavior.
  113609. * @param color
  113610. * @param backBuffer
  113611. * @param depth
  113612. * @param stencil
  113613. */
  113614. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  113615. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  113616. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  113617. createVertexBuffer(data: DataArray): NativeDataBuffer;
  113618. recordVertexArrayObject(vertexBuffers: {
  113619. [key: string]: VertexBuffer;
  113620. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  113621. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113622. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113623. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  113624. /**
  113625. * Draw a list of indexed primitives
  113626. * @param fillMode defines the primitive to use
  113627. * @param indexStart defines the starting index
  113628. * @param indexCount defines the number of index to draw
  113629. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113630. */
  113631. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113632. /**
  113633. * Draw a list of unindexed primitives
  113634. * @param fillMode defines the primitive to use
  113635. * @param verticesStart defines the index of first vertex to draw
  113636. * @param verticesCount defines the count of vertices to draw
  113637. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113638. */
  113639. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113640. createPipelineContext(): IPipelineContext;
  113641. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  113642. /** @hidden */
  113643. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  113644. /** @hidden */
  113645. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  113646. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113647. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113648. protected _setProgram(program: WebGLProgram): void;
  113649. _releaseEffect(effect: Effect): void;
  113650. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  113651. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  113652. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  113653. bindSamplers(effect: Effect): void;
  113654. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  113655. getRenderWidth(useScreen?: boolean): number;
  113656. getRenderHeight(useScreen?: boolean): number;
  113657. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  113658. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  113659. /**
  113660. * Set the z offset to apply to current rendering
  113661. * @param value defines the offset to apply
  113662. */
  113663. setZOffset(value: number): void;
  113664. /**
  113665. * Gets the current value of the zOffset
  113666. * @returns the current zOffset state
  113667. */
  113668. getZOffset(): number;
  113669. /**
  113670. * Enable or disable depth buffering
  113671. * @param enable defines the state to set
  113672. */
  113673. setDepthBuffer(enable: boolean): void;
  113674. /**
  113675. * Gets a boolean indicating if depth writing is enabled
  113676. * @returns the current depth writing state
  113677. */
  113678. getDepthWrite(): boolean;
  113679. /**
  113680. * Enable or disable depth writing
  113681. * @param enable defines the state to set
  113682. */
  113683. setDepthWrite(enable: boolean): void;
  113684. /**
  113685. * Enable or disable color writing
  113686. * @param enable defines the state to set
  113687. */
  113688. setColorWrite(enable: boolean): void;
  113689. /**
  113690. * Gets a boolean indicating if color writing is enabled
  113691. * @returns the current color writing state
  113692. */
  113693. getColorWrite(): boolean;
  113694. /**
  113695. * Sets alpha constants used by some alpha blending modes
  113696. * @param r defines the red component
  113697. * @param g defines the green component
  113698. * @param b defines the blue component
  113699. * @param a defines the alpha component
  113700. */
  113701. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  113702. /**
  113703. * Sets the current alpha mode
  113704. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  113705. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113706. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113707. */
  113708. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113709. /**
  113710. * Gets the current alpha mode
  113711. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113712. * @returns the current alpha mode
  113713. */
  113714. getAlphaMode(): number;
  113715. setInt(uniform: WebGLUniformLocation, int: number): void;
  113716. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  113717. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  113718. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  113719. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  113720. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  113721. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  113722. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  113723. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  113724. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  113725. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  113726. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  113727. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  113728. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  113729. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113730. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113731. setFloat(uniform: WebGLUniformLocation, value: number): void;
  113732. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  113733. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  113734. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113735. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  113736. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  113737. wipeCaches(bruteForce?: boolean): void;
  113738. _createTexture(): WebGLTexture;
  113739. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  113740. /**
  113741. * Usually called from BABYLON.Texture.ts.
  113742. * Passed information to create a WebGLTexture
  113743. * @param urlArg defines a value which contains one of the following:
  113744. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  113745. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  113746. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  113747. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  113748. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  113749. * @param scene needed for loading to the correct scene
  113750. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113751. * @param onLoad optional callback to be called upon successful completion
  113752. * @param onError optional callback to be called upon failure
  113753. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  113754. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  113755. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  113756. * @param forcedExtension defines the extension to use to pick the right loader
  113757. * @returns a InternalTexture for assignment back into BABYLON.Texture
  113758. */
  113759. 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;
  113760. /**
  113761. * Creates a cube texture
  113762. * @param rootUrl defines the url where the files to load is located
  113763. * @param scene defines the current scene
  113764. * @param files defines the list of files to load (1 per face)
  113765. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  113766. * @param onLoad defines an optional callback raised when the texture is loaded
  113767. * @param onError defines an optional callback raised if there is an issue to load the texture
  113768. * @param format defines the format of the data
  113769. * @param forcedExtension defines the extension to use to pick the right loader
  113770. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  113771. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  113772. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  113773. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  113774. * @returns the cube texture as an InternalTexture
  113775. */
  113776. 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;
  113777. private _getSamplingFilter;
  113778. private static _GetNativeTextureFormat;
  113779. createRenderTargetTexture(size: number | {
  113780. width: number;
  113781. height: number;
  113782. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  113783. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  113784. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  113785. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  113786. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  113787. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  113788. /**
  113789. * Updates a dynamic vertex buffer.
  113790. * @param vertexBuffer the vertex buffer to update
  113791. * @param data the data used to update the vertex buffer
  113792. * @param byteOffset the byte offset of the data (optional)
  113793. * @param byteLength the byte length of the data (optional)
  113794. */
  113795. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  113796. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  113797. private _updateAnisotropicLevel;
  113798. private _getAddressMode;
  113799. /** @hidden */
  113800. _bindTexture(channel: number, texture: InternalTexture): void;
  113801. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  113802. releaseEffects(): void;
  113803. /** @hidden */
  113804. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113805. /** @hidden */
  113806. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113807. /** @hidden */
  113808. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113809. /** @hidden */
  113810. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  113811. }
  113812. }
  113813. declare module BABYLON {
  113814. /**
  113815. * Gather the list of clipboard event types as constants.
  113816. */
  113817. export class ClipboardEventTypes {
  113818. /**
  113819. * The clipboard event is fired when a copy command is active (pressed).
  113820. */
  113821. static readonly COPY: number;
  113822. /**
  113823. * The clipboard event is fired when a cut command is active (pressed).
  113824. */
  113825. static readonly CUT: number;
  113826. /**
  113827. * The clipboard event is fired when a paste command is active (pressed).
  113828. */
  113829. static readonly PASTE: number;
  113830. }
  113831. /**
  113832. * This class is used to store clipboard related info for the onClipboardObservable event.
  113833. */
  113834. export class ClipboardInfo {
  113835. /**
  113836. * Defines the type of event (BABYLON.ClipboardEventTypes)
  113837. */
  113838. type: number;
  113839. /**
  113840. * Defines the related dom event
  113841. */
  113842. event: ClipboardEvent;
  113843. /**
  113844. *Creates an instance of ClipboardInfo.
  113845. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  113846. * @param event Defines the related dom event
  113847. */
  113848. constructor(
  113849. /**
  113850. * Defines the type of event (BABYLON.ClipboardEventTypes)
  113851. */
  113852. type: number,
  113853. /**
  113854. * Defines the related dom event
  113855. */
  113856. event: ClipboardEvent);
  113857. /**
  113858. * Get the clipboard event's type from the keycode.
  113859. * @param keyCode Defines the keyCode for the current keyboard event.
  113860. * @return {number}
  113861. */
  113862. static GetTypeFromCharacter(keyCode: number): number;
  113863. }
  113864. }
  113865. declare module BABYLON {
  113866. /**
  113867. * Google Daydream controller
  113868. */
  113869. export class DaydreamController extends WebVRController {
  113870. /**
  113871. * Base Url for the controller model.
  113872. */
  113873. static MODEL_BASE_URL: string;
  113874. /**
  113875. * File name for the controller model.
  113876. */
  113877. static MODEL_FILENAME: string;
  113878. /**
  113879. * Gamepad Id prefix used to identify Daydream Controller.
  113880. */
  113881. static readonly GAMEPAD_ID_PREFIX: string;
  113882. /**
  113883. * Creates a new DaydreamController from a gamepad
  113884. * @param vrGamepad the gamepad that the controller should be created from
  113885. */
  113886. constructor(vrGamepad: any);
  113887. /**
  113888. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  113889. * @param scene scene in which to add meshes
  113890. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  113891. */
  113892. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  113893. /**
  113894. * Called once for each button that changed state since the last frame
  113895. * @param buttonIdx Which button index changed
  113896. * @param state New state of the button
  113897. * @param changes Which properties on the state changed since last frame
  113898. */
  113899. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  113900. }
  113901. }
  113902. declare module BABYLON {
  113903. /**
  113904. * Gear VR Controller
  113905. */
  113906. export class GearVRController extends WebVRController {
  113907. /**
  113908. * Base Url for the controller model.
  113909. */
  113910. static MODEL_BASE_URL: string;
  113911. /**
  113912. * File name for the controller model.
  113913. */
  113914. static MODEL_FILENAME: string;
  113915. /**
  113916. * Gamepad Id prefix used to identify this controller.
  113917. */
  113918. static readonly GAMEPAD_ID_PREFIX: string;
  113919. private readonly _buttonIndexToObservableNameMap;
  113920. /**
  113921. * Creates a new GearVRController from a gamepad
  113922. * @param vrGamepad the gamepad that the controller should be created from
  113923. */
  113924. constructor(vrGamepad: any);
  113925. /**
  113926. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  113927. * @param scene scene in which to add meshes
  113928. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  113929. */
  113930. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  113931. /**
  113932. * Called once for each button that changed state since the last frame
  113933. * @param buttonIdx Which button index changed
  113934. * @param state New state of the button
  113935. * @param changes Which properties on the state changed since last frame
  113936. */
  113937. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  113938. }
  113939. }
  113940. declare module BABYLON {
  113941. /**
  113942. * Class containing static functions to help procedurally build meshes
  113943. */
  113944. export class PolyhedronBuilder {
  113945. /**
  113946. * Creates a polyhedron mesh
  113947. * * 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
  113948. * * The parameter `size` (positive float, default 1) sets the polygon size
  113949. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  113950. * * 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`
  113951. * * 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
  113952. * * 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)`)
  113953. * * 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
  113954. * * 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
  113955. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113956. * * 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
  113957. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113958. * @param name defines the name of the mesh
  113959. * @param options defines the options used to create the mesh
  113960. * @param scene defines the hosting scene
  113961. * @returns the polyhedron mesh
  113962. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  113963. */
  113964. static CreatePolyhedron(name: string, options: {
  113965. type?: number;
  113966. size?: number;
  113967. sizeX?: number;
  113968. sizeY?: number;
  113969. sizeZ?: number;
  113970. custom?: any;
  113971. faceUV?: Vector4[];
  113972. faceColors?: Color4[];
  113973. flat?: boolean;
  113974. updatable?: boolean;
  113975. sideOrientation?: number;
  113976. frontUVs?: Vector4;
  113977. backUVs?: Vector4;
  113978. }, scene?: Nullable<Scene>): Mesh;
  113979. }
  113980. }
  113981. declare module BABYLON {
  113982. /**
  113983. * Gizmo that enables scaling a mesh along 3 axis
  113984. */
  113985. export class ScaleGizmo extends Gizmo {
  113986. /**
  113987. * Internal gizmo used for interactions on the x axis
  113988. */
  113989. xGizmo: AxisScaleGizmo;
  113990. /**
  113991. * Internal gizmo used for interactions on the y axis
  113992. */
  113993. yGizmo: AxisScaleGizmo;
  113994. /**
  113995. * Internal gizmo used for interactions on the z axis
  113996. */
  113997. zGizmo: AxisScaleGizmo;
  113998. /**
  113999. * Internal gizmo used to scale all axis equally
  114000. */
  114001. uniformScaleGizmo: AxisScaleGizmo;
  114002. private _meshAttached;
  114003. private _updateGizmoRotationToMatchAttachedMesh;
  114004. private _snapDistance;
  114005. private _scaleRatio;
  114006. private _uniformScalingMesh;
  114007. private _octahedron;
  114008. /** Fires an event when any of it's sub gizmos are dragged */
  114009. onDragStartObservable: Observable<unknown>;
  114010. /** Fires an event when any of it's sub gizmos are released from dragging */
  114011. onDragEndObservable: Observable<unknown>;
  114012. attachedMesh: Nullable<AbstractMesh>;
  114013. /**
  114014. * Creates a ScaleGizmo
  114015. * @param gizmoLayer The utility layer the gizmo will be added to
  114016. */
  114017. constructor(gizmoLayer?: UtilityLayerRenderer);
  114018. updateGizmoRotationToMatchAttachedMesh: boolean;
  114019. /**
  114020. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114021. */
  114022. snapDistance: number;
  114023. /**
  114024. * Ratio for the scale of the gizmo (Default: 1)
  114025. */
  114026. scaleRatio: number;
  114027. /**
  114028. * Disposes of the gizmo
  114029. */
  114030. dispose(): void;
  114031. }
  114032. }
  114033. declare module BABYLON {
  114034. /**
  114035. * Single axis scale gizmo
  114036. */
  114037. export class AxisScaleGizmo extends Gizmo {
  114038. /**
  114039. * Drag behavior responsible for the gizmos dragging interactions
  114040. */
  114041. dragBehavior: PointerDragBehavior;
  114042. private _pointerObserver;
  114043. /**
  114044. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114045. */
  114046. snapDistance: number;
  114047. /**
  114048. * Event that fires each time the gizmo snaps to a new location.
  114049. * * snapDistance is the the change in distance
  114050. */
  114051. onSnapObservable: Observable<{
  114052. snapDistance: number;
  114053. }>;
  114054. /**
  114055. * If the scaling operation should be done on all axis (default: false)
  114056. */
  114057. uniformScaling: boolean;
  114058. private _isEnabled;
  114059. private _parent;
  114060. private _arrow;
  114061. private _coloredMaterial;
  114062. private _hoverMaterial;
  114063. /**
  114064. * Creates an AxisScaleGizmo
  114065. * @param gizmoLayer The utility layer the gizmo will be added to
  114066. * @param dragAxis The axis which the gizmo will be able to scale on
  114067. * @param color The color of the gizmo
  114068. */
  114069. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  114070. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114071. /**
  114072. * If the gizmo is enabled
  114073. */
  114074. isEnabled: boolean;
  114075. /**
  114076. * Disposes of the gizmo
  114077. */
  114078. dispose(): void;
  114079. /**
  114080. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  114081. * @param mesh The mesh to replace the default mesh of the gizmo
  114082. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  114083. */
  114084. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  114085. }
  114086. }
  114087. declare module BABYLON {
  114088. /**
  114089. * Bounding box gizmo
  114090. */
  114091. export class BoundingBoxGizmo extends Gizmo {
  114092. private _lineBoundingBox;
  114093. private _rotateSpheresParent;
  114094. private _scaleBoxesParent;
  114095. private _boundingDimensions;
  114096. private _renderObserver;
  114097. private _pointerObserver;
  114098. private _scaleDragSpeed;
  114099. private _tmpQuaternion;
  114100. private _tmpVector;
  114101. private _tmpRotationMatrix;
  114102. /**
  114103. * 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)
  114104. */
  114105. ignoreChildren: boolean;
  114106. /**
  114107. * 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)
  114108. */
  114109. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  114110. /**
  114111. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  114112. */
  114113. rotationSphereSize: number;
  114114. /**
  114115. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  114116. */
  114117. scaleBoxSize: number;
  114118. /**
  114119. * 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)
  114120. */
  114121. fixedDragMeshScreenSize: boolean;
  114122. /**
  114123. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  114124. */
  114125. fixedDragMeshScreenSizeDistanceFactor: number;
  114126. /**
  114127. * Fired when a rotation sphere or scale box is dragged
  114128. */
  114129. onDragStartObservable: Observable<{}>;
  114130. /**
  114131. * Fired when a scale box is dragged
  114132. */
  114133. onScaleBoxDragObservable: Observable<{}>;
  114134. /**
  114135. * Fired when a scale box drag is ended
  114136. */
  114137. onScaleBoxDragEndObservable: Observable<{}>;
  114138. /**
  114139. * Fired when a rotation sphere is dragged
  114140. */
  114141. onRotationSphereDragObservable: Observable<{}>;
  114142. /**
  114143. * Fired when a rotation sphere drag is ended
  114144. */
  114145. onRotationSphereDragEndObservable: Observable<{}>;
  114146. /**
  114147. * 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)
  114148. */
  114149. scalePivot: Nullable<Vector3>;
  114150. /**
  114151. * Mesh used as a pivot to rotate the attached mesh
  114152. */
  114153. private _anchorMesh;
  114154. private _existingMeshScale;
  114155. private _dragMesh;
  114156. private pointerDragBehavior;
  114157. private coloredMaterial;
  114158. private hoverColoredMaterial;
  114159. /**
  114160. * Sets the color of the bounding box gizmo
  114161. * @param color the color to set
  114162. */
  114163. setColor(color: Color3): void;
  114164. /**
  114165. * Creates an BoundingBoxGizmo
  114166. * @param gizmoLayer The utility layer the gizmo will be added to
  114167. * @param color The color of the gizmo
  114168. */
  114169. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  114170. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114171. private _selectNode;
  114172. /**
  114173. * Updates the bounding box information for the Gizmo
  114174. */
  114175. updateBoundingBox(): void;
  114176. private _updateRotationSpheres;
  114177. private _updateScaleBoxes;
  114178. /**
  114179. * Enables rotation on the specified axis and disables rotation on the others
  114180. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  114181. */
  114182. setEnabledRotationAxis(axis: string): void;
  114183. /**
  114184. * Enables/disables scaling
  114185. * @param enable if scaling should be enabled
  114186. */
  114187. setEnabledScaling(enable: boolean): void;
  114188. private _updateDummy;
  114189. /**
  114190. * Enables a pointer drag behavior on the bounding box of the gizmo
  114191. */
  114192. enableDragBehavior(): void;
  114193. /**
  114194. * Disposes of the gizmo
  114195. */
  114196. dispose(): void;
  114197. /**
  114198. * 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)
  114199. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  114200. * @returns the bounding box mesh with the passed in mesh as a child
  114201. */
  114202. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  114203. /**
  114204. * CustomMeshes are not supported by this gizmo
  114205. * @param mesh The mesh to replace the default mesh of the gizmo
  114206. */
  114207. setCustomMesh(mesh: Mesh): void;
  114208. }
  114209. }
  114210. declare module BABYLON {
  114211. /**
  114212. * Single plane rotation gizmo
  114213. */
  114214. export class PlaneRotationGizmo extends Gizmo {
  114215. /**
  114216. * Drag behavior responsible for the gizmos dragging interactions
  114217. */
  114218. dragBehavior: PointerDragBehavior;
  114219. private _pointerObserver;
  114220. /**
  114221. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  114222. */
  114223. snapDistance: number;
  114224. /**
  114225. * Event that fires each time the gizmo snaps to a new location.
  114226. * * snapDistance is the the change in distance
  114227. */
  114228. onSnapObservable: Observable<{
  114229. snapDistance: number;
  114230. }>;
  114231. private _isEnabled;
  114232. private _parent;
  114233. /**
  114234. * Creates a PlaneRotationGizmo
  114235. * @param gizmoLayer The utility layer the gizmo will be added to
  114236. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  114237. * @param color The color of the gizmo
  114238. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114239. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114240. */
  114241. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  114242. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114243. /**
  114244. * If the gizmo is enabled
  114245. */
  114246. isEnabled: boolean;
  114247. /**
  114248. * Disposes of the gizmo
  114249. */
  114250. dispose(): void;
  114251. }
  114252. }
  114253. declare module BABYLON {
  114254. /**
  114255. * Gizmo that enables rotating a mesh along 3 axis
  114256. */
  114257. export class RotationGizmo extends Gizmo {
  114258. /**
  114259. * Internal gizmo used for interactions on the x axis
  114260. */
  114261. xGizmo: PlaneRotationGizmo;
  114262. /**
  114263. * Internal gizmo used for interactions on the y axis
  114264. */
  114265. yGizmo: PlaneRotationGizmo;
  114266. /**
  114267. * Internal gizmo used for interactions on the z axis
  114268. */
  114269. zGizmo: PlaneRotationGizmo;
  114270. /** Fires an event when any of it's sub gizmos are dragged */
  114271. onDragStartObservable: Observable<unknown>;
  114272. /** Fires an event when any of it's sub gizmos are released from dragging */
  114273. onDragEndObservable: Observable<unknown>;
  114274. private _meshAttached;
  114275. attachedMesh: Nullable<AbstractMesh>;
  114276. /**
  114277. * Creates a RotationGizmo
  114278. * @param gizmoLayer The utility layer the gizmo will be added to
  114279. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114280. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114281. */
  114282. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  114283. updateGizmoRotationToMatchAttachedMesh: boolean;
  114284. /**
  114285. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114286. */
  114287. snapDistance: number;
  114288. /**
  114289. * Ratio for the scale of the gizmo (Default: 1)
  114290. */
  114291. scaleRatio: number;
  114292. /**
  114293. * Disposes of the gizmo
  114294. */
  114295. dispose(): void;
  114296. /**
  114297. * CustomMeshes are not supported by this gizmo
  114298. * @param mesh The mesh to replace the default mesh of the gizmo
  114299. */
  114300. setCustomMesh(mesh: Mesh): void;
  114301. }
  114302. }
  114303. declare module BABYLON {
  114304. /**
  114305. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  114306. */
  114307. export class GizmoManager implements IDisposable {
  114308. private scene;
  114309. /**
  114310. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  114311. */
  114312. gizmos: {
  114313. positionGizmo: Nullable<PositionGizmo>;
  114314. rotationGizmo: Nullable<RotationGizmo>;
  114315. scaleGizmo: Nullable<ScaleGizmo>;
  114316. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  114317. };
  114318. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  114319. clearGizmoOnEmptyPointerEvent: boolean;
  114320. /** Fires an event when the manager is attached to a mesh */
  114321. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  114322. private _gizmosEnabled;
  114323. private _pointerObserver;
  114324. private _attachedMesh;
  114325. private _boundingBoxColor;
  114326. private _defaultUtilityLayer;
  114327. private _defaultKeepDepthUtilityLayer;
  114328. /**
  114329. * When bounding box gizmo is enabled, this can be used to track drag/end events
  114330. */
  114331. boundingBoxDragBehavior: SixDofDragBehavior;
  114332. /**
  114333. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  114334. */
  114335. attachableMeshes: Nullable<Array<AbstractMesh>>;
  114336. /**
  114337. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  114338. */
  114339. usePointerToAttachGizmos: boolean;
  114340. /**
  114341. * Utility layer that the bounding box gizmo belongs to
  114342. */
  114343. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  114344. /**
  114345. * Utility layer that all gizmos besides bounding box belong to
  114346. */
  114347. readonly utilityLayer: UtilityLayerRenderer;
  114348. /**
  114349. * Instatiates a gizmo manager
  114350. * @param scene the scene to overlay the gizmos on top of
  114351. */
  114352. constructor(scene: Scene);
  114353. /**
  114354. * Attaches a set of gizmos to the specified mesh
  114355. * @param mesh The mesh the gizmo's should be attached to
  114356. */
  114357. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114358. /**
  114359. * If the position gizmo is enabled
  114360. */
  114361. positionGizmoEnabled: boolean;
  114362. /**
  114363. * If the rotation gizmo is enabled
  114364. */
  114365. rotationGizmoEnabled: boolean;
  114366. /**
  114367. * If the scale gizmo is enabled
  114368. */
  114369. scaleGizmoEnabled: boolean;
  114370. /**
  114371. * If the boundingBox gizmo is enabled
  114372. */
  114373. boundingBoxGizmoEnabled: boolean;
  114374. /**
  114375. * Disposes of the gizmo manager
  114376. */
  114377. dispose(): void;
  114378. }
  114379. }
  114380. declare module BABYLON {
  114381. /**
  114382. * A directional light is defined by a direction (what a surprise!).
  114383. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  114384. * 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.
  114385. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114386. */
  114387. export class DirectionalLight extends ShadowLight {
  114388. private _shadowFrustumSize;
  114389. /**
  114390. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  114391. */
  114392. /**
  114393. * Specifies a fix frustum size for the shadow generation.
  114394. */
  114395. shadowFrustumSize: number;
  114396. private _shadowOrthoScale;
  114397. /**
  114398. * Gets the shadow projection scale against the optimal computed one.
  114399. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114400. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114401. */
  114402. /**
  114403. * Sets the shadow projection scale against the optimal computed one.
  114404. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114405. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114406. */
  114407. shadowOrthoScale: number;
  114408. /**
  114409. * Automatically compute the projection matrix to best fit (including all the casters)
  114410. * on each frame.
  114411. */
  114412. autoUpdateExtends: boolean;
  114413. private _orthoLeft;
  114414. private _orthoRight;
  114415. private _orthoTop;
  114416. private _orthoBottom;
  114417. /**
  114418. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  114419. * The directional light is emitted from everywhere in the given direction.
  114420. * It can cast shadows.
  114421. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114422. * @param name The friendly name of the light
  114423. * @param direction The direction of the light
  114424. * @param scene The scene the light belongs to
  114425. */
  114426. constructor(name: string, direction: Vector3, scene: Scene);
  114427. /**
  114428. * Returns the string "DirectionalLight".
  114429. * @return The class name
  114430. */
  114431. getClassName(): string;
  114432. /**
  114433. * Returns the integer 1.
  114434. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114435. */
  114436. getTypeID(): number;
  114437. /**
  114438. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  114439. * Returns the DirectionalLight Shadow projection matrix.
  114440. */
  114441. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114442. /**
  114443. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  114444. * Returns the DirectionalLight Shadow projection matrix.
  114445. */
  114446. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  114447. /**
  114448. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  114449. * Returns the DirectionalLight Shadow projection matrix.
  114450. */
  114451. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114452. protected _buildUniformLayout(): void;
  114453. /**
  114454. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  114455. * @param effect The effect to update
  114456. * @param lightIndex The index of the light in the effect to update
  114457. * @returns The directional light
  114458. */
  114459. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  114460. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  114461. /**
  114462. * Gets the minZ used for shadow according to both the scene and the light.
  114463. *
  114464. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114465. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114466. * @param activeCamera The camera we are returning the min for
  114467. * @returns the depth min z
  114468. */
  114469. getDepthMinZ(activeCamera: Camera): number;
  114470. /**
  114471. * Gets the maxZ used for shadow according to both the scene and the light.
  114472. *
  114473. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114474. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114475. * @param activeCamera The camera we are returning the max for
  114476. * @returns the depth max z
  114477. */
  114478. getDepthMaxZ(activeCamera: Camera): number;
  114479. /**
  114480. * Prepares the list of defines specific to the light type.
  114481. * @param defines the list of defines
  114482. * @param lightIndex defines the index of the light for the effect
  114483. */
  114484. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114485. }
  114486. }
  114487. declare module BABYLON {
  114488. /**
  114489. * Class containing static functions to help procedurally build meshes
  114490. */
  114491. export class HemisphereBuilder {
  114492. /**
  114493. * Creates a hemisphere mesh
  114494. * @param name defines the name of the mesh
  114495. * @param options defines the options used to create the mesh
  114496. * @param scene defines the hosting scene
  114497. * @returns the hemisphere mesh
  114498. */
  114499. static CreateHemisphere(name: string, options: {
  114500. segments?: number;
  114501. diameter?: number;
  114502. sideOrientation?: number;
  114503. }, scene: any): Mesh;
  114504. }
  114505. }
  114506. declare module BABYLON {
  114507. /**
  114508. * A spot light is defined by a position, a direction, an angle, and an exponent.
  114509. * These values define a cone of light starting from the position, emitting toward the direction.
  114510. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  114511. * and the exponent defines the speed of the decay of the light with distance (reach).
  114512. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114513. */
  114514. export class SpotLight extends ShadowLight {
  114515. private _angle;
  114516. private _innerAngle;
  114517. private _cosHalfAngle;
  114518. private _lightAngleScale;
  114519. private _lightAngleOffset;
  114520. /**
  114521. * Gets the cone angle of the spot light in Radians.
  114522. */
  114523. /**
  114524. * Sets the cone angle of the spot light in Radians.
  114525. */
  114526. angle: number;
  114527. /**
  114528. * Only used in gltf falloff mode, this defines the angle where
  114529. * the directional falloff will start before cutting at angle which could be seen
  114530. * as outer angle.
  114531. */
  114532. /**
  114533. * Only used in gltf falloff mode, this defines the angle where
  114534. * the directional falloff will start before cutting at angle which could be seen
  114535. * as outer angle.
  114536. */
  114537. innerAngle: number;
  114538. private _shadowAngleScale;
  114539. /**
  114540. * Allows scaling the angle of the light for shadow generation only.
  114541. */
  114542. /**
  114543. * Allows scaling the angle of the light for shadow generation only.
  114544. */
  114545. shadowAngleScale: number;
  114546. /**
  114547. * The light decay speed with the distance from the emission spot.
  114548. */
  114549. exponent: number;
  114550. private _projectionTextureMatrix;
  114551. /**
  114552. * Allows reading the projecton texture
  114553. */
  114554. readonly projectionTextureMatrix: Matrix;
  114555. protected _projectionTextureLightNear: number;
  114556. /**
  114557. * Gets the near clip of the Spotlight for texture projection.
  114558. */
  114559. /**
  114560. * Sets the near clip of the Spotlight for texture projection.
  114561. */
  114562. projectionTextureLightNear: number;
  114563. protected _projectionTextureLightFar: number;
  114564. /**
  114565. * Gets the far clip of the Spotlight for texture projection.
  114566. */
  114567. /**
  114568. * Sets the far clip of the Spotlight for texture projection.
  114569. */
  114570. projectionTextureLightFar: number;
  114571. protected _projectionTextureUpDirection: Vector3;
  114572. /**
  114573. * Gets the Up vector of the Spotlight for texture projection.
  114574. */
  114575. /**
  114576. * Sets the Up vector of the Spotlight for texture projection.
  114577. */
  114578. projectionTextureUpDirection: Vector3;
  114579. private _projectionTexture;
  114580. /**
  114581. * Gets the projection texture of the light.
  114582. */
  114583. /**
  114584. * Sets the projection texture of the light.
  114585. */
  114586. projectionTexture: Nullable<BaseTexture>;
  114587. private _projectionTextureViewLightDirty;
  114588. private _projectionTextureProjectionLightDirty;
  114589. private _projectionTextureDirty;
  114590. private _projectionTextureViewTargetVector;
  114591. private _projectionTextureViewLightMatrix;
  114592. private _projectionTextureProjectionLightMatrix;
  114593. private _projectionTextureScalingMatrix;
  114594. /**
  114595. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  114596. * It can cast shadows.
  114597. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114598. * @param name The light friendly name
  114599. * @param position The position of the spot light in the scene
  114600. * @param direction The direction of the light in the scene
  114601. * @param angle The cone angle of the light in Radians
  114602. * @param exponent The light decay speed with the distance from the emission spot
  114603. * @param scene The scene the lights belongs to
  114604. */
  114605. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  114606. /**
  114607. * Returns the string "SpotLight".
  114608. * @returns the class name
  114609. */
  114610. getClassName(): string;
  114611. /**
  114612. * Returns the integer 2.
  114613. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114614. */
  114615. getTypeID(): number;
  114616. /**
  114617. * Overrides the direction setter to recompute the projection texture view light Matrix.
  114618. */
  114619. protected _setDirection(value: Vector3): void;
  114620. /**
  114621. * Overrides the position setter to recompute the projection texture view light Matrix.
  114622. */
  114623. protected _setPosition(value: Vector3): void;
  114624. /**
  114625. * 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.
  114626. * Returns the SpotLight.
  114627. */
  114628. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114629. protected _computeProjectionTextureViewLightMatrix(): void;
  114630. protected _computeProjectionTextureProjectionLightMatrix(): void;
  114631. /**
  114632. * Main function for light texture projection matrix computing.
  114633. */
  114634. protected _computeProjectionTextureMatrix(): void;
  114635. protected _buildUniformLayout(): void;
  114636. private _computeAngleValues;
  114637. /**
  114638. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  114639. * @param effect The effect to update
  114640. * @param lightIndex The index of the light in the effect to update
  114641. * @returns The spot light
  114642. */
  114643. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  114644. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  114645. /**
  114646. * Disposes the light and the associated resources.
  114647. */
  114648. dispose(): void;
  114649. /**
  114650. * Prepares the list of defines specific to the light type.
  114651. * @param defines the list of defines
  114652. * @param lightIndex defines the index of the light for the effect
  114653. */
  114654. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114655. }
  114656. }
  114657. declare module BABYLON {
  114658. /**
  114659. * Gizmo that enables viewing a light
  114660. */
  114661. export class LightGizmo extends Gizmo {
  114662. private _lightMesh;
  114663. private _material;
  114664. private cachedPosition;
  114665. private cachedForward;
  114666. /**
  114667. * Creates a LightGizmo
  114668. * @param gizmoLayer The utility layer the gizmo will be added to
  114669. */
  114670. constructor(gizmoLayer?: UtilityLayerRenderer);
  114671. private _light;
  114672. /**
  114673. * The light that the gizmo is attached to
  114674. */
  114675. light: Nullable<Light>;
  114676. /**
  114677. * Gets the material used to render the light gizmo
  114678. */
  114679. readonly material: StandardMaterial;
  114680. /**
  114681. * @hidden
  114682. * Updates the gizmo to match the attached mesh's position/rotation
  114683. */
  114684. protected _update(): void;
  114685. private static _Scale;
  114686. /**
  114687. * Creates the lines for a light mesh
  114688. */
  114689. private static _createLightLines;
  114690. /**
  114691. * Disposes of the light gizmo
  114692. */
  114693. dispose(): void;
  114694. private static _CreateHemisphericLightMesh;
  114695. private static _CreatePointLightMesh;
  114696. private static _CreateSpotLightMesh;
  114697. private static _CreateDirectionalLightMesh;
  114698. }
  114699. }
  114700. declare module BABYLON {
  114701. /** @hidden */
  114702. export var backgroundFragmentDeclaration: {
  114703. name: string;
  114704. shader: string;
  114705. };
  114706. }
  114707. declare module BABYLON {
  114708. /** @hidden */
  114709. export var backgroundUboDeclaration: {
  114710. name: string;
  114711. shader: string;
  114712. };
  114713. }
  114714. declare module BABYLON {
  114715. /** @hidden */
  114716. export var backgroundPixelShader: {
  114717. name: string;
  114718. shader: string;
  114719. };
  114720. }
  114721. declare module BABYLON {
  114722. /** @hidden */
  114723. export var backgroundVertexDeclaration: {
  114724. name: string;
  114725. shader: string;
  114726. };
  114727. }
  114728. declare module BABYLON {
  114729. /** @hidden */
  114730. export var backgroundVertexShader: {
  114731. name: string;
  114732. shader: string;
  114733. };
  114734. }
  114735. declare module BABYLON {
  114736. /**
  114737. * Background material used to create an efficient environement around your scene.
  114738. */
  114739. export class BackgroundMaterial extends PushMaterial {
  114740. /**
  114741. * Standard reflectance value at parallel view angle.
  114742. */
  114743. static StandardReflectance0: number;
  114744. /**
  114745. * Standard reflectance value at grazing angle.
  114746. */
  114747. static StandardReflectance90: number;
  114748. protected _primaryColor: Color3;
  114749. /**
  114750. * Key light Color (multiply against the environement texture)
  114751. */
  114752. primaryColor: Color3;
  114753. protected __perceptualColor: Nullable<Color3>;
  114754. /**
  114755. * Experimental Internal Use Only.
  114756. *
  114757. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  114758. * This acts as a helper to set the primary color to a more "human friendly" value.
  114759. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  114760. * output color as close as possible from the chosen value.
  114761. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  114762. * part of lighting setup.)
  114763. */
  114764. _perceptualColor: Nullable<Color3>;
  114765. protected _primaryColorShadowLevel: float;
  114766. /**
  114767. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  114768. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  114769. */
  114770. primaryColorShadowLevel: float;
  114771. protected _primaryColorHighlightLevel: float;
  114772. /**
  114773. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  114774. * The primary color is used at the level chosen to define what the white area would look.
  114775. */
  114776. primaryColorHighlightLevel: float;
  114777. protected _reflectionTexture: Nullable<BaseTexture>;
  114778. /**
  114779. * Reflection Texture used in the material.
  114780. * Should be author in a specific way for the best result (refer to the documentation).
  114781. */
  114782. reflectionTexture: Nullable<BaseTexture>;
  114783. protected _reflectionBlur: float;
  114784. /**
  114785. * Reflection Texture level of blur.
  114786. *
  114787. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  114788. * texture twice.
  114789. */
  114790. reflectionBlur: float;
  114791. protected _diffuseTexture: Nullable<BaseTexture>;
  114792. /**
  114793. * Diffuse Texture used in the material.
  114794. * Should be author in a specific way for the best result (refer to the documentation).
  114795. */
  114796. diffuseTexture: Nullable<BaseTexture>;
  114797. protected _shadowLights: Nullable<IShadowLight[]>;
  114798. /**
  114799. * Specify the list of lights casting shadow on the material.
  114800. * All scene shadow lights will be included if null.
  114801. */
  114802. shadowLights: Nullable<IShadowLight[]>;
  114803. protected _shadowLevel: float;
  114804. /**
  114805. * Helps adjusting the shadow to a softer level if required.
  114806. * 0 means black shadows and 1 means no shadows.
  114807. */
  114808. shadowLevel: float;
  114809. protected _sceneCenter: Vector3;
  114810. /**
  114811. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  114812. * It is usually zero but might be interesting to modify according to your setup.
  114813. */
  114814. sceneCenter: Vector3;
  114815. protected _opacityFresnel: boolean;
  114816. /**
  114817. * This helps specifying that the material is falling off to the sky box at grazing angle.
  114818. * This helps ensuring a nice transition when the camera goes under the ground.
  114819. */
  114820. opacityFresnel: boolean;
  114821. protected _reflectionFresnel: boolean;
  114822. /**
  114823. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  114824. * This helps adding a mirror texture on the ground.
  114825. */
  114826. reflectionFresnel: boolean;
  114827. protected _reflectionFalloffDistance: number;
  114828. /**
  114829. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  114830. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  114831. */
  114832. reflectionFalloffDistance: number;
  114833. protected _reflectionAmount: number;
  114834. /**
  114835. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  114836. */
  114837. reflectionAmount: number;
  114838. protected _reflectionReflectance0: number;
  114839. /**
  114840. * This specifies the weight of the reflection at grazing angle.
  114841. */
  114842. reflectionReflectance0: number;
  114843. protected _reflectionReflectance90: number;
  114844. /**
  114845. * This specifies the weight of the reflection at a perpendicular point of view.
  114846. */
  114847. reflectionReflectance90: number;
  114848. /**
  114849. * Sets the reflection reflectance fresnel values according to the default standard
  114850. * empirically know to work well :-)
  114851. */
  114852. reflectionStandardFresnelWeight: number;
  114853. protected _useRGBColor: boolean;
  114854. /**
  114855. * Helps to directly use the maps channels instead of their level.
  114856. */
  114857. useRGBColor: boolean;
  114858. protected _enableNoise: boolean;
  114859. /**
  114860. * This helps reducing the banding effect that could occur on the background.
  114861. */
  114862. enableNoise: boolean;
  114863. /**
  114864. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114865. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  114866. * Recommended to be keep at 1.0 except for special cases.
  114867. */
  114868. fovMultiplier: number;
  114869. private _fovMultiplier;
  114870. /**
  114871. * Enable the FOV adjustment feature controlled by fovMultiplier.
  114872. */
  114873. useEquirectangularFOV: boolean;
  114874. private _maxSimultaneousLights;
  114875. /**
  114876. * Number of Simultaneous lights allowed on the material.
  114877. */
  114878. maxSimultaneousLights: int;
  114879. /**
  114880. * Default configuration related to image processing available in the Background Material.
  114881. */
  114882. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  114883. /**
  114884. * Keep track of the image processing observer to allow dispose and replace.
  114885. */
  114886. private _imageProcessingObserver;
  114887. /**
  114888. * Attaches a new image processing configuration to the PBR Material.
  114889. * @param configuration (if null the scene configuration will be use)
  114890. */
  114891. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  114892. /**
  114893. * Gets the image processing configuration used either in this material.
  114894. */
  114895. /**
  114896. * Sets the Default image processing configuration used either in the this material.
  114897. *
  114898. * If sets to null, the scene one is in use.
  114899. */
  114900. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  114901. /**
  114902. * Gets wether the color curves effect is enabled.
  114903. */
  114904. /**
  114905. * Sets wether the color curves effect is enabled.
  114906. */
  114907. cameraColorCurvesEnabled: boolean;
  114908. /**
  114909. * Gets wether the color grading effect is enabled.
  114910. */
  114911. /**
  114912. * Gets wether the color grading effect is enabled.
  114913. */
  114914. cameraColorGradingEnabled: boolean;
  114915. /**
  114916. * Gets wether tonemapping is enabled or not.
  114917. */
  114918. /**
  114919. * Sets wether tonemapping is enabled or not
  114920. */
  114921. cameraToneMappingEnabled: boolean;
  114922. /**
  114923. * The camera exposure used on this material.
  114924. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  114925. * This corresponds to a photographic exposure.
  114926. */
  114927. /**
  114928. * The camera exposure used on this material.
  114929. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  114930. * This corresponds to a photographic exposure.
  114931. */
  114932. cameraExposure: float;
  114933. /**
  114934. * Gets The camera contrast used on this material.
  114935. */
  114936. /**
  114937. * Sets The camera contrast used on this material.
  114938. */
  114939. cameraContrast: float;
  114940. /**
  114941. * Gets the Color Grading 2D Lookup Texture.
  114942. */
  114943. /**
  114944. * Sets the Color Grading 2D Lookup Texture.
  114945. */
  114946. cameraColorGradingTexture: Nullable<BaseTexture>;
  114947. /**
  114948. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  114949. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  114950. * 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;
  114951. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  114952. */
  114953. /**
  114954. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  114955. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  114956. * 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;
  114957. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  114958. */
  114959. cameraColorCurves: Nullable<ColorCurves>;
  114960. /**
  114961. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  114962. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  114963. */
  114964. switchToBGR: boolean;
  114965. private _renderTargets;
  114966. private _reflectionControls;
  114967. private _white;
  114968. private _primaryShadowColor;
  114969. private _primaryHighlightColor;
  114970. /**
  114971. * Instantiates a Background Material in the given scene
  114972. * @param name The friendly name of the material
  114973. * @param scene The scene to add the material to
  114974. */
  114975. constructor(name: string, scene: Scene);
  114976. /**
  114977. * Gets a boolean indicating that current material needs to register RTT
  114978. */
  114979. readonly hasRenderTargetTextures: boolean;
  114980. /**
  114981. * The entire material has been created in order to prevent overdraw.
  114982. * @returns false
  114983. */
  114984. needAlphaTesting(): boolean;
  114985. /**
  114986. * The entire material has been created in order to prevent overdraw.
  114987. * @returns true if blending is enable
  114988. */
  114989. needAlphaBlending(): boolean;
  114990. /**
  114991. * Checks wether the material is ready to be rendered for a given mesh.
  114992. * @param mesh The mesh to render
  114993. * @param subMesh The submesh to check against
  114994. * @param useInstances Specify wether or not the material is used with instances
  114995. * @returns true if all the dependencies are ready (Textures, Effects...)
  114996. */
  114997. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  114998. /**
  114999. * Compute the primary color according to the chosen perceptual color.
  115000. */
  115001. private _computePrimaryColorFromPerceptualColor;
  115002. /**
  115003. * Compute the highlights and shadow colors according to their chosen levels.
  115004. */
  115005. private _computePrimaryColors;
  115006. /**
  115007. * Build the uniform buffer used in the material.
  115008. */
  115009. buildUniformLayout(): void;
  115010. /**
  115011. * Unbind the material.
  115012. */
  115013. unbind(): void;
  115014. /**
  115015. * Bind only the world matrix to the material.
  115016. * @param world The world matrix to bind.
  115017. */
  115018. bindOnlyWorldMatrix(world: Matrix): void;
  115019. /**
  115020. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  115021. * @param world The world matrix to bind.
  115022. * @param subMesh The submesh to bind for.
  115023. */
  115024. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115025. /**
  115026. * Checks to see if a texture is used in the material.
  115027. * @param texture - Base texture to use.
  115028. * @returns - Boolean specifying if a texture is used in the material.
  115029. */
  115030. hasTexture(texture: BaseTexture): boolean;
  115031. /**
  115032. * Dispose the material.
  115033. * @param forceDisposeEffect Force disposal of the associated effect.
  115034. * @param forceDisposeTextures Force disposal of the associated textures.
  115035. */
  115036. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  115037. /**
  115038. * Clones the material.
  115039. * @param name The cloned name.
  115040. * @returns The cloned material.
  115041. */
  115042. clone(name: string): BackgroundMaterial;
  115043. /**
  115044. * Serializes the current material to its JSON representation.
  115045. * @returns The JSON representation.
  115046. */
  115047. serialize(): any;
  115048. /**
  115049. * Gets the class name of the material
  115050. * @returns "BackgroundMaterial"
  115051. */
  115052. getClassName(): string;
  115053. /**
  115054. * Parse a JSON input to create back a background material.
  115055. * @param source The JSON data to parse
  115056. * @param scene The scene to create the parsed material in
  115057. * @param rootUrl The root url of the assets the material depends upon
  115058. * @returns the instantiated BackgroundMaterial.
  115059. */
  115060. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  115061. }
  115062. }
  115063. declare module BABYLON {
  115064. /**
  115065. * Represents the different options available during the creation of
  115066. * a Environment helper.
  115067. *
  115068. * This can control the default ground, skybox and image processing setup of your scene.
  115069. */
  115070. export interface IEnvironmentHelperOptions {
  115071. /**
  115072. * Specifies wether or not to create a ground.
  115073. * True by default.
  115074. */
  115075. createGround: boolean;
  115076. /**
  115077. * Specifies the ground size.
  115078. * 15 by default.
  115079. */
  115080. groundSize: number;
  115081. /**
  115082. * The texture used on the ground for the main color.
  115083. * Comes from the BabylonJS CDN by default.
  115084. *
  115085. * Remarks: Can be either a texture or a url.
  115086. */
  115087. groundTexture: string | BaseTexture;
  115088. /**
  115089. * The color mixed in the ground texture by default.
  115090. * BabylonJS clearColor by default.
  115091. */
  115092. groundColor: Color3;
  115093. /**
  115094. * Specifies the ground opacity.
  115095. * 1 by default.
  115096. */
  115097. groundOpacity: number;
  115098. /**
  115099. * Enables the ground to receive shadows.
  115100. * True by default.
  115101. */
  115102. enableGroundShadow: boolean;
  115103. /**
  115104. * Helps preventing the shadow to be fully black on the ground.
  115105. * 0.5 by default.
  115106. */
  115107. groundShadowLevel: number;
  115108. /**
  115109. * Creates a mirror texture attach to the ground.
  115110. * false by default.
  115111. */
  115112. enableGroundMirror: boolean;
  115113. /**
  115114. * Specifies the ground mirror size ratio.
  115115. * 0.3 by default as the default kernel is 64.
  115116. */
  115117. groundMirrorSizeRatio: number;
  115118. /**
  115119. * Specifies the ground mirror blur kernel size.
  115120. * 64 by default.
  115121. */
  115122. groundMirrorBlurKernel: number;
  115123. /**
  115124. * Specifies the ground mirror visibility amount.
  115125. * 1 by default
  115126. */
  115127. groundMirrorAmount: number;
  115128. /**
  115129. * Specifies the ground mirror reflectance weight.
  115130. * This uses the standard weight of the background material to setup the fresnel effect
  115131. * of the mirror.
  115132. * 1 by default.
  115133. */
  115134. groundMirrorFresnelWeight: number;
  115135. /**
  115136. * Specifies the ground mirror Falloff distance.
  115137. * This can helps reducing the size of the reflection.
  115138. * 0 by Default.
  115139. */
  115140. groundMirrorFallOffDistance: number;
  115141. /**
  115142. * Specifies the ground mirror texture type.
  115143. * Unsigned Int by Default.
  115144. */
  115145. groundMirrorTextureType: number;
  115146. /**
  115147. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  115148. * the shown objects.
  115149. */
  115150. groundYBias: number;
  115151. /**
  115152. * Specifies wether or not to create a skybox.
  115153. * True by default.
  115154. */
  115155. createSkybox: boolean;
  115156. /**
  115157. * Specifies the skybox size.
  115158. * 20 by default.
  115159. */
  115160. skyboxSize: number;
  115161. /**
  115162. * The texture used on the skybox for the main color.
  115163. * Comes from the BabylonJS CDN by default.
  115164. *
  115165. * Remarks: Can be either a texture or a url.
  115166. */
  115167. skyboxTexture: string | BaseTexture;
  115168. /**
  115169. * The color mixed in the skybox texture by default.
  115170. * BabylonJS clearColor by default.
  115171. */
  115172. skyboxColor: Color3;
  115173. /**
  115174. * The background rotation around the Y axis of the scene.
  115175. * This helps aligning the key lights of your scene with the background.
  115176. * 0 by default.
  115177. */
  115178. backgroundYRotation: number;
  115179. /**
  115180. * Compute automatically the size of the elements to best fit with the scene.
  115181. */
  115182. sizeAuto: boolean;
  115183. /**
  115184. * Default position of the rootMesh if autoSize is not true.
  115185. */
  115186. rootPosition: Vector3;
  115187. /**
  115188. * Sets up the image processing in the scene.
  115189. * true by default.
  115190. */
  115191. setupImageProcessing: boolean;
  115192. /**
  115193. * The texture used as your environment texture in the scene.
  115194. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  115195. *
  115196. * Remarks: Can be either a texture or a url.
  115197. */
  115198. environmentTexture: string | BaseTexture;
  115199. /**
  115200. * The value of the exposure to apply to the scene.
  115201. * 0.6 by default if setupImageProcessing is true.
  115202. */
  115203. cameraExposure: number;
  115204. /**
  115205. * The value of the contrast to apply to the scene.
  115206. * 1.6 by default if setupImageProcessing is true.
  115207. */
  115208. cameraContrast: number;
  115209. /**
  115210. * Specifies wether or not tonemapping should be enabled in the scene.
  115211. * true by default if setupImageProcessing is true.
  115212. */
  115213. toneMappingEnabled: boolean;
  115214. }
  115215. /**
  115216. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  115217. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  115218. * It also helps with the default setup of your imageProcessing configuration.
  115219. */
  115220. export class EnvironmentHelper {
  115221. /**
  115222. * Default ground texture URL.
  115223. */
  115224. private static _groundTextureCDNUrl;
  115225. /**
  115226. * Default skybox texture URL.
  115227. */
  115228. private static _skyboxTextureCDNUrl;
  115229. /**
  115230. * Default environment texture URL.
  115231. */
  115232. private static _environmentTextureCDNUrl;
  115233. /**
  115234. * Creates the default options for the helper.
  115235. */
  115236. private static _getDefaultOptions;
  115237. private _rootMesh;
  115238. /**
  115239. * Gets the root mesh created by the helper.
  115240. */
  115241. readonly rootMesh: Mesh;
  115242. private _skybox;
  115243. /**
  115244. * Gets the skybox created by the helper.
  115245. */
  115246. readonly skybox: Nullable<Mesh>;
  115247. private _skyboxTexture;
  115248. /**
  115249. * Gets the skybox texture created by the helper.
  115250. */
  115251. readonly skyboxTexture: Nullable<BaseTexture>;
  115252. private _skyboxMaterial;
  115253. /**
  115254. * Gets the skybox material created by the helper.
  115255. */
  115256. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  115257. private _ground;
  115258. /**
  115259. * Gets the ground mesh created by the helper.
  115260. */
  115261. readonly ground: Nullable<Mesh>;
  115262. private _groundTexture;
  115263. /**
  115264. * Gets the ground texture created by the helper.
  115265. */
  115266. readonly groundTexture: Nullable<BaseTexture>;
  115267. private _groundMirror;
  115268. /**
  115269. * Gets the ground mirror created by the helper.
  115270. */
  115271. readonly groundMirror: Nullable<MirrorTexture>;
  115272. /**
  115273. * Gets the ground mirror render list to helps pushing the meshes
  115274. * you wish in the ground reflection.
  115275. */
  115276. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  115277. private _groundMaterial;
  115278. /**
  115279. * Gets the ground material created by the helper.
  115280. */
  115281. readonly groundMaterial: Nullable<BackgroundMaterial>;
  115282. /**
  115283. * Stores the creation options.
  115284. */
  115285. private readonly _scene;
  115286. private _options;
  115287. /**
  115288. * This observable will be notified with any error during the creation of the environment,
  115289. * mainly texture creation errors.
  115290. */
  115291. onErrorObservable: Observable<{
  115292. message?: string;
  115293. exception?: any;
  115294. }>;
  115295. /**
  115296. * constructor
  115297. * @param options Defines the options we want to customize the helper
  115298. * @param scene The scene to add the material to
  115299. */
  115300. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  115301. /**
  115302. * Updates the background according to the new options
  115303. * @param options
  115304. */
  115305. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  115306. /**
  115307. * Sets the primary color of all the available elements.
  115308. * @param color the main color to affect to the ground and the background
  115309. */
  115310. setMainColor(color: Color3): void;
  115311. /**
  115312. * Setup the image processing according to the specified options.
  115313. */
  115314. private _setupImageProcessing;
  115315. /**
  115316. * Setup the environment texture according to the specified options.
  115317. */
  115318. private _setupEnvironmentTexture;
  115319. /**
  115320. * Setup the background according to the specified options.
  115321. */
  115322. private _setupBackground;
  115323. /**
  115324. * Get the scene sizes according to the setup.
  115325. */
  115326. private _getSceneSize;
  115327. /**
  115328. * Setup the ground according to the specified options.
  115329. */
  115330. private _setupGround;
  115331. /**
  115332. * Setup the ground material according to the specified options.
  115333. */
  115334. private _setupGroundMaterial;
  115335. /**
  115336. * Setup the ground diffuse texture according to the specified options.
  115337. */
  115338. private _setupGroundDiffuseTexture;
  115339. /**
  115340. * Setup the ground mirror texture according to the specified options.
  115341. */
  115342. private _setupGroundMirrorTexture;
  115343. /**
  115344. * Setup the ground to receive the mirror texture.
  115345. */
  115346. private _setupMirrorInGroundMaterial;
  115347. /**
  115348. * Setup the skybox according to the specified options.
  115349. */
  115350. private _setupSkybox;
  115351. /**
  115352. * Setup the skybox material according to the specified options.
  115353. */
  115354. private _setupSkyboxMaterial;
  115355. /**
  115356. * Setup the skybox reflection texture according to the specified options.
  115357. */
  115358. private _setupSkyboxReflectionTexture;
  115359. private _errorHandler;
  115360. /**
  115361. * Dispose all the elements created by the Helper.
  115362. */
  115363. dispose(): void;
  115364. }
  115365. }
  115366. declare module BABYLON {
  115367. /**
  115368. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  115369. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  115370. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  115371. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  115372. */
  115373. export class PhotoDome extends TransformNode {
  115374. /**
  115375. * Define the image as a Monoscopic panoramic 360 image.
  115376. */
  115377. static readonly MODE_MONOSCOPIC: number;
  115378. /**
  115379. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115380. */
  115381. static readonly MODE_TOPBOTTOM: number;
  115382. /**
  115383. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115384. */
  115385. static readonly MODE_SIDEBYSIDE: number;
  115386. private _useDirectMapping;
  115387. /**
  115388. * The texture being displayed on the sphere
  115389. */
  115390. protected _photoTexture: Texture;
  115391. /**
  115392. * Gets or sets the texture being displayed on the sphere
  115393. */
  115394. photoTexture: Texture;
  115395. /**
  115396. * Observable raised when an error occured while loading the 360 image
  115397. */
  115398. onLoadErrorObservable: Observable<string>;
  115399. /**
  115400. * The skybox material
  115401. */
  115402. protected _material: BackgroundMaterial;
  115403. /**
  115404. * The surface used for the skybox
  115405. */
  115406. protected _mesh: Mesh;
  115407. /**
  115408. * Gets the mesh used for the skybox.
  115409. */
  115410. readonly mesh: Mesh;
  115411. /**
  115412. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115413. * Also see the options.resolution property.
  115414. */
  115415. fovMultiplier: number;
  115416. private _imageMode;
  115417. /**
  115418. * Gets or set the current video mode for the video. It can be:
  115419. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  115420. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115421. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115422. */
  115423. imageMode: number;
  115424. /**
  115425. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  115426. * @param name Element's name, child elements will append suffixes for their own names.
  115427. * @param urlsOfPhoto defines the url of the photo to display
  115428. * @param options defines an object containing optional or exposed sub element properties
  115429. * @param onError defines a callback called when an error occured while loading the texture
  115430. */
  115431. constructor(name: string, urlOfPhoto: string, options: {
  115432. resolution?: number;
  115433. size?: number;
  115434. useDirectMapping?: boolean;
  115435. faceForward?: boolean;
  115436. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  115437. private _onBeforeCameraRenderObserver;
  115438. private _changeImageMode;
  115439. /**
  115440. * Releases resources associated with this node.
  115441. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  115442. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  115443. */
  115444. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  115445. }
  115446. }
  115447. declare module BABYLON {
  115448. /**
  115449. * Class used to host RGBD texture specific utilities
  115450. */
  115451. export class RGBDTextureTools {
  115452. /**
  115453. * Expand the RGBD Texture from RGBD to Half Float if possible.
  115454. * @param texture the texture to expand.
  115455. */
  115456. static ExpandRGBDTexture(texture: Texture): void;
  115457. }
  115458. }
  115459. declare module BABYLON {
  115460. /**
  115461. * Class used to host texture specific utilities
  115462. */
  115463. export class BRDFTextureTools {
  115464. /**
  115465. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  115466. * @param scene defines the hosting scene
  115467. * @returns the environment BRDF texture
  115468. */
  115469. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  115470. private static _environmentBRDFBase64Texture;
  115471. }
  115472. }
  115473. declare module BABYLON {
  115474. /**
  115475. * @hidden
  115476. */
  115477. export interface IMaterialClearCoatDefines {
  115478. CLEARCOAT: boolean;
  115479. CLEARCOAT_DEFAULTIOR: boolean;
  115480. CLEARCOAT_TEXTURE: boolean;
  115481. CLEARCOAT_TEXTUREDIRECTUV: number;
  115482. CLEARCOAT_BUMP: boolean;
  115483. CLEARCOAT_BUMPDIRECTUV: number;
  115484. CLEARCOAT_TINT: boolean;
  115485. CLEARCOAT_TINT_TEXTURE: boolean;
  115486. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115487. /** @hidden */
  115488. _areTexturesDirty: boolean;
  115489. }
  115490. /**
  115491. * Define the code related to the clear coat parameters of the pbr material.
  115492. */
  115493. export class PBRClearCoatConfiguration {
  115494. /**
  115495. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115496. * The default fits with a polyurethane material.
  115497. */
  115498. private static readonly _DefaultIndexOfRefraction;
  115499. private _isEnabled;
  115500. /**
  115501. * Defines if the clear coat is enabled in the material.
  115502. */
  115503. isEnabled: boolean;
  115504. /**
  115505. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  115506. */
  115507. intensity: number;
  115508. /**
  115509. * Defines the clear coat layer roughness.
  115510. */
  115511. roughness: number;
  115512. private _indexOfRefraction;
  115513. /**
  115514. * Defines the index of refraction of the clear coat.
  115515. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115516. * The default fits with a polyurethane material.
  115517. * Changing the default value is more performance intensive.
  115518. */
  115519. indexOfRefraction: number;
  115520. private _texture;
  115521. /**
  115522. * Stores the clear coat values in a texture.
  115523. */
  115524. texture: Nullable<BaseTexture>;
  115525. private _bumpTexture;
  115526. /**
  115527. * Define the clear coat specific bump texture.
  115528. */
  115529. bumpTexture: Nullable<BaseTexture>;
  115530. private _isTintEnabled;
  115531. /**
  115532. * Defines if the clear coat tint is enabled in the material.
  115533. */
  115534. isTintEnabled: boolean;
  115535. /**
  115536. * Defines the clear coat tint of the material.
  115537. * This is only use if tint is enabled
  115538. */
  115539. tintColor: Color3;
  115540. /**
  115541. * Defines the distance at which the tint color should be found in the
  115542. * clear coat media.
  115543. * This is only use if tint is enabled
  115544. */
  115545. tintColorAtDistance: number;
  115546. /**
  115547. * Defines the clear coat layer thickness.
  115548. * This is only use if tint is enabled
  115549. */
  115550. tintThickness: number;
  115551. private _tintTexture;
  115552. /**
  115553. * Stores the clear tint values in a texture.
  115554. * rgb is tint
  115555. * a is a thickness factor
  115556. */
  115557. tintTexture: Nullable<BaseTexture>;
  115558. /** @hidden */
  115559. private _internalMarkAllSubMeshesAsTexturesDirty;
  115560. /** @hidden */
  115561. _markAllSubMeshesAsTexturesDirty(): void;
  115562. /**
  115563. * Instantiate a new istance of clear coat configuration.
  115564. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115565. */
  115566. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115567. /**
  115568. * Gets wehter the submesh is ready to be used or not.
  115569. * @param defines the list of "defines" to update.
  115570. * @param scene defines the scene the material belongs to.
  115571. * @param engine defines the engine the material belongs to.
  115572. * @param disableBumpMap defines wether the material disables bump or not.
  115573. * @returns - boolean indicating that the submesh is ready or not.
  115574. */
  115575. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  115576. /**
  115577. * Checks to see if a texture is used in the material.
  115578. * @param defines the list of "defines" to update.
  115579. * @param scene defines the scene to the material belongs to.
  115580. */
  115581. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  115582. /**
  115583. * Binds the material data.
  115584. * @param uniformBuffer defines the Uniform buffer to fill in.
  115585. * @param scene defines the scene the material belongs to.
  115586. * @param engine defines the engine the material belongs to.
  115587. * @param disableBumpMap defines wether the material disables bump or not.
  115588. * @param isFrozen defines wether the material is frozen or not.
  115589. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115590. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115591. */
  115592. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  115593. /**
  115594. * Checks to see if a texture is used in the material.
  115595. * @param texture - Base texture to use.
  115596. * @returns - Boolean specifying if a texture is used in the material.
  115597. */
  115598. hasTexture(texture: BaseTexture): boolean;
  115599. /**
  115600. * Returns an array of the actively used textures.
  115601. * @param activeTextures Array of BaseTextures
  115602. */
  115603. getActiveTextures(activeTextures: BaseTexture[]): void;
  115604. /**
  115605. * Returns the animatable textures.
  115606. * @param animatables Array of animatable textures.
  115607. */
  115608. getAnimatables(animatables: IAnimatable[]): void;
  115609. /**
  115610. * Disposes the resources of the material.
  115611. * @param forceDisposeTextures - Forces the disposal of all textures.
  115612. */
  115613. dispose(forceDisposeTextures?: boolean): void;
  115614. /**
  115615. * Get the current class name of the texture useful for serialization or dynamic coding.
  115616. * @returns "PBRClearCoatConfiguration"
  115617. */
  115618. getClassName(): string;
  115619. /**
  115620. * Add fallbacks to the effect fallbacks list.
  115621. * @param defines defines the Base texture to use.
  115622. * @param fallbacks defines the current fallback list.
  115623. * @param currentRank defines the current fallback rank.
  115624. * @returns the new fallback rank.
  115625. */
  115626. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115627. /**
  115628. * Add the required uniforms to the current list.
  115629. * @param uniforms defines the current uniform list.
  115630. */
  115631. static AddUniforms(uniforms: string[]): void;
  115632. /**
  115633. * Add the required samplers to the current list.
  115634. * @param samplers defines the current sampler list.
  115635. */
  115636. static AddSamplers(samplers: string[]): void;
  115637. /**
  115638. * Add the required uniforms to the current buffer.
  115639. * @param uniformBuffer defines the current uniform buffer.
  115640. */
  115641. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115642. /**
  115643. * Makes a duplicate of the current configuration into another one.
  115644. * @param clearCoatConfiguration define the config where to copy the info
  115645. */
  115646. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  115647. /**
  115648. * Serializes this clear coat configuration.
  115649. * @returns - An object with the serialized config.
  115650. */
  115651. serialize(): any;
  115652. /**
  115653. * Parses a anisotropy Configuration from a serialized object.
  115654. * @param source - Serialized object.
  115655. * @param scene Defines the scene we are parsing for
  115656. * @param rootUrl Defines the rootUrl to load from
  115657. */
  115658. parse(source: any, scene: Scene, rootUrl: string): void;
  115659. }
  115660. }
  115661. declare module BABYLON {
  115662. /**
  115663. * @hidden
  115664. */
  115665. export interface IMaterialAnisotropicDefines {
  115666. ANISOTROPIC: boolean;
  115667. ANISOTROPIC_TEXTURE: boolean;
  115668. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115669. MAINUV1: boolean;
  115670. _areTexturesDirty: boolean;
  115671. _needUVs: boolean;
  115672. }
  115673. /**
  115674. * Define the code related to the anisotropic parameters of the pbr material.
  115675. */
  115676. export class PBRAnisotropicConfiguration {
  115677. private _isEnabled;
  115678. /**
  115679. * Defines if the anisotropy is enabled in the material.
  115680. */
  115681. isEnabled: boolean;
  115682. /**
  115683. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  115684. */
  115685. intensity: number;
  115686. /**
  115687. * Defines if the effect is along the tangents, bitangents or in between.
  115688. * By default, the effect is "strectching" the highlights along the tangents.
  115689. */
  115690. direction: Vector2;
  115691. private _texture;
  115692. /**
  115693. * Stores the anisotropy values in a texture.
  115694. * rg is direction (like normal from -1 to 1)
  115695. * b is a intensity
  115696. */
  115697. texture: Nullable<BaseTexture>;
  115698. /** @hidden */
  115699. private _internalMarkAllSubMeshesAsTexturesDirty;
  115700. /** @hidden */
  115701. _markAllSubMeshesAsTexturesDirty(): void;
  115702. /**
  115703. * Instantiate a new istance of anisotropy configuration.
  115704. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115705. */
  115706. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115707. /**
  115708. * Specifies that the submesh is ready to be used.
  115709. * @param defines the list of "defines" to update.
  115710. * @param scene defines the scene the material belongs to.
  115711. * @returns - boolean indicating that the submesh is ready or not.
  115712. */
  115713. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  115714. /**
  115715. * Checks to see if a texture is used in the material.
  115716. * @param defines the list of "defines" to update.
  115717. * @param mesh the mesh we are preparing the defines for.
  115718. * @param scene defines the scene the material belongs to.
  115719. */
  115720. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  115721. /**
  115722. * Binds the material data.
  115723. * @param uniformBuffer defines the Uniform buffer to fill in.
  115724. * @param scene defines the scene the material belongs to.
  115725. * @param isFrozen defines wether the material is frozen or not.
  115726. */
  115727. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115728. /**
  115729. * Checks to see if a texture is used in the material.
  115730. * @param texture - Base texture to use.
  115731. * @returns - Boolean specifying if a texture is used in the material.
  115732. */
  115733. hasTexture(texture: BaseTexture): boolean;
  115734. /**
  115735. * Returns an array of the actively used textures.
  115736. * @param activeTextures Array of BaseTextures
  115737. */
  115738. getActiveTextures(activeTextures: BaseTexture[]): void;
  115739. /**
  115740. * Returns the animatable textures.
  115741. * @param animatables Array of animatable textures.
  115742. */
  115743. getAnimatables(animatables: IAnimatable[]): void;
  115744. /**
  115745. * Disposes the resources of the material.
  115746. * @param forceDisposeTextures - Forces the disposal of all textures.
  115747. */
  115748. dispose(forceDisposeTextures?: boolean): void;
  115749. /**
  115750. * Get the current class name of the texture useful for serialization or dynamic coding.
  115751. * @returns "PBRAnisotropicConfiguration"
  115752. */
  115753. getClassName(): string;
  115754. /**
  115755. * Add fallbacks to the effect fallbacks list.
  115756. * @param defines defines the Base texture to use.
  115757. * @param fallbacks defines the current fallback list.
  115758. * @param currentRank defines the current fallback rank.
  115759. * @returns the new fallback rank.
  115760. */
  115761. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115762. /**
  115763. * Add the required uniforms to the current list.
  115764. * @param uniforms defines the current uniform list.
  115765. */
  115766. static AddUniforms(uniforms: string[]): void;
  115767. /**
  115768. * Add the required uniforms to the current buffer.
  115769. * @param uniformBuffer defines the current uniform buffer.
  115770. */
  115771. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115772. /**
  115773. * Add the required samplers to the current list.
  115774. * @param samplers defines the current sampler list.
  115775. */
  115776. static AddSamplers(samplers: string[]): void;
  115777. /**
  115778. * Makes a duplicate of the current configuration into another one.
  115779. * @param anisotropicConfiguration define the config where to copy the info
  115780. */
  115781. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  115782. /**
  115783. * Serializes this anisotropy configuration.
  115784. * @returns - An object with the serialized config.
  115785. */
  115786. serialize(): any;
  115787. /**
  115788. * Parses a anisotropy Configuration from a serialized object.
  115789. * @param source - Serialized object.
  115790. * @param scene Defines the scene we are parsing for
  115791. * @param rootUrl Defines the rootUrl to load from
  115792. */
  115793. parse(source: any, scene: Scene, rootUrl: string): void;
  115794. }
  115795. }
  115796. declare module BABYLON {
  115797. /**
  115798. * @hidden
  115799. */
  115800. export interface IMaterialBRDFDefines {
  115801. BRDF_V_HEIGHT_CORRELATED: boolean;
  115802. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115803. SPHERICAL_HARMONICS: boolean;
  115804. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115805. /** @hidden */
  115806. _areMiscDirty: boolean;
  115807. }
  115808. /**
  115809. * Define the code related to the BRDF parameters of the pbr material.
  115810. */
  115811. export class PBRBRDFConfiguration {
  115812. /**
  115813. * Default value used for the energy conservation.
  115814. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  115815. */
  115816. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  115817. /**
  115818. * Default value used for the Smith Visibility Height Correlated mode.
  115819. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  115820. */
  115821. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  115822. /**
  115823. * Default value used for the IBL diffuse part.
  115824. * This can help switching back to the polynomials mode globally which is a tiny bit
  115825. * less GPU intensive at the drawback of a lower quality.
  115826. */
  115827. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  115828. /**
  115829. * Default value used for activating energy conservation for the specular workflow.
  115830. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  115831. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  115832. */
  115833. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  115834. private _useEnergyConservation;
  115835. /**
  115836. * Defines if the material uses energy conservation.
  115837. */
  115838. useEnergyConservation: boolean;
  115839. private _useSmithVisibilityHeightCorrelated;
  115840. /**
  115841. * LEGACY Mode set to false
  115842. * Defines if the material uses height smith correlated visibility term.
  115843. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  115844. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  115845. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  115846. * Not relying on height correlated will also disable energy conservation.
  115847. */
  115848. useSmithVisibilityHeightCorrelated: boolean;
  115849. private _useSphericalHarmonics;
  115850. /**
  115851. * LEGACY Mode set to false
  115852. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  115853. * diffuse part of the IBL.
  115854. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  115855. * to the ground truth.
  115856. */
  115857. useSphericalHarmonics: boolean;
  115858. private _useSpecularGlossinessInputEnergyConservation;
  115859. /**
  115860. * Defines if the material uses energy conservation, when the specular workflow is active.
  115861. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  115862. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  115863. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  115864. */
  115865. useSpecularGlossinessInputEnergyConservation: boolean;
  115866. /** @hidden */
  115867. private _internalMarkAllSubMeshesAsMiscDirty;
  115868. /** @hidden */
  115869. _markAllSubMeshesAsMiscDirty(): void;
  115870. /**
  115871. * Instantiate a new istance of clear coat configuration.
  115872. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  115873. */
  115874. constructor(markAllSubMeshesAsMiscDirty: () => void);
  115875. /**
  115876. * Checks to see if a texture is used in the material.
  115877. * @param defines the list of "defines" to update.
  115878. */
  115879. prepareDefines(defines: IMaterialBRDFDefines): void;
  115880. /**
  115881. * Get the current class name of the texture useful for serialization or dynamic coding.
  115882. * @returns "PBRClearCoatConfiguration"
  115883. */
  115884. getClassName(): string;
  115885. /**
  115886. * Makes a duplicate of the current configuration into another one.
  115887. * @param brdfConfiguration define the config where to copy the info
  115888. */
  115889. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  115890. /**
  115891. * Serializes this BRDF configuration.
  115892. * @returns - An object with the serialized config.
  115893. */
  115894. serialize(): any;
  115895. /**
  115896. * Parses a anisotropy Configuration from a serialized object.
  115897. * @param source - Serialized object.
  115898. * @param scene Defines the scene we are parsing for
  115899. * @param rootUrl Defines the rootUrl to load from
  115900. */
  115901. parse(source: any, scene: Scene, rootUrl: string): void;
  115902. }
  115903. }
  115904. declare module BABYLON {
  115905. /**
  115906. * @hidden
  115907. */
  115908. export interface IMaterialSheenDefines {
  115909. SHEEN: boolean;
  115910. SHEEN_TEXTURE: boolean;
  115911. SHEEN_TEXTUREDIRECTUV: number;
  115912. SHEEN_LINKWITHALBEDO: boolean;
  115913. /** @hidden */
  115914. _areTexturesDirty: boolean;
  115915. }
  115916. /**
  115917. * Define the code related to the Sheen parameters of the pbr material.
  115918. */
  115919. export class PBRSheenConfiguration {
  115920. private _isEnabled;
  115921. /**
  115922. * Defines if the material uses sheen.
  115923. */
  115924. isEnabled: boolean;
  115925. private _linkSheenWithAlbedo;
  115926. /**
  115927. * Defines if the sheen is linked to the sheen color.
  115928. */
  115929. linkSheenWithAlbedo: boolean;
  115930. /**
  115931. * Defines the sheen intensity.
  115932. */
  115933. intensity: number;
  115934. /**
  115935. * Defines the sheen color.
  115936. */
  115937. color: Color3;
  115938. private _texture;
  115939. /**
  115940. * Stores the sheen tint values in a texture.
  115941. * rgb is tint
  115942. * a is a intensity
  115943. */
  115944. texture: Nullable<BaseTexture>;
  115945. /** @hidden */
  115946. private _internalMarkAllSubMeshesAsTexturesDirty;
  115947. /** @hidden */
  115948. _markAllSubMeshesAsTexturesDirty(): void;
  115949. /**
  115950. * Instantiate a new istance of clear coat configuration.
  115951. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115952. */
  115953. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115954. /**
  115955. * Specifies that the submesh is ready to be used.
  115956. * @param defines the list of "defines" to update.
  115957. * @param scene defines the scene the material belongs to.
  115958. * @returns - boolean indicating that the submesh is ready or not.
  115959. */
  115960. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  115961. /**
  115962. * Checks to see if a texture is used in the material.
  115963. * @param defines the list of "defines" to update.
  115964. * @param scene defines the scene the material belongs to.
  115965. */
  115966. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  115967. /**
  115968. * Binds the material data.
  115969. * @param uniformBuffer defines the Uniform buffer to fill in.
  115970. * @param scene defines the scene the material belongs to.
  115971. * @param isFrozen defines wether the material is frozen or not.
  115972. */
  115973. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115974. /**
  115975. * Checks to see if a texture is used in the material.
  115976. * @param texture - Base texture to use.
  115977. * @returns - Boolean specifying if a texture is used in the material.
  115978. */
  115979. hasTexture(texture: BaseTexture): boolean;
  115980. /**
  115981. * Returns an array of the actively used textures.
  115982. * @param activeTextures Array of BaseTextures
  115983. */
  115984. getActiveTextures(activeTextures: BaseTexture[]): void;
  115985. /**
  115986. * Returns the animatable textures.
  115987. * @param animatables Array of animatable textures.
  115988. */
  115989. getAnimatables(animatables: IAnimatable[]): void;
  115990. /**
  115991. * Disposes the resources of the material.
  115992. * @param forceDisposeTextures - Forces the disposal of all textures.
  115993. */
  115994. dispose(forceDisposeTextures?: boolean): void;
  115995. /**
  115996. * Get the current class name of the texture useful for serialization or dynamic coding.
  115997. * @returns "PBRSheenConfiguration"
  115998. */
  115999. getClassName(): string;
  116000. /**
  116001. * Add fallbacks to the effect fallbacks list.
  116002. * @param defines defines the Base texture to use.
  116003. * @param fallbacks defines the current fallback list.
  116004. * @param currentRank defines the current fallback rank.
  116005. * @returns the new fallback rank.
  116006. */
  116007. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116008. /**
  116009. * Add the required uniforms to the current list.
  116010. * @param uniforms defines the current uniform list.
  116011. */
  116012. static AddUniforms(uniforms: string[]): void;
  116013. /**
  116014. * Add the required uniforms to the current buffer.
  116015. * @param uniformBuffer defines the current uniform buffer.
  116016. */
  116017. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116018. /**
  116019. * Add the required samplers to the current list.
  116020. * @param samplers defines the current sampler list.
  116021. */
  116022. static AddSamplers(samplers: string[]): void;
  116023. /**
  116024. * Makes a duplicate of the current configuration into another one.
  116025. * @param sheenConfiguration define the config where to copy the info
  116026. */
  116027. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  116028. /**
  116029. * Serializes this BRDF configuration.
  116030. * @returns - An object with the serialized config.
  116031. */
  116032. serialize(): any;
  116033. /**
  116034. * Parses a anisotropy Configuration from a serialized object.
  116035. * @param source - Serialized object.
  116036. * @param scene Defines the scene we are parsing for
  116037. * @param rootUrl Defines the rootUrl to load from
  116038. */
  116039. parse(source: any, scene: Scene, rootUrl: string): void;
  116040. }
  116041. }
  116042. declare module BABYLON {
  116043. /**
  116044. * @hidden
  116045. */
  116046. export interface IMaterialSubSurfaceDefines {
  116047. SUBSURFACE: boolean;
  116048. SS_REFRACTION: boolean;
  116049. SS_TRANSLUCENCY: boolean;
  116050. SS_SCATERRING: boolean;
  116051. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116052. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116053. SS_REFRACTIONMAP_3D: boolean;
  116054. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116055. SS_LODINREFRACTIONALPHA: boolean;
  116056. SS_GAMMAREFRACTION: boolean;
  116057. SS_RGBDREFRACTION: boolean;
  116058. SS_LINEARSPECULARREFRACTION: boolean;
  116059. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116060. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116061. /** @hidden */
  116062. _areTexturesDirty: boolean;
  116063. }
  116064. /**
  116065. * Define the code related to the sub surface parameters of the pbr material.
  116066. */
  116067. export class PBRSubSurfaceConfiguration {
  116068. private _isRefractionEnabled;
  116069. /**
  116070. * Defines if the refraction is enabled in the material.
  116071. */
  116072. isRefractionEnabled: boolean;
  116073. private _isTranslucencyEnabled;
  116074. /**
  116075. * Defines if the translucency is enabled in the material.
  116076. */
  116077. isTranslucencyEnabled: boolean;
  116078. private _isScatteringEnabled;
  116079. /**
  116080. * Defines the refraction intensity of the material.
  116081. * The refraction when enabled replaces the Diffuse part of the material.
  116082. * The intensity helps transitionning between diffuse and refraction.
  116083. */
  116084. refractionIntensity: number;
  116085. /**
  116086. * Defines the translucency intensity of the material.
  116087. * When translucency has been enabled, this defines how much of the "translucency"
  116088. * is addded to the diffuse part of the material.
  116089. */
  116090. translucencyIntensity: number;
  116091. /**
  116092. * Defines the scattering intensity of the material.
  116093. * When scattering has been enabled, this defines how much of the "scattered light"
  116094. * is addded to the diffuse part of the material.
  116095. */
  116096. scatteringIntensity: number;
  116097. private _thicknessTexture;
  116098. /**
  116099. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  116100. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  116101. * 0 would mean minimumThickness
  116102. * 1 would mean maximumThickness
  116103. * The other channels might be use as a mask to vary the different effects intensity.
  116104. */
  116105. thicknessTexture: Nullable<BaseTexture>;
  116106. private _refractionTexture;
  116107. /**
  116108. * Defines the texture to use for refraction.
  116109. */
  116110. refractionTexture: Nullable<BaseTexture>;
  116111. private _indexOfRefraction;
  116112. /**
  116113. * Defines the index of refraction used in the material.
  116114. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  116115. */
  116116. indexOfRefraction: number;
  116117. private _invertRefractionY;
  116118. /**
  116119. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116120. */
  116121. invertRefractionY: boolean;
  116122. private _linkRefractionWithTransparency;
  116123. /**
  116124. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116125. * Materials half opaque for instance using refraction could benefit from this control.
  116126. */
  116127. linkRefractionWithTransparency: boolean;
  116128. /**
  116129. * Defines the minimum thickness stored in the thickness map.
  116130. * If no thickness map is defined, this value will be used to simulate thickness.
  116131. */
  116132. minimumThickness: number;
  116133. /**
  116134. * Defines the maximum thickness stored in the thickness map.
  116135. */
  116136. maximumThickness: number;
  116137. /**
  116138. * Defines the volume tint of the material.
  116139. * This is used for both translucency and scattering.
  116140. */
  116141. tintColor: Color3;
  116142. /**
  116143. * Defines the distance at which the tint color should be found in the media.
  116144. * This is used for refraction only.
  116145. */
  116146. tintColorAtDistance: number;
  116147. /**
  116148. * Defines how far each channel transmit through the media.
  116149. * It is defined as a color to simplify it selection.
  116150. */
  116151. diffusionDistance: Color3;
  116152. private _useMaskFromThicknessTexture;
  116153. /**
  116154. * Stores the intensity of the different subsurface effects in the thickness texture.
  116155. * * the green channel is the translucency intensity.
  116156. * * the blue channel is the scattering intensity.
  116157. * * the alpha channel is the refraction intensity.
  116158. */
  116159. useMaskFromThicknessTexture: boolean;
  116160. /** @hidden */
  116161. private _internalMarkAllSubMeshesAsTexturesDirty;
  116162. /** @hidden */
  116163. _markAllSubMeshesAsTexturesDirty(): void;
  116164. /**
  116165. * Instantiate a new istance of sub surface configuration.
  116166. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116167. */
  116168. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116169. /**
  116170. * Gets wehter the submesh is ready to be used or not.
  116171. * @param defines the list of "defines" to update.
  116172. * @param scene defines the scene the material belongs to.
  116173. * @returns - boolean indicating that the submesh is ready or not.
  116174. */
  116175. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  116176. /**
  116177. * Checks to see if a texture is used in the material.
  116178. * @param defines the list of "defines" to update.
  116179. * @param scene defines the scene to the material belongs to.
  116180. */
  116181. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  116182. /**
  116183. * Binds the material data.
  116184. * @param uniformBuffer defines the Uniform buffer to fill in.
  116185. * @param scene defines the scene the material belongs to.
  116186. * @param engine defines the engine the material belongs to.
  116187. * @param isFrozen defines wether the material is frozen or not.
  116188. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  116189. */
  116190. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  116191. /**
  116192. * Unbinds the material from the mesh.
  116193. * @param activeEffect defines the effect that should be unbound from.
  116194. * @returns true if unbound, otherwise false
  116195. */
  116196. unbind(activeEffect: Effect): boolean;
  116197. /**
  116198. * Returns the texture used for refraction or null if none is used.
  116199. * @param scene defines the scene the material belongs to.
  116200. * @returns - Refraction texture if present. If no refraction texture and refraction
  116201. * is linked with transparency, returns environment texture. Otherwise, returns null.
  116202. */
  116203. private _getRefractionTexture;
  116204. /**
  116205. * Returns true if alpha blending should be disabled.
  116206. */
  116207. readonly disableAlphaBlending: boolean;
  116208. /**
  116209. * Fills the list of render target textures.
  116210. * @param renderTargets the list of render targets to update
  116211. */
  116212. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  116213. /**
  116214. * Checks to see if a texture is used in the material.
  116215. * @param texture - Base texture to use.
  116216. * @returns - Boolean specifying if a texture is used in the material.
  116217. */
  116218. hasTexture(texture: BaseTexture): boolean;
  116219. /**
  116220. * Gets a boolean indicating that current material needs to register RTT
  116221. * @returns true if this uses a render target otherwise false.
  116222. */
  116223. hasRenderTargetTextures(): boolean;
  116224. /**
  116225. * Returns an array of the actively used textures.
  116226. * @param activeTextures Array of BaseTextures
  116227. */
  116228. getActiveTextures(activeTextures: BaseTexture[]): void;
  116229. /**
  116230. * Returns the animatable textures.
  116231. * @param animatables Array of animatable textures.
  116232. */
  116233. getAnimatables(animatables: IAnimatable[]): void;
  116234. /**
  116235. * Disposes the resources of the material.
  116236. * @param forceDisposeTextures - Forces the disposal of all textures.
  116237. */
  116238. dispose(forceDisposeTextures?: boolean): void;
  116239. /**
  116240. * Get the current class name of the texture useful for serialization or dynamic coding.
  116241. * @returns "PBRSubSurfaceConfiguration"
  116242. */
  116243. getClassName(): string;
  116244. /**
  116245. * Add fallbacks to the effect fallbacks list.
  116246. * @param defines defines the Base texture to use.
  116247. * @param fallbacks defines the current fallback list.
  116248. * @param currentRank defines the current fallback rank.
  116249. * @returns the new fallback rank.
  116250. */
  116251. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116252. /**
  116253. * Add the required uniforms to the current list.
  116254. * @param uniforms defines the current uniform list.
  116255. */
  116256. static AddUniforms(uniforms: string[]): void;
  116257. /**
  116258. * Add the required samplers to the current list.
  116259. * @param samplers defines the current sampler list.
  116260. */
  116261. static AddSamplers(samplers: string[]): void;
  116262. /**
  116263. * Add the required uniforms to the current buffer.
  116264. * @param uniformBuffer defines the current uniform buffer.
  116265. */
  116266. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116267. /**
  116268. * Makes a duplicate of the current configuration into another one.
  116269. * @param configuration define the config where to copy the info
  116270. */
  116271. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  116272. /**
  116273. * Serializes this Sub Surface configuration.
  116274. * @returns - An object with the serialized config.
  116275. */
  116276. serialize(): any;
  116277. /**
  116278. * Parses a anisotropy Configuration from a serialized object.
  116279. * @param source - Serialized object.
  116280. * @param scene Defines the scene we are parsing for
  116281. * @param rootUrl Defines the rootUrl to load from
  116282. */
  116283. parse(source: any, scene: Scene, rootUrl: string): void;
  116284. }
  116285. }
  116286. declare module BABYLON {
  116287. /** @hidden */
  116288. export var pbrFragmentDeclaration: {
  116289. name: string;
  116290. shader: string;
  116291. };
  116292. }
  116293. declare module BABYLON {
  116294. /** @hidden */
  116295. export var pbrUboDeclaration: {
  116296. name: string;
  116297. shader: string;
  116298. };
  116299. }
  116300. declare module BABYLON {
  116301. /** @hidden */
  116302. export var pbrFragmentExtraDeclaration: {
  116303. name: string;
  116304. shader: string;
  116305. };
  116306. }
  116307. declare module BABYLON {
  116308. /** @hidden */
  116309. export var pbrFragmentSamplersDeclaration: {
  116310. name: string;
  116311. shader: string;
  116312. };
  116313. }
  116314. declare module BABYLON {
  116315. /** @hidden */
  116316. export var pbrHelperFunctions: {
  116317. name: string;
  116318. shader: string;
  116319. };
  116320. }
  116321. declare module BABYLON {
  116322. /** @hidden */
  116323. export var harmonicsFunctions: {
  116324. name: string;
  116325. shader: string;
  116326. };
  116327. }
  116328. declare module BABYLON {
  116329. /** @hidden */
  116330. export var pbrDirectLightingSetupFunctions: {
  116331. name: string;
  116332. shader: string;
  116333. };
  116334. }
  116335. declare module BABYLON {
  116336. /** @hidden */
  116337. export var pbrDirectLightingFalloffFunctions: {
  116338. name: string;
  116339. shader: string;
  116340. };
  116341. }
  116342. declare module BABYLON {
  116343. /** @hidden */
  116344. export var pbrBRDFFunctions: {
  116345. name: string;
  116346. shader: string;
  116347. };
  116348. }
  116349. declare module BABYLON {
  116350. /** @hidden */
  116351. export var pbrDirectLightingFunctions: {
  116352. name: string;
  116353. shader: string;
  116354. };
  116355. }
  116356. declare module BABYLON {
  116357. /** @hidden */
  116358. export var pbrIBLFunctions: {
  116359. name: string;
  116360. shader: string;
  116361. };
  116362. }
  116363. declare module BABYLON {
  116364. /** @hidden */
  116365. export var pbrDebug: {
  116366. name: string;
  116367. shader: string;
  116368. };
  116369. }
  116370. declare module BABYLON {
  116371. /** @hidden */
  116372. export var pbrPixelShader: {
  116373. name: string;
  116374. shader: string;
  116375. };
  116376. }
  116377. declare module BABYLON {
  116378. /** @hidden */
  116379. export var pbrVertexDeclaration: {
  116380. name: string;
  116381. shader: string;
  116382. };
  116383. }
  116384. declare module BABYLON {
  116385. /** @hidden */
  116386. export var pbrVertexShader: {
  116387. name: string;
  116388. shader: string;
  116389. };
  116390. }
  116391. declare module BABYLON {
  116392. /**
  116393. * Manages the defines for the PBR Material.
  116394. * @hidden
  116395. */
  116396. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  116397. PBR: boolean;
  116398. MAINUV1: boolean;
  116399. MAINUV2: boolean;
  116400. UV1: boolean;
  116401. UV2: boolean;
  116402. ALBEDO: boolean;
  116403. ALBEDODIRECTUV: number;
  116404. VERTEXCOLOR: boolean;
  116405. AMBIENT: boolean;
  116406. AMBIENTDIRECTUV: number;
  116407. AMBIENTINGRAYSCALE: boolean;
  116408. OPACITY: boolean;
  116409. VERTEXALPHA: boolean;
  116410. OPACITYDIRECTUV: number;
  116411. OPACITYRGB: boolean;
  116412. ALPHATEST: boolean;
  116413. DEPTHPREPASS: boolean;
  116414. ALPHABLEND: boolean;
  116415. ALPHAFROMALBEDO: boolean;
  116416. ALPHATESTVALUE: string;
  116417. SPECULAROVERALPHA: boolean;
  116418. RADIANCEOVERALPHA: boolean;
  116419. ALPHAFRESNEL: boolean;
  116420. LINEARALPHAFRESNEL: boolean;
  116421. PREMULTIPLYALPHA: boolean;
  116422. EMISSIVE: boolean;
  116423. EMISSIVEDIRECTUV: number;
  116424. REFLECTIVITY: boolean;
  116425. REFLECTIVITYDIRECTUV: number;
  116426. SPECULARTERM: boolean;
  116427. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  116428. MICROSURFACEAUTOMATIC: boolean;
  116429. LODBASEDMICROSFURACE: boolean;
  116430. MICROSURFACEMAP: boolean;
  116431. MICROSURFACEMAPDIRECTUV: number;
  116432. METALLICWORKFLOW: boolean;
  116433. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  116434. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  116435. METALLNESSSTOREINMETALMAPBLUE: boolean;
  116436. AOSTOREINMETALMAPRED: boolean;
  116437. METALLICF0FACTORFROMMETALLICMAP: boolean;
  116438. ENVIRONMENTBRDF: boolean;
  116439. ENVIRONMENTBRDF_RGBD: boolean;
  116440. NORMAL: boolean;
  116441. TANGENT: boolean;
  116442. BUMP: boolean;
  116443. BUMPDIRECTUV: number;
  116444. OBJECTSPACE_NORMALMAP: boolean;
  116445. PARALLAX: boolean;
  116446. PARALLAXOCCLUSION: boolean;
  116447. NORMALXYSCALE: boolean;
  116448. LIGHTMAP: boolean;
  116449. LIGHTMAPDIRECTUV: number;
  116450. USELIGHTMAPASSHADOWMAP: boolean;
  116451. GAMMALIGHTMAP: boolean;
  116452. RGBDLIGHTMAP: boolean;
  116453. REFLECTION: boolean;
  116454. REFLECTIONMAP_3D: boolean;
  116455. REFLECTIONMAP_SPHERICAL: boolean;
  116456. REFLECTIONMAP_PLANAR: boolean;
  116457. REFLECTIONMAP_CUBIC: boolean;
  116458. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  116459. REFLECTIONMAP_PROJECTION: boolean;
  116460. REFLECTIONMAP_SKYBOX: boolean;
  116461. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  116462. REFLECTIONMAP_EXPLICIT: boolean;
  116463. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  116464. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  116465. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  116466. INVERTCUBICMAP: boolean;
  116467. USESPHERICALFROMREFLECTIONMAP: boolean;
  116468. USEIRRADIANCEMAP: boolean;
  116469. SPHERICAL_HARMONICS: boolean;
  116470. USESPHERICALINVERTEX: boolean;
  116471. REFLECTIONMAP_OPPOSITEZ: boolean;
  116472. LODINREFLECTIONALPHA: boolean;
  116473. GAMMAREFLECTION: boolean;
  116474. RGBDREFLECTION: boolean;
  116475. LINEARSPECULARREFLECTION: boolean;
  116476. RADIANCEOCCLUSION: boolean;
  116477. HORIZONOCCLUSION: boolean;
  116478. INSTANCES: boolean;
  116479. NUM_BONE_INFLUENCERS: number;
  116480. BonesPerMesh: number;
  116481. BONETEXTURE: boolean;
  116482. NONUNIFORMSCALING: boolean;
  116483. MORPHTARGETS: boolean;
  116484. MORPHTARGETS_NORMAL: boolean;
  116485. MORPHTARGETS_TANGENT: boolean;
  116486. MORPHTARGETS_UV: boolean;
  116487. NUM_MORPH_INFLUENCERS: number;
  116488. IMAGEPROCESSING: boolean;
  116489. VIGNETTE: boolean;
  116490. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116491. VIGNETTEBLENDMODEOPAQUE: boolean;
  116492. TONEMAPPING: boolean;
  116493. TONEMAPPING_ACES: boolean;
  116494. CONTRAST: boolean;
  116495. COLORCURVES: boolean;
  116496. COLORGRADING: boolean;
  116497. COLORGRADING3D: boolean;
  116498. SAMPLER3DGREENDEPTH: boolean;
  116499. SAMPLER3DBGRMAP: boolean;
  116500. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116501. EXPOSURE: boolean;
  116502. MULTIVIEW: boolean;
  116503. USEPHYSICALLIGHTFALLOFF: boolean;
  116504. USEGLTFLIGHTFALLOFF: boolean;
  116505. TWOSIDEDLIGHTING: boolean;
  116506. SHADOWFLOAT: boolean;
  116507. CLIPPLANE: boolean;
  116508. CLIPPLANE2: boolean;
  116509. CLIPPLANE3: boolean;
  116510. CLIPPLANE4: boolean;
  116511. POINTSIZE: boolean;
  116512. FOG: boolean;
  116513. LOGARITHMICDEPTH: boolean;
  116514. FORCENORMALFORWARD: boolean;
  116515. SPECULARAA: boolean;
  116516. CLEARCOAT: boolean;
  116517. CLEARCOAT_DEFAULTIOR: boolean;
  116518. CLEARCOAT_TEXTURE: boolean;
  116519. CLEARCOAT_TEXTUREDIRECTUV: number;
  116520. CLEARCOAT_BUMP: boolean;
  116521. CLEARCOAT_BUMPDIRECTUV: number;
  116522. CLEARCOAT_TINT: boolean;
  116523. CLEARCOAT_TINT_TEXTURE: boolean;
  116524. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  116525. ANISOTROPIC: boolean;
  116526. ANISOTROPIC_TEXTURE: boolean;
  116527. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116528. BRDF_V_HEIGHT_CORRELATED: boolean;
  116529. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116530. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116531. SHEEN: boolean;
  116532. SHEEN_TEXTURE: boolean;
  116533. SHEEN_TEXTUREDIRECTUV: number;
  116534. SHEEN_LINKWITHALBEDO: boolean;
  116535. SUBSURFACE: boolean;
  116536. SS_REFRACTION: boolean;
  116537. SS_TRANSLUCENCY: boolean;
  116538. SS_SCATERRING: boolean;
  116539. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116540. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116541. SS_REFRACTIONMAP_3D: boolean;
  116542. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116543. SS_LODINREFRACTIONALPHA: boolean;
  116544. SS_GAMMAREFRACTION: boolean;
  116545. SS_RGBDREFRACTION: boolean;
  116546. SS_LINEARSPECULARREFRACTION: boolean;
  116547. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116548. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116549. UNLIT: boolean;
  116550. DEBUGMODE: number;
  116551. /**
  116552. * Initializes the PBR Material defines.
  116553. */
  116554. constructor();
  116555. /**
  116556. * Resets the PBR Material defines.
  116557. */
  116558. reset(): void;
  116559. }
  116560. /**
  116561. * The Physically based material base class of BJS.
  116562. *
  116563. * This offers the main features of a standard PBR material.
  116564. * For more information, please refer to the documentation :
  116565. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116566. */
  116567. export abstract class PBRBaseMaterial extends PushMaterial {
  116568. /**
  116569. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116570. */
  116571. static readonly PBRMATERIAL_OPAQUE: number;
  116572. /**
  116573. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116574. */
  116575. static readonly PBRMATERIAL_ALPHATEST: number;
  116576. /**
  116577. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116578. */
  116579. static readonly PBRMATERIAL_ALPHABLEND: number;
  116580. /**
  116581. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116582. * They are also discarded below the alpha cutoff threshold to improve performances.
  116583. */
  116584. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116585. /**
  116586. * Defines the default value of how much AO map is occluding the analytical lights
  116587. * (point spot...).
  116588. */
  116589. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116590. /**
  116591. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  116592. */
  116593. static readonly LIGHTFALLOFF_PHYSICAL: number;
  116594. /**
  116595. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  116596. * to enhance interoperability with other engines.
  116597. */
  116598. static readonly LIGHTFALLOFF_GLTF: number;
  116599. /**
  116600. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  116601. * to enhance interoperability with other materials.
  116602. */
  116603. static readonly LIGHTFALLOFF_STANDARD: number;
  116604. /**
  116605. * Intensity of the direct lights e.g. the four lights available in your scene.
  116606. * This impacts both the direct diffuse and specular highlights.
  116607. */
  116608. protected _directIntensity: number;
  116609. /**
  116610. * Intensity of the emissive part of the material.
  116611. * This helps controlling the emissive effect without modifying the emissive color.
  116612. */
  116613. protected _emissiveIntensity: number;
  116614. /**
  116615. * Intensity of the environment e.g. how much the environment will light the object
  116616. * either through harmonics for rough material or through the refelction for shiny ones.
  116617. */
  116618. protected _environmentIntensity: number;
  116619. /**
  116620. * This is a special control allowing the reduction of the specular highlights coming from the
  116621. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116622. */
  116623. protected _specularIntensity: number;
  116624. /**
  116625. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  116626. */
  116627. private _lightingInfos;
  116628. /**
  116629. * Debug Control allowing disabling the bump map on this material.
  116630. */
  116631. protected _disableBumpMap: boolean;
  116632. /**
  116633. * AKA Diffuse Texture in standard nomenclature.
  116634. */
  116635. protected _albedoTexture: Nullable<BaseTexture>;
  116636. /**
  116637. * AKA Occlusion Texture in other nomenclature.
  116638. */
  116639. protected _ambientTexture: Nullable<BaseTexture>;
  116640. /**
  116641. * AKA Occlusion Texture Intensity in other nomenclature.
  116642. */
  116643. protected _ambientTextureStrength: number;
  116644. /**
  116645. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116646. * 1 means it completely occludes it
  116647. * 0 mean it has no impact
  116648. */
  116649. protected _ambientTextureImpactOnAnalyticalLights: number;
  116650. /**
  116651. * Stores the alpha values in a texture.
  116652. */
  116653. protected _opacityTexture: Nullable<BaseTexture>;
  116654. /**
  116655. * Stores the reflection values in a texture.
  116656. */
  116657. protected _reflectionTexture: Nullable<BaseTexture>;
  116658. /**
  116659. * Stores the emissive values in a texture.
  116660. */
  116661. protected _emissiveTexture: Nullable<BaseTexture>;
  116662. /**
  116663. * AKA Specular texture in other nomenclature.
  116664. */
  116665. protected _reflectivityTexture: Nullable<BaseTexture>;
  116666. /**
  116667. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116668. */
  116669. protected _metallicTexture: Nullable<BaseTexture>;
  116670. /**
  116671. * Specifies the metallic scalar of the metallic/roughness workflow.
  116672. * Can also be used to scale the metalness values of the metallic texture.
  116673. */
  116674. protected _metallic: Nullable<number>;
  116675. /**
  116676. * Specifies the roughness scalar of the metallic/roughness workflow.
  116677. * Can also be used to scale the roughness values of the metallic texture.
  116678. */
  116679. protected _roughness: Nullable<number>;
  116680. /**
  116681. * Specifies the an F0 factor to help configuring the material F0.
  116682. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116683. * to 0.5 the previously hard coded value stays the same.
  116684. * Can also be used to scale the F0 values of the metallic texture.
  116685. */
  116686. protected _metallicF0Factor: number;
  116687. /**
  116688. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116689. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116690. * your expectation as it multiplies with the texture data.
  116691. */
  116692. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  116693. /**
  116694. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116695. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116696. */
  116697. protected _microSurfaceTexture: Nullable<BaseTexture>;
  116698. /**
  116699. * Stores surface normal data used to displace a mesh in a texture.
  116700. */
  116701. protected _bumpTexture: Nullable<BaseTexture>;
  116702. /**
  116703. * Stores the pre-calculated light information of a mesh in a texture.
  116704. */
  116705. protected _lightmapTexture: Nullable<BaseTexture>;
  116706. /**
  116707. * The color of a material in ambient lighting.
  116708. */
  116709. protected _ambientColor: Color3;
  116710. /**
  116711. * AKA Diffuse Color in other nomenclature.
  116712. */
  116713. protected _albedoColor: Color3;
  116714. /**
  116715. * AKA Specular Color in other nomenclature.
  116716. */
  116717. protected _reflectivityColor: Color3;
  116718. /**
  116719. * The color applied when light is reflected from a material.
  116720. */
  116721. protected _reflectionColor: Color3;
  116722. /**
  116723. * The color applied when light is emitted from a material.
  116724. */
  116725. protected _emissiveColor: Color3;
  116726. /**
  116727. * AKA Glossiness in other nomenclature.
  116728. */
  116729. protected _microSurface: number;
  116730. /**
  116731. * Specifies that the material will use the light map as a show map.
  116732. */
  116733. protected _useLightmapAsShadowmap: boolean;
  116734. /**
  116735. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116736. * makes the reflect vector face the model (under horizon).
  116737. */
  116738. protected _useHorizonOcclusion: boolean;
  116739. /**
  116740. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116741. * too much the area relying on ambient texture to define their ambient occlusion.
  116742. */
  116743. protected _useRadianceOcclusion: boolean;
  116744. /**
  116745. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116746. */
  116747. protected _useAlphaFromAlbedoTexture: boolean;
  116748. /**
  116749. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  116750. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116751. */
  116752. protected _useSpecularOverAlpha: boolean;
  116753. /**
  116754. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116755. */
  116756. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116757. /**
  116758. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116759. */
  116760. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  116761. /**
  116762. * Specifies if the metallic texture contains the roughness information in its green channel.
  116763. */
  116764. protected _useRoughnessFromMetallicTextureGreen: boolean;
  116765. /**
  116766. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116767. */
  116768. protected _useMetallnessFromMetallicTextureBlue: boolean;
  116769. /**
  116770. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116771. */
  116772. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  116773. /**
  116774. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116775. */
  116776. protected _useAmbientInGrayScale: boolean;
  116777. /**
  116778. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116779. * The material will try to infer what glossiness each pixel should be.
  116780. */
  116781. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  116782. /**
  116783. * Defines the falloff type used in this material.
  116784. * It by default is Physical.
  116785. */
  116786. protected _lightFalloff: number;
  116787. /**
  116788. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116789. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116790. */
  116791. protected _useRadianceOverAlpha: boolean;
  116792. /**
  116793. * Allows using an object space normal map (instead of tangent space).
  116794. */
  116795. protected _useObjectSpaceNormalMap: boolean;
  116796. /**
  116797. * Allows using the bump map in parallax mode.
  116798. */
  116799. protected _useParallax: boolean;
  116800. /**
  116801. * Allows using the bump map in parallax occlusion mode.
  116802. */
  116803. protected _useParallaxOcclusion: boolean;
  116804. /**
  116805. * Controls the scale bias of the parallax mode.
  116806. */
  116807. protected _parallaxScaleBias: number;
  116808. /**
  116809. * If sets to true, disables all the lights affecting the material.
  116810. */
  116811. protected _disableLighting: boolean;
  116812. /**
  116813. * Number of Simultaneous lights allowed on the material.
  116814. */
  116815. protected _maxSimultaneousLights: number;
  116816. /**
  116817. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  116818. */
  116819. protected _invertNormalMapX: boolean;
  116820. /**
  116821. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  116822. */
  116823. protected _invertNormalMapY: boolean;
  116824. /**
  116825. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116826. */
  116827. protected _twoSidedLighting: boolean;
  116828. /**
  116829. * Defines the alpha limits in alpha test mode.
  116830. */
  116831. protected _alphaCutOff: number;
  116832. /**
  116833. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116834. */
  116835. protected _forceAlphaTest: boolean;
  116836. /**
  116837. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116838. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116839. */
  116840. protected _useAlphaFresnel: boolean;
  116841. /**
  116842. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116843. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116844. */
  116845. protected _useLinearAlphaFresnel: boolean;
  116846. /**
  116847. * The transparency mode of the material.
  116848. */
  116849. protected _transparencyMode: Nullable<number>;
  116850. /**
  116851. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  116852. * from cos thetav and roughness:
  116853. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  116854. */
  116855. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  116856. /**
  116857. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116858. */
  116859. protected _forceIrradianceInFragment: boolean;
  116860. /**
  116861. * Force normal to face away from face.
  116862. */
  116863. protected _forceNormalForward: boolean;
  116864. /**
  116865. * Enables specular anti aliasing in the PBR shader.
  116866. * It will both interacts on the Geometry for analytical and IBL lighting.
  116867. * It also prefilter the roughness map based on the bump values.
  116868. */
  116869. protected _enableSpecularAntiAliasing: boolean;
  116870. /**
  116871. * Default configuration related to image processing available in the PBR Material.
  116872. */
  116873. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116874. /**
  116875. * Keep track of the image processing observer to allow dispose and replace.
  116876. */
  116877. private _imageProcessingObserver;
  116878. /**
  116879. * Attaches a new image processing configuration to the PBR Material.
  116880. * @param configuration
  116881. */
  116882. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116883. /**
  116884. * Stores the available render targets.
  116885. */
  116886. private _renderTargets;
  116887. /**
  116888. * Sets the global ambient color for the material used in lighting calculations.
  116889. */
  116890. private _globalAmbientColor;
  116891. /**
  116892. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  116893. */
  116894. private _useLogarithmicDepth;
  116895. /**
  116896. * If set to true, no lighting calculations will be applied.
  116897. */
  116898. private _unlit;
  116899. private _debugMode;
  116900. /**
  116901. * @hidden
  116902. * This is reserved for the inspector.
  116903. * Defines the material debug mode.
  116904. * It helps seeing only some components of the material while troubleshooting.
  116905. */
  116906. debugMode: number;
  116907. /**
  116908. * @hidden
  116909. * This is reserved for the inspector.
  116910. * Specify from where on screen the debug mode should start.
  116911. * The value goes from -1 (full screen) to 1 (not visible)
  116912. * It helps with side by side comparison against the final render
  116913. * This defaults to -1
  116914. */
  116915. private debugLimit;
  116916. /**
  116917. * @hidden
  116918. * This is reserved for the inspector.
  116919. * As the default viewing range might not be enough (if the ambient is really small for instance)
  116920. * You can use the factor to better multiply the final value.
  116921. */
  116922. private debugFactor;
  116923. /**
  116924. * Defines the clear coat layer parameters for the material.
  116925. */
  116926. readonly clearCoat: PBRClearCoatConfiguration;
  116927. /**
  116928. * Defines the anisotropic parameters for the material.
  116929. */
  116930. readonly anisotropy: PBRAnisotropicConfiguration;
  116931. /**
  116932. * Defines the BRDF parameters for the material.
  116933. */
  116934. readonly brdf: PBRBRDFConfiguration;
  116935. /**
  116936. * Defines the Sheen parameters for the material.
  116937. */
  116938. readonly sheen: PBRSheenConfiguration;
  116939. /**
  116940. * Defines the SubSurface parameters for the material.
  116941. */
  116942. readonly subSurface: PBRSubSurfaceConfiguration;
  116943. /**
  116944. * Custom callback helping to override the default shader used in the material.
  116945. */
  116946. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  116947. protected _rebuildInParallel: boolean;
  116948. /**
  116949. * Instantiates a new PBRMaterial instance.
  116950. *
  116951. * @param name The material name
  116952. * @param scene The scene the material will be use in.
  116953. */
  116954. constructor(name: string, scene: Scene);
  116955. /**
  116956. * Gets a boolean indicating that current material needs to register RTT
  116957. */
  116958. readonly hasRenderTargetTextures: boolean;
  116959. /**
  116960. * Gets the name of the material class.
  116961. */
  116962. getClassName(): string;
  116963. /**
  116964. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  116965. */
  116966. /**
  116967. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  116968. */
  116969. useLogarithmicDepth: boolean;
  116970. /**
  116971. * Gets the current transparency mode.
  116972. */
  116973. /**
  116974. * Sets the transparency mode of the material.
  116975. *
  116976. * | Value | Type | Description |
  116977. * | ----- | ----------------------------------- | ----------- |
  116978. * | 0 | OPAQUE | |
  116979. * | 1 | ALPHATEST | |
  116980. * | 2 | ALPHABLEND | |
  116981. * | 3 | ALPHATESTANDBLEND | |
  116982. *
  116983. */
  116984. transparencyMode: Nullable<number>;
  116985. /**
  116986. * Returns true if alpha blending should be disabled.
  116987. */
  116988. private readonly _disableAlphaBlending;
  116989. /**
  116990. * Specifies whether or not this material should be rendered in alpha blend mode.
  116991. */
  116992. needAlphaBlending(): boolean;
  116993. /**
  116994. * Specifies if the mesh will require alpha blending.
  116995. * @param mesh - BJS mesh.
  116996. */
  116997. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  116998. /**
  116999. * Specifies whether or not this material should be rendered in alpha test mode.
  117000. */
  117001. needAlphaTesting(): boolean;
  117002. /**
  117003. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  117004. */
  117005. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  117006. /**
  117007. * Gets the texture used for the alpha test.
  117008. */
  117009. getAlphaTestTexture(): Nullable<BaseTexture>;
  117010. /**
  117011. * Specifies that the submesh is ready to be used.
  117012. * @param mesh - BJS mesh.
  117013. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  117014. * @param useInstances - Specifies that instances should be used.
  117015. * @returns - boolean indicating that the submesh is ready or not.
  117016. */
  117017. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117018. /**
  117019. * Specifies if the material uses metallic roughness workflow.
  117020. * @returns boolean specifiying if the material uses metallic roughness workflow.
  117021. */
  117022. isMetallicWorkflow(): boolean;
  117023. private _prepareEffect;
  117024. private _prepareDefines;
  117025. /**
  117026. * Force shader compilation
  117027. */
  117028. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  117029. /**
  117030. * Initializes the uniform buffer layout for the shader.
  117031. */
  117032. buildUniformLayout(): void;
  117033. /**
  117034. * Unbinds the material from the mesh
  117035. */
  117036. unbind(): void;
  117037. /**
  117038. * Binds the submesh data.
  117039. * @param world - The world matrix.
  117040. * @param mesh - The BJS mesh.
  117041. * @param subMesh - A submesh of the BJS mesh.
  117042. */
  117043. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117044. /**
  117045. * Returns the animatable textures.
  117046. * @returns - Array of animatable textures.
  117047. */
  117048. getAnimatables(): IAnimatable[];
  117049. /**
  117050. * Returns the texture used for reflections.
  117051. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  117052. */
  117053. private _getReflectionTexture;
  117054. /**
  117055. * Returns an array of the actively used textures.
  117056. * @returns - Array of BaseTextures
  117057. */
  117058. getActiveTextures(): BaseTexture[];
  117059. /**
  117060. * Checks to see if a texture is used in the material.
  117061. * @param texture - Base texture to use.
  117062. * @returns - Boolean specifying if a texture is used in the material.
  117063. */
  117064. hasTexture(texture: BaseTexture): boolean;
  117065. /**
  117066. * Disposes the resources of the material.
  117067. * @param forceDisposeEffect - Forces the disposal of effects.
  117068. * @param forceDisposeTextures - Forces the disposal of all textures.
  117069. */
  117070. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  117071. }
  117072. }
  117073. declare module BABYLON {
  117074. /**
  117075. * The Physically based material of BJS.
  117076. *
  117077. * This offers the main features of a standard PBR material.
  117078. * For more information, please refer to the documentation :
  117079. * https://doc.babylonjs.com/how_to/physically_based_rendering
  117080. */
  117081. export class PBRMaterial extends PBRBaseMaterial {
  117082. /**
  117083. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  117084. */
  117085. static readonly PBRMATERIAL_OPAQUE: number;
  117086. /**
  117087. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  117088. */
  117089. static readonly PBRMATERIAL_ALPHATEST: number;
  117090. /**
  117091. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117092. */
  117093. static readonly PBRMATERIAL_ALPHABLEND: number;
  117094. /**
  117095. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117096. * They are also discarded below the alpha cutoff threshold to improve performances.
  117097. */
  117098. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  117099. /**
  117100. * Defines the default value of how much AO map is occluding the analytical lights
  117101. * (point spot...).
  117102. */
  117103. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  117104. /**
  117105. * Intensity of the direct lights e.g. the four lights available in your scene.
  117106. * This impacts both the direct diffuse and specular highlights.
  117107. */
  117108. directIntensity: number;
  117109. /**
  117110. * Intensity of the emissive part of the material.
  117111. * This helps controlling the emissive effect without modifying the emissive color.
  117112. */
  117113. emissiveIntensity: number;
  117114. /**
  117115. * Intensity of the environment e.g. how much the environment will light the object
  117116. * either through harmonics for rough material or through the refelction for shiny ones.
  117117. */
  117118. environmentIntensity: number;
  117119. /**
  117120. * This is a special control allowing the reduction of the specular highlights coming from the
  117121. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  117122. */
  117123. specularIntensity: number;
  117124. /**
  117125. * Debug Control allowing disabling the bump map on this material.
  117126. */
  117127. disableBumpMap: boolean;
  117128. /**
  117129. * AKA Diffuse Texture in standard nomenclature.
  117130. */
  117131. albedoTexture: BaseTexture;
  117132. /**
  117133. * AKA Occlusion Texture in other nomenclature.
  117134. */
  117135. ambientTexture: BaseTexture;
  117136. /**
  117137. * AKA Occlusion Texture Intensity in other nomenclature.
  117138. */
  117139. ambientTextureStrength: number;
  117140. /**
  117141. * Defines how much the AO map is occluding the analytical lights (point spot...).
  117142. * 1 means it completely occludes it
  117143. * 0 mean it has no impact
  117144. */
  117145. ambientTextureImpactOnAnalyticalLights: number;
  117146. /**
  117147. * Stores the alpha values in a texture.
  117148. */
  117149. opacityTexture: BaseTexture;
  117150. /**
  117151. * Stores the reflection values in a texture.
  117152. */
  117153. reflectionTexture: Nullable<BaseTexture>;
  117154. /**
  117155. * Stores the emissive values in a texture.
  117156. */
  117157. emissiveTexture: BaseTexture;
  117158. /**
  117159. * AKA Specular texture in other nomenclature.
  117160. */
  117161. reflectivityTexture: BaseTexture;
  117162. /**
  117163. * Used to switch from specular/glossiness to metallic/roughness workflow.
  117164. */
  117165. metallicTexture: BaseTexture;
  117166. /**
  117167. * Specifies the metallic scalar of the metallic/roughness workflow.
  117168. * Can also be used to scale the metalness values of the metallic texture.
  117169. */
  117170. metallic: Nullable<number>;
  117171. /**
  117172. * Specifies the roughness scalar of the metallic/roughness workflow.
  117173. * Can also be used to scale the roughness values of the metallic texture.
  117174. */
  117175. roughness: Nullable<number>;
  117176. /**
  117177. * Specifies the an F0 factor to help configuring the material F0.
  117178. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  117179. * to 0.5 the previously hard coded value stays the same.
  117180. * Can also be used to scale the F0 values of the metallic texture.
  117181. */
  117182. metallicF0Factor: number;
  117183. /**
  117184. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  117185. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  117186. * your expectation as it multiplies with the texture data.
  117187. */
  117188. useMetallicF0FactorFromMetallicTexture: boolean;
  117189. /**
  117190. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  117191. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  117192. */
  117193. microSurfaceTexture: BaseTexture;
  117194. /**
  117195. * Stores surface normal data used to displace a mesh in a texture.
  117196. */
  117197. bumpTexture: BaseTexture;
  117198. /**
  117199. * Stores the pre-calculated light information of a mesh in a texture.
  117200. */
  117201. lightmapTexture: BaseTexture;
  117202. /**
  117203. * Stores the refracted light information in a texture.
  117204. */
  117205. refractionTexture: Nullable<BaseTexture>;
  117206. /**
  117207. * The color of a material in ambient lighting.
  117208. */
  117209. ambientColor: Color3;
  117210. /**
  117211. * AKA Diffuse Color in other nomenclature.
  117212. */
  117213. albedoColor: Color3;
  117214. /**
  117215. * AKA Specular Color in other nomenclature.
  117216. */
  117217. reflectivityColor: Color3;
  117218. /**
  117219. * The color reflected from the material.
  117220. */
  117221. reflectionColor: Color3;
  117222. /**
  117223. * The color emitted from the material.
  117224. */
  117225. emissiveColor: Color3;
  117226. /**
  117227. * AKA Glossiness in other nomenclature.
  117228. */
  117229. microSurface: number;
  117230. /**
  117231. * source material index of refraction (IOR)' / 'destination material IOR.
  117232. */
  117233. indexOfRefraction: number;
  117234. /**
  117235. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  117236. */
  117237. invertRefractionY: boolean;
  117238. /**
  117239. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  117240. * Materials half opaque for instance using refraction could benefit from this control.
  117241. */
  117242. linkRefractionWithTransparency: boolean;
  117243. /**
  117244. * If true, the light map contains occlusion information instead of lighting info.
  117245. */
  117246. useLightmapAsShadowmap: boolean;
  117247. /**
  117248. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117249. */
  117250. useAlphaFromAlbedoTexture: boolean;
  117251. /**
  117252. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117253. */
  117254. forceAlphaTest: boolean;
  117255. /**
  117256. * Defines the alpha limits in alpha test mode.
  117257. */
  117258. alphaCutOff: number;
  117259. /**
  117260. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  117261. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117262. */
  117263. useSpecularOverAlpha: boolean;
  117264. /**
  117265. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117266. */
  117267. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117268. /**
  117269. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117270. */
  117271. useRoughnessFromMetallicTextureAlpha: boolean;
  117272. /**
  117273. * Specifies if the metallic texture contains the roughness information in its green channel.
  117274. */
  117275. useRoughnessFromMetallicTextureGreen: boolean;
  117276. /**
  117277. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117278. */
  117279. useMetallnessFromMetallicTextureBlue: boolean;
  117280. /**
  117281. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117282. */
  117283. useAmbientOcclusionFromMetallicTextureRed: boolean;
  117284. /**
  117285. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117286. */
  117287. useAmbientInGrayScale: boolean;
  117288. /**
  117289. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117290. * The material will try to infer what glossiness each pixel should be.
  117291. */
  117292. useAutoMicroSurfaceFromReflectivityMap: boolean;
  117293. /**
  117294. * BJS is using an harcoded light falloff based on a manually sets up range.
  117295. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117296. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117297. */
  117298. /**
  117299. * BJS is using an harcoded light falloff based on a manually sets up range.
  117300. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117301. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117302. */
  117303. usePhysicalLightFalloff: boolean;
  117304. /**
  117305. * In order to support the falloff compatibility with gltf, a special mode has been added
  117306. * to reproduce the gltf light falloff.
  117307. */
  117308. /**
  117309. * In order to support the falloff compatibility with gltf, a special mode has been added
  117310. * to reproduce the gltf light falloff.
  117311. */
  117312. useGLTFLightFalloff: boolean;
  117313. /**
  117314. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117315. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117316. */
  117317. useRadianceOverAlpha: boolean;
  117318. /**
  117319. * Allows using an object space normal map (instead of tangent space).
  117320. */
  117321. useObjectSpaceNormalMap: boolean;
  117322. /**
  117323. * Allows using the bump map in parallax mode.
  117324. */
  117325. useParallax: boolean;
  117326. /**
  117327. * Allows using the bump map in parallax occlusion mode.
  117328. */
  117329. useParallaxOcclusion: boolean;
  117330. /**
  117331. * Controls the scale bias of the parallax mode.
  117332. */
  117333. parallaxScaleBias: number;
  117334. /**
  117335. * If sets to true, disables all the lights affecting the material.
  117336. */
  117337. disableLighting: boolean;
  117338. /**
  117339. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117340. */
  117341. forceIrradianceInFragment: boolean;
  117342. /**
  117343. * Number of Simultaneous lights allowed on the material.
  117344. */
  117345. maxSimultaneousLights: number;
  117346. /**
  117347. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  117348. */
  117349. invertNormalMapX: boolean;
  117350. /**
  117351. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  117352. */
  117353. invertNormalMapY: boolean;
  117354. /**
  117355. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117356. */
  117357. twoSidedLighting: boolean;
  117358. /**
  117359. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117360. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117361. */
  117362. useAlphaFresnel: boolean;
  117363. /**
  117364. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117365. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117366. */
  117367. useLinearAlphaFresnel: boolean;
  117368. /**
  117369. * Let user defines the brdf lookup texture used for IBL.
  117370. * A default 8bit version is embedded but you could point at :
  117371. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  117372. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  117373. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  117374. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  117375. */
  117376. environmentBRDFTexture: Nullable<BaseTexture>;
  117377. /**
  117378. * Force normal to face away from face.
  117379. */
  117380. forceNormalForward: boolean;
  117381. /**
  117382. * Enables specular anti aliasing in the PBR shader.
  117383. * It will both interacts on the Geometry for analytical and IBL lighting.
  117384. * It also prefilter the roughness map based on the bump values.
  117385. */
  117386. enableSpecularAntiAliasing: boolean;
  117387. /**
  117388. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117389. * makes the reflect vector face the model (under horizon).
  117390. */
  117391. useHorizonOcclusion: boolean;
  117392. /**
  117393. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117394. * too much the area relying on ambient texture to define their ambient occlusion.
  117395. */
  117396. useRadianceOcclusion: boolean;
  117397. /**
  117398. * If set to true, no lighting calculations will be applied.
  117399. */
  117400. unlit: boolean;
  117401. /**
  117402. * Gets the image processing configuration used either in this material.
  117403. */
  117404. /**
  117405. * Sets the Default image processing configuration used either in the this material.
  117406. *
  117407. * If sets to null, the scene one is in use.
  117408. */
  117409. imageProcessingConfiguration: ImageProcessingConfiguration;
  117410. /**
  117411. * Gets wether the color curves effect is enabled.
  117412. */
  117413. /**
  117414. * Sets wether the color curves effect is enabled.
  117415. */
  117416. cameraColorCurvesEnabled: boolean;
  117417. /**
  117418. * Gets wether the color grading effect is enabled.
  117419. */
  117420. /**
  117421. * Gets wether the color grading effect is enabled.
  117422. */
  117423. cameraColorGradingEnabled: boolean;
  117424. /**
  117425. * Gets wether tonemapping is enabled or not.
  117426. */
  117427. /**
  117428. * Sets wether tonemapping is enabled or not
  117429. */
  117430. cameraToneMappingEnabled: boolean;
  117431. /**
  117432. * The camera exposure used on this material.
  117433. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117434. * This corresponds to a photographic exposure.
  117435. */
  117436. /**
  117437. * The camera exposure used on this material.
  117438. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117439. * This corresponds to a photographic exposure.
  117440. */
  117441. cameraExposure: number;
  117442. /**
  117443. * Gets The camera contrast used on this material.
  117444. */
  117445. /**
  117446. * Sets The camera contrast used on this material.
  117447. */
  117448. cameraContrast: number;
  117449. /**
  117450. * Gets the Color Grading 2D Lookup Texture.
  117451. */
  117452. /**
  117453. * Sets the Color Grading 2D Lookup Texture.
  117454. */
  117455. cameraColorGradingTexture: Nullable<BaseTexture>;
  117456. /**
  117457. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117458. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117459. * 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;
  117460. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117461. */
  117462. /**
  117463. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117464. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117465. * 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;
  117466. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117467. */
  117468. cameraColorCurves: Nullable<ColorCurves>;
  117469. /**
  117470. * Instantiates a new PBRMaterial instance.
  117471. *
  117472. * @param name The material name
  117473. * @param scene The scene the material will be use in.
  117474. */
  117475. constructor(name: string, scene: Scene);
  117476. /**
  117477. * Returns the name of this material class.
  117478. */
  117479. getClassName(): string;
  117480. /**
  117481. * Makes a duplicate of the current material.
  117482. * @param name - name to use for the new material.
  117483. */
  117484. clone(name: string): PBRMaterial;
  117485. /**
  117486. * Serializes this PBR Material.
  117487. * @returns - An object with the serialized material.
  117488. */
  117489. serialize(): any;
  117490. /**
  117491. * Parses a PBR Material from a serialized object.
  117492. * @param source - Serialized object.
  117493. * @param scene - BJS scene instance.
  117494. * @param rootUrl - url for the scene object
  117495. * @returns - PBRMaterial
  117496. */
  117497. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  117498. }
  117499. }
  117500. declare module BABYLON {
  117501. /**
  117502. * Direct draw surface info
  117503. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  117504. */
  117505. export interface DDSInfo {
  117506. /**
  117507. * Width of the texture
  117508. */
  117509. width: number;
  117510. /**
  117511. * Width of the texture
  117512. */
  117513. height: number;
  117514. /**
  117515. * Number of Mipmaps for the texture
  117516. * @see https://en.wikipedia.org/wiki/Mipmap
  117517. */
  117518. mipmapCount: number;
  117519. /**
  117520. * If the textures format is a known fourCC format
  117521. * @see https://www.fourcc.org/
  117522. */
  117523. isFourCC: boolean;
  117524. /**
  117525. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  117526. */
  117527. isRGB: boolean;
  117528. /**
  117529. * If the texture is a lumincance format
  117530. */
  117531. isLuminance: boolean;
  117532. /**
  117533. * If this is a cube texture
  117534. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  117535. */
  117536. isCube: boolean;
  117537. /**
  117538. * If the texture is a compressed format eg. FOURCC_DXT1
  117539. */
  117540. isCompressed: boolean;
  117541. /**
  117542. * The dxgiFormat of the texture
  117543. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  117544. */
  117545. dxgiFormat: number;
  117546. /**
  117547. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  117548. */
  117549. textureType: number;
  117550. /**
  117551. * Sphericle polynomial created for the dds texture
  117552. */
  117553. sphericalPolynomial?: SphericalPolynomial;
  117554. }
  117555. /**
  117556. * Class used to provide DDS decompression tools
  117557. */
  117558. export class DDSTools {
  117559. /**
  117560. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  117561. */
  117562. static StoreLODInAlphaChannel: boolean;
  117563. /**
  117564. * Gets DDS information from an array buffer
  117565. * @param arrayBuffer defines the array buffer to read data from
  117566. * @returns the DDS information
  117567. */
  117568. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  117569. private static _FloatView;
  117570. private static _Int32View;
  117571. private static _ToHalfFloat;
  117572. private static _FromHalfFloat;
  117573. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  117574. private static _GetHalfFloatRGBAArrayBuffer;
  117575. private static _GetFloatRGBAArrayBuffer;
  117576. private static _GetFloatAsUIntRGBAArrayBuffer;
  117577. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  117578. private static _GetRGBAArrayBuffer;
  117579. private static _ExtractLongWordOrder;
  117580. private static _GetRGBArrayBuffer;
  117581. private static _GetLuminanceArrayBuffer;
  117582. /**
  117583. * Uploads DDS Levels to a Babylon Texture
  117584. * @hidden
  117585. */
  117586. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  117587. }
  117588. interface ThinEngine {
  117589. /**
  117590. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  117591. * @param rootUrl defines the url where the file to load is located
  117592. * @param scene defines the current scene
  117593. * @param lodScale defines scale to apply to the mip map selection
  117594. * @param lodOffset defines offset to apply to the mip map selection
  117595. * @param onLoad defines an optional callback raised when the texture is loaded
  117596. * @param onError defines an optional callback raised if there is an issue to load the texture
  117597. * @param format defines the format of the data
  117598. * @param forcedExtension defines the extension to use to pick the right loader
  117599. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  117600. * @returns the cube texture as an InternalTexture
  117601. */
  117602. 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;
  117603. }
  117604. }
  117605. declare module BABYLON {
  117606. /**
  117607. * Implementation of the DDS Texture Loader.
  117608. * @hidden
  117609. */
  117610. export class _DDSTextureLoader implements IInternalTextureLoader {
  117611. /**
  117612. * Defines wether the loader supports cascade loading the different faces.
  117613. */
  117614. readonly supportCascades: boolean;
  117615. /**
  117616. * This returns if the loader support the current file information.
  117617. * @param extension defines the file extension of the file being loaded
  117618. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117619. * @param fallback defines the fallback internal texture if any
  117620. * @param isBase64 defines whether the texture is encoded as a base64
  117621. * @param isBuffer defines whether the texture data are stored as a buffer
  117622. * @returns true if the loader can load the specified file
  117623. */
  117624. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117625. /**
  117626. * Transform the url before loading if required.
  117627. * @param rootUrl the url of the texture
  117628. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117629. * @returns the transformed texture
  117630. */
  117631. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117632. /**
  117633. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117634. * @param rootUrl the url of the texture
  117635. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117636. * @returns the fallback texture
  117637. */
  117638. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117639. /**
  117640. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117641. * @param data contains the texture data
  117642. * @param texture defines the BabylonJS internal texture
  117643. * @param createPolynomials will be true if polynomials have been requested
  117644. * @param onLoad defines the callback to trigger once the texture is ready
  117645. * @param onError defines the callback to trigger in case of error
  117646. */
  117647. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117648. /**
  117649. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117650. * @param data contains the texture data
  117651. * @param texture defines the BabylonJS internal texture
  117652. * @param callback defines the method to call once ready to upload
  117653. */
  117654. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117655. }
  117656. }
  117657. declare module BABYLON {
  117658. /**
  117659. * Implementation of the ENV Texture Loader.
  117660. * @hidden
  117661. */
  117662. export class _ENVTextureLoader implements IInternalTextureLoader {
  117663. /**
  117664. * Defines wether the loader supports cascade loading the different faces.
  117665. */
  117666. readonly supportCascades: boolean;
  117667. /**
  117668. * This returns if the loader support the current file information.
  117669. * @param extension defines the file extension of the file being loaded
  117670. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117671. * @param fallback defines the fallback internal texture if any
  117672. * @param isBase64 defines whether the texture is encoded as a base64
  117673. * @param isBuffer defines whether the texture data are stored as a buffer
  117674. * @returns true if the loader can load the specified file
  117675. */
  117676. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117677. /**
  117678. * Transform the url before loading if required.
  117679. * @param rootUrl the url of the texture
  117680. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117681. * @returns the transformed texture
  117682. */
  117683. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117684. /**
  117685. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117686. * @param rootUrl the url of the texture
  117687. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117688. * @returns the fallback texture
  117689. */
  117690. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117691. /**
  117692. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117693. * @param data contains the texture data
  117694. * @param texture defines the BabylonJS internal texture
  117695. * @param createPolynomials will be true if polynomials have been requested
  117696. * @param onLoad defines the callback to trigger once the texture is ready
  117697. * @param onError defines the callback to trigger in case of error
  117698. */
  117699. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117700. /**
  117701. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117702. * @param data contains the texture data
  117703. * @param texture defines the BabylonJS internal texture
  117704. * @param callback defines the method to call once ready to upload
  117705. */
  117706. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117707. }
  117708. }
  117709. declare module BABYLON {
  117710. /**
  117711. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  117712. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  117713. */
  117714. export class KhronosTextureContainer {
  117715. /** contents of the KTX container file */
  117716. arrayBuffer: any;
  117717. private static HEADER_LEN;
  117718. private static COMPRESSED_2D;
  117719. private static COMPRESSED_3D;
  117720. private static TEX_2D;
  117721. private static TEX_3D;
  117722. /**
  117723. * Gets the openGL type
  117724. */
  117725. glType: number;
  117726. /**
  117727. * Gets the openGL type size
  117728. */
  117729. glTypeSize: number;
  117730. /**
  117731. * Gets the openGL format
  117732. */
  117733. glFormat: number;
  117734. /**
  117735. * Gets the openGL internal format
  117736. */
  117737. glInternalFormat: number;
  117738. /**
  117739. * Gets the base internal format
  117740. */
  117741. glBaseInternalFormat: number;
  117742. /**
  117743. * Gets image width in pixel
  117744. */
  117745. pixelWidth: number;
  117746. /**
  117747. * Gets image height in pixel
  117748. */
  117749. pixelHeight: number;
  117750. /**
  117751. * Gets image depth in pixels
  117752. */
  117753. pixelDepth: number;
  117754. /**
  117755. * Gets the number of array elements
  117756. */
  117757. numberOfArrayElements: number;
  117758. /**
  117759. * Gets the number of faces
  117760. */
  117761. numberOfFaces: number;
  117762. /**
  117763. * Gets the number of mipmap levels
  117764. */
  117765. numberOfMipmapLevels: number;
  117766. /**
  117767. * Gets the bytes of key value data
  117768. */
  117769. bytesOfKeyValueData: number;
  117770. /**
  117771. * Gets the load type
  117772. */
  117773. loadType: number;
  117774. /**
  117775. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  117776. */
  117777. isInvalid: boolean;
  117778. /**
  117779. * Creates a new KhronosTextureContainer
  117780. * @param arrayBuffer contents of the KTX container file
  117781. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  117782. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  117783. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  117784. */
  117785. constructor(
  117786. /** contents of the KTX container file */
  117787. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  117788. /**
  117789. * Uploads KTX content to a Babylon Texture.
  117790. * It is assumed that the texture has already been created & is currently bound
  117791. * @hidden
  117792. */
  117793. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  117794. private _upload2DCompressedLevels;
  117795. }
  117796. }
  117797. declare module BABYLON {
  117798. /**
  117799. * Implementation of the KTX Texture Loader.
  117800. * @hidden
  117801. */
  117802. export class _KTXTextureLoader implements IInternalTextureLoader {
  117803. /**
  117804. * Defines wether the loader supports cascade loading the different faces.
  117805. */
  117806. readonly supportCascades: boolean;
  117807. /**
  117808. * This returns if the loader support the current file information.
  117809. * @param extension defines the file extension of the file being loaded
  117810. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117811. * @param fallback defines the fallback internal texture if any
  117812. * @param isBase64 defines whether the texture is encoded as a base64
  117813. * @param isBuffer defines whether the texture data are stored as a buffer
  117814. * @returns true if the loader can load the specified file
  117815. */
  117816. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117817. /**
  117818. * Transform the url before loading if required.
  117819. * @param rootUrl the url of the texture
  117820. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117821. * @returns the transformed texture
  117822. */
  117823. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117824. /**
  117825. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117826. * @param rootUrl the url of the texture
  117827. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117828. * @returns the fallback texture
  117829. */
  117830. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117831. /**
  117832. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117833. * @param data contains the texture data
  117834. * @param texture defines the BabylonJS internal texture
  117835. * @param createPolynomials will be true if polynomials have been requested
  117836. * @param onLoad defines the callback to trigger once the texture is ready
  117837. * @param onError defines the callback to trigger in case of error
  117838. */
  117839. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117840. /**
  117841. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117842. * @param data contains the texture data
  117843. * @param texture defines the BabylonJS internal texture
  117844. * @param callback defines the method to call once ready to upload
  117845. */
  117846. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  117847. }
  117848. }
  117849. declare module BABYLON {
  117850. /** @hidden */
  117851. export var _forceSceneHelpersToBundle: boolean;
  117852. interface Scene {
  117853. /**
  117854. * Creates a default light for the scene.
  117855. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  117856. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  117857. */
  117858. createDefaultLight(replace?: boolean): void;
  117859. /**
  117860. * Creates a default camera for the scene.
  117861. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  117862. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117863. * @param replace has default false, when true replaces the active camera in the scene
  117864. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  117865. */
  117866. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117867. /**
  117868. * Creates a default camera and a default light.
  117869. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  117870. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117871. * @param replace has the default false, when true replaces the active camera/light in the scene
  117872. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  117873. */
  117874. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117875. /**
  117876. * Creates a new sky box
  117877. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  117878. * @param environmentTexture defines the texture to use as environment texture
  117879. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  117880. * @param scale defines the overall scale of the skybox
  117881. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  117882. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  117883. * @returns a new mesh holding the sky box
  117884. */
  117885. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  117886. /**
  117887. * Creates a new environment
  117888. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  117889. * @param options defines the options you can use to configure the environment
  117890. * @returns the new EnvironmentHelper
  117891. */
  117892. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  117893. /**
  117894. * Creates a new VREXperienceHelper
  117895. * @see http://doc.babylonjs.com/how_to/webvr_helper
  117896. * @param webVROptions defines the options used to create the new VREXperienceHelper
  117897. * @returns a new VREXperienceHelper
  117898. */
  117899. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  117900. /**
  117901. * Creates a new WebXRDefaultExperience
  117902. * @see http://doc.babylonjs.com/how_to/webxr
  117903. * @param options experience options
  117904. * @returns a promise for a new WebXRDefaultExperience
  117905. */
  117906. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  117907. }
  117908. }
  117909. declare module BABYLON {
  117910. /**
  117911. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117912. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117913. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117914. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117915. */
  117916. export class VideoDome extends TransformNode {
  117917. /**
  117918. * Define the video source as a Monoscopic panoramic 360 video.
  117919. */
  117920. static readonly MODE_MONOSCOPIC: number;
  117921. /**
  117922. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117923. */
  117924. static readonly MODE_TOPBOTTOM: number;
  117925. /**
  117926. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117927. */
  117928. static readonly MODE_SIDEBYSIDE: number;
  117929. private _halfDome;
  117930. private _useDirectMapping;
  117931. /**
  117932. * The video texture being displayed on the sphere
  117933. */
  117934. protected _videoTexture: VideoTexture;
  117935. /**
  117936. * Gets the video texture being displayed on the sphere
  117937. */
  117938. readonly videoTexture: VideoTexture;
  117939. /**
  117940. * The skybox material
  117941. */
  117942. protected _material: BackgroundMaterial;
  117943. /**
  117944. * The surface used for the skybox
  117945. */
  117946. protected _mesh: Mesh;
  117947. /**
  117948. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  117949. */
  117950. private _halfDomeMask;
  117951. /**
  117952. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117953. * Also see the options.resolution property.
  117954. */
  117955. fovMultiplier: number;
  117956. private _videoMode;
  117957. /**
  117958. * Gets or set the current video mode for the video. It can be:
  117959. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  117960. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117961. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117962. */
  117963. videoMode: number;
  117964. /**
  117965. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  117966. *
  117967. */
  117968. /**
  117969. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  117970. */
  117971. halfDome: boolean;
  117972. /**
  117973. * Oberserver used in Stereoscopic VR Mode.
  117974. */
  117975. private _onBeforeCameraRenderObserver;
  117976. /**
  117977. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117978. * @param name Element's name, child elements will append suffixes for their own names.
  117979. * @param urlsOrVideo defines the url(s) or the video element to use
  117980. * @param options An object containing optional or exposed sub element properties
  117981. */
  117982. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  117983. resolution?: number;
  117984. clickToPlay?: boolean;
  117985. autoPlay?: boolean;
  117986. loop?: boolean;
  117987. size?: number;
  117988. poster?: string;
  117989. faceForward?: boolean;
  117990. useDirectMapping?: boolean;
  117991. halfDomeMode?: boolean;
  117992. }, scene: Scene);
  117993. private _changeVideoMode;
  117994. /**
  117995. * Releases resources associated with this node.
  117996. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117997. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117998. */
  117999. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  118000. }
  118001. }
  118002. declare module BABYLON {
  118003. /**
  118004. * This class can be used to get instrumentation data from a Babylon engine
  118005. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118006. */
  118007. export class EngineInstrumentation implements IDisposable {
  118008. /**
  118009. * Define the instrumented engine.
  118010. */
  118011. engine: Engine;
  118012. private _captureGPUFrameTime;
  118013. private _gpuFrameTimeToken;
  118014. private _gpuFrameTime;
  118015. private _captureShaderCompilationTime;
  118016. private _shaderCompilationTime;
  118017. private _onBeginFrameObserver;
  118018. private _onEndFrameObserver;
  118019. private _onBeforeShaderCompilationObserver;
  118020. private _onAfterShaderCompilationObserver;
  118021. /**
  118022. * Gets the perf counter used for GPU frame time
  118023. */
  118024. readonly gpuFrameTimeCounter: PerfCounter;
  118025. /**
  118026. * Gets the GPU frame time capture status
  118027. */
  118028. /**
  118029. * Enable or disable the GPU frame time capture
  118030. */
  118031. captureGPUFrameTime: boolean;
  118032. /**
  118033. * Gets the perf counter used for shader compilation time
  118034. */
  118035. readonly shaderCompilationTimeCounter: PerfCounter;
  118036. /**
  118037. * Gets the shader compilation time capture status
  118038. */
  118039. /**
  118040. * Enable or disable the shader compilation time capture
  118041. */
  118042. captureShaderCompilationTime: boolean;
  118043. /**
  118044. * Instantiates a new engine instrumentation.
  118045. * This class can be used to get instrumentation data from a Babylon engine
  118046. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118047. * @param engine Defines the engine to instrument
  118048. */
  118049. constructor(
  118050. /**
  118051. * Define the instrumented engine.
  118052. */
  118053. engine: Engine);
  118054. /**
  118055. * Dispose and release associated resources.
  118056. */
  118057. dispose(): void;
  118058. }
  118059. }
  118060. declare module BABYLON {
  118061. /**
  118062. * This class can be used to get instrumentation data from a Babylon engine
  118063. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118064. */
  118065. export class SceneInstrumentation implements IDisposable {
  118066. /**
  118067. * Defines the scene to instrument
  118068. */
  118069. scene: Scene;
  118070. private _captureActiveMeshesEvaluationTime;
  118071. private _activeMeshesEvaluationTime;
  118072. private _captureRenderTargetsRenderTime;
  118073. private _renderTargetsRenderTime;
  118074. private _captureFrameTime;
  118075. private _frameTime;
  118076. private _captureRenderTime;
  118077. private _renderTime;
  118078. private _captureInterFrameTime;
  118079. private _interFrameTime;
  118080. private _captureParticlesRenderTime;
  118081. private _particlesRenderTime;
  118082. private _captureSpritesRenderTime;
  118083. private _spritesRenderTime;
  118084. private _capturePhysicsTime;
  118085. private _physicsTime;
  118086. private _captureAnimationsTime;
  118087. private _animationsTime;
  118088. private _captureCameraRenderTime;
  118089. private _cameraRenderTime;
  118090. private _onBeforeActiveMeshesEvaluationObserver;
  118091. private _onAfterActiveMeshesEvaluationObserver;
  118092. private _onBeforeRenderTargetsRenderObserver;
  118093. private _onAfterRenderTargetsRenderObserver;
  118094. private _onAfterRenderObserver;
  118095. private _onBeforeDrawPhaseObserver;
  118096. private _onAfterDrawPhaseObserver;
  118097. private _onBeforeAnimationsObserver;
  118098. private _onBeforeParticlesRenderingObserver;
  118099. private _onAfterParticlesRenderingObserver;
  118100. private _onBeforeSpritesRenderingObserver;
  118101. private _onAfterSpritesRenderingObserver;
  118102. private _onBeforePhysicsObserver;
  118103. private _onAfterPhysicsObserver;
  118104. private _onAfterAnimationsObserver;
  118105. private _onBeforeCameraRenderObserver;
  118106. private _onAfterCameraRenderObserver;
  118107. /**
  118108. * Gets the perf counter used for active meshes evaluation time
  118109. */
  118110. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  118111. /**
  118112. * Gets the active meshes evaluation time capture status
  118113. */
  118114. /**
  118115. * Enable or disable the active meshes evaluation time capture
  118116. */
  118117. captureActiveMeshesEvaluationTime: boolean;
  118118. /**
  118119. * Gets the perf counter used for render targets render time
  118120. */
  118121. readonly renderTargetsRenderTimeCounter: PerfCounter;
  118122. /**
  118123. * Gets the render targets render time capture status
  118124. */
  118125. /**
  118126. * Enable or disable the render targets render time capture
  118127. */
  118128. captureRenderTargetsRenderTime: boolean;
  118129. /**
  118130. * Gets the perf counter used for particles render time
  118131. */
  118132. readonly particlesRenderTimeCounter: PerfCounter;
  118133. /**
  118134. * Gets the particles render time capture status
  118135. */
  118136. /**
  118137. * Enable or disable the particles render time capture
  118138. */
  118139. captureParticlesRenderTime: boolean;
  118140. /**
  118141. * Gets the perf counter used for sprites render time
  118142. */
  118143. readonly spritesRenderTimeCounter: PerfCounter;
  118144. /**
  118145. * Gets the sprites render time capture status
  118146. */
  118147. /**
  118148. * Enable or disable the sprites render time capture
  118149. */
  118150. captureSpritesRenderTime: boolean;
  118151. /**
  118152. * Gets the perf counter used for physics time
  118153. */
  118154. readonly physicsTimeCounter: PerfCounter;
  118155. /**
  118156. * Gets the physics time capture status
  118157. */
  118158. /**
  118159. * Enable or disable the physics time capture
  118160. */
  118161. capturePhysicsTime: boolean;
  118162. /**
  118163. * Gets the perf counter used for animations time
  118164. */
  118165. readonly animationsTimeCounter: PerfCounter;
  118166. /**
  118167. * Gets the animations time capture status
  118168. */
  118169. /**
  118170. * Enable or disable the animations time capture
  118171. */
  118172. captureAnimationsTime: boolean;
  118173. /**
  118174. * Gets the perf counter used for frame time capture
  118175. */
  118176. readonly frameTimeCounter: PerfCounter;
  118177. /**
  118178. * Gets the frame time capture status
  118179. */
  118180. /**
  118181. * Enable or disable the frame time capture
  118182. */
  118183. captureFrameTime: boolean;
  118184. /**
  118185. * Gets the perf counter used for inter-frames time capture
  118186. */
  118187. readonly interFrameTimeCounter: PerfCounter;
  118188. /**
  118189. * Gets the inter-frames time capture status
  118190. */
  118191. /**
  118192. * Enable or disable the inter-frames time capture
  118193. */
  118194. captureInterFrameTime: boolean;
  118195. /**
  118196. * Gets the perf counter used for render time capture
  118197. */
  118198. readonly renderTimeCounter: PerfCounter;
  118199. /**
  118200. * Gets the render time capture status
  118201. */
  118202. /**
  118203. * Enable or disable the render time capture
  118204. */
  118205. captureRenderTime: boolean;
  118206. /**
  118207. * Gets the perf counter used for camera render time capture
  118208. */
  118209. readonly cameraRenderTimeCounter: PerfCounter;
  118210. /**
  118211. * Gets the camera render time capture status
  118212. */
  118213. /**
  118214. * Enable or disable the camera render time capture
  118215. */
  118216. captureCameraRenderTime: boolean;
  118217. /**
  118218. * Gets the perf counter used for draw calls
  118219. */
  118220. readonly drawCallsCounter: PerfCounter;
  118221. /**
  118222. * Instantiates a new scene instrumentation.
  118223. * This class can be used to get instrumentation data from a Babylon engine
  118224. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118225. * @param scene Defines the scene to instrument
  118226. */
  118227. constructor(
  118228. /**
  118229. * Defines the scene to instrument
  118230. */
  118231. scene: Scene);
  118232. /**
  118233. * Dispose and release associated resources.
  118234. */
  118235. dispose(): void;
  118236. }
  118237. }
  118238. declare module BABYLON {
  118239. /** @hidden */
  118240. export var glowMapGenerationPixelShader: {
  118241. name: string;
  118242. shader: string;
  118243. };
  118244. }
  118245. declare module BABYLON {
  118246. /** @hidden */
  118247. export var glowMapGenerationVertexShader: {
  118248. name: string;
  118249. shader: string;
  118250. };
  118251. }
  118252. declare module BABYLON {
  118253. /**
  118254. * Effect layer options. This helps customizing the behaviour
  118255. * of the effect layer.
  118256. */
  118257. export interface IEffectLayerOptions {
  118258. /**
  118259. * Multiplication factor apply to the canvas size to compute the render target size
  118260. * used to generated the objects (the smaller the faster).
  118261. */
  118262. mainTextureRatio: number;
  118263. /**
  118264. * Enforces a fixed size texture to ensure effect stability across devices.
  118265. */
  118266. mainTextureFixedSize?: number;
  118267. /**
  118268. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  118269. */
  118270. alphaBlendingMode: number;
  118271. /**
  118272. * The camera attached to the layer.
  118273. */
  118274. camera: Nullable<Camera>;
  118275. /**
  118276. * The rendering group to draw the layer in.
  118277. */
  118278. renderingGroupId: number;
  118279. }
  118280. /**
  118281. * The effect layer Helps adding post process effect blended with the main pass.
  118282. *
  118283. * This can be for instance use to generate glow or higlight effects on the scene.
  118284. *
  118285. * The effect layer class can not be used directly and is intented to inherited from to be
  118286. * customized per effects.
  118287. */
  118288. export abstract class EffectLayer {
  118289. private _vertexBuffers;
  118290. private _indexBuffer;
  118291. private _cachedDefines;
  118292. private _effectLayerMapGenerationEffect;
  118293. private _effectLayerOptions;
  118294. private _mergeEffect;
  118295. protected _scene: Scene;
  118296. protected _engine: Engine;
  118297. protected _maxSize: number;
  118298. protected _mainTextureDesiredSize: ISize;
  118299. protected _mainTexture: RenderTargetTexture;
  118300. protected _shouldRender: boolean;
  118301. protected _postProcesses: PostProcess[];
  118302. protected _textures: BaseTexture[];
  118303. protected _emissiveTextureAndColor: {
  118304. texture: Nullable<BaseTexture>;
  118305. color: Color4;
  118306. };
  118307. /**
  118308. * The name of the layer
  118309. */
  118310. name: string;
  118311. /**
  118312. * The clear color of the texture used to generate the glow map.
  118313. */
  118314. neutralColor: Color4;
  118315. /**
  118316. * Specifies wether the highlight layer is enabled or not.
  118317. */
  118318. isEnabled: boolean;
  118319. /**
  118320. * Gets the camera attached to the layer.
  118321. */
  118322. readonly camera: Nullable<Camera>;
  118323. /**
  118324. * Gets the rendering group id the layer should render in.
  118325. */
  118326. renderingGroupId: number;
  118327. /**
  118328. * An event triggered when the effect layer has been disposed.
  118329. */
  118330. onDisposeObservable: Observable<EffectLayer>;
  118331. /**
  118332. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  118333. */
  118334. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  118335. /**
  118336. * An event triggered when the generated texture is being merged in the scene.
  118337. */
  118338. onBeforeComposeObservable: Observable<EffectLayer>;
  118339. /**
  118340. * An event triggered when the mesh is rendered into the effect render target.
  118341. */
  118342. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  118343. /**
  118344. * An event triggered after the mesh has been rendered into the effect render target.
  118345. */
  118346. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  118347. /**
  118348. * An event triggered when the generated texture has been merged in the scene.
  118349. */
  118350. onAfterComposeObservable: Observable<EffectLayer>;
  118351. /**
  118352. * An event triggered when the efffect layer changes its size.
  118353. */
  118354. onSizeChangedObservable: Observable<EffectLayer>;
  118355. /** @hidden */
  118356. static _SceneComponentInitialization: (scene: Scene) => void;
  118357. /**
  118358. * Instantiates a new effect Layer and references it in the scene.
  118359. * @param name The name of the layer
  118360. * @param scene The scene to use the layer in
  118361. */
  118362. constructor(
  118363. /** The Friendly of the effect in the scene */
  118364. name: string, scene: Scene);
  118365. /**
  118366. * Get the effect name of the layer.
  118367. * @return The effect name
  118368. */
  118369. abstract getEffectName(): string;
  118370. /**
  118371. * Checks for the readiness of the element composing the layer.
  118372. * @param subMesh the mesh to check for
  118373. * @param useInstances specify wether or not to use instances to render the mesh
  118374. * @return true if ready otherwise, false
  118375. */
  118376. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118377. /**
  118378. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118379. * @returns true if the effect requires stencil during the main canvas render pass.
  118380. */
  118381. abstract needStencil(): boolean;
  118382. /**
  118383. * Create the merge effect. This is the shader use to blit the information back
  118384. * to the main canvas at the end of the scene rendering.
  118385. * @returns The effect containing the shader used to merge the effect on the main canvas
  118386. */
  118387. protected abstract _createMergeEffect(): Effect;
  118388. /**
  118389. * Creates the render target textures and post processes used in the effect layer.
  118390. */
  118391. protected abstract _createTextureAndPostProcesses(): void;
  118392. /**
  118393. * Implementation specific of rendering the generating effect on the main canvas.
  118394. * @param effect The effect used to render through
  118395. */
  118396. protected abstract _internalRender(effect: Effect): void;
  118397. /**
  118398. * Sets the required values for both the emissive texture and and the main color.
  118399. */
  118400. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118401. /**
  118402. * Free any resources and references associated to a mesh.
  118403. * Internal use
  118404. * @param mesh The mesh to free.
  118405. */
  118406. abstract _disposeMesh(mesh: Mesh): void;
  118407. /**
  118408. * Serializes this layer (Glow or Highlight for example)
  118409. * @returns a serialized layer object
  118410. */
  118411. abstract serialize?(): any;
  118412. /**
  118413. * Initializes the effect layer with the required options.
  118414. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  118415. */
  118416. protected _init(options: Partial<IEffectLayerOptions>): void;
  118417. /**
  118418. * Generates the index buffer of the full screen quad blending to the main canvas.
  118419. */
  118420. private _generateIndexBuffer;
  118421. /**
  118422. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  118423. */
  118424. private _generateVertexBuffer;
  118425. /**
  118426. * Sets the main texture desired size which is the closest power of two
  118427. * of the engine canvas size.
  118428. */
  118429. private _setMainTextureSize;
  118430. /**
  118431. * Creates the main texture for the effect layer.
  118432. */
  118433. protected _createMainTexture(): void;
  118434. /**
  118435. * Adds specific effects defines.
  118436. * @param defines The defines to add specifics to.
  118437. */
  118438. protected _addCustomEffectDefines(defines: string[]): void;
  118439. /**
  118440. * Checks for the readiness of the element composing the layer.
  118441. * @param subMesh the mesh to check for
  118442. * @param useInstances specify wether or not to use instances to render the mesh
  118443. * @param emissiveTexture the associated emissive texture used to generate the glow
  118444. * @return true if ready otherwise, false
  118445. */
  118446. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  118447. /**
  118448. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  118449. */
  118450. render(): void;
  118451. /**
  118452. * Determine if a given mesh will be used in the current effect.
  118453. * @param mesh mesh to test
  118454. * @returns true if the mesh will be used
  118455. */
  118456. hasMesh(mesh: AbstractMesh): boolean;
  118457. /**
  118458. * Returns true if the layer contains information to display, otherwise false.
  118459. * @returns true if the glow layer should be rendered
  118460. */
  118461. shouldRender(): boolean;
  118462. /**
  118463. * Returns true if the mesh should render, otherwise false.
  118464. * @param mesh The mesh to render
  118465. * @returns true if it should render otherwise false
  118466. */
  118467. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  118468. /**
  118469. * Returns true if the mesh can be rendered, otherwise false.
  118470. * @param mesh The mesh to render
  118471. * @param material The material used on the mesh
  118472. * @returns true if it can be rendered otherwise false
  118473. */
  118474. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118475. /**
  118476. * Returns true if the mesh should render, otherwise false.
  118477. * @param mesh The mesh to render
  118478. * @returns true if it should render otherwise false
  118479. */
  118480. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  118481. /**
  118482. * Renders the submesh passed in parameter to the generation map.
  118483. */
  118484. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  118485. /**
  118486. * Defines wether the current material of the mesh should be use to render the effect.
  118487. * @param mesh defines the current mesh to render
  118488. */
  118489. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118490. /**
  118491. * Rebuild the required buffers.
  118492. * @hidden Internal use only.
  118493. */
  118494. _rebuild(): void;
  118495. /**
  118496. * Dispose only the render target textures and post process.
  118497. */
  118498. private _disposeTextureAndPostProcesses;
  118499. /**
  118500. * Dispose the highlight layer and free resources.
  118501. */
  118502. dispose(): void;
  118503. /**
  118504. * Gets the class name of the effect layer
  118505. * @returns the string with the class name of the effect layer
  118506. */
  118507. getClassName(): string;
  118508. /**
  118509. * Creates an effect layer from parsed effect layer data
  118510. * @param parsedEffectLayer defines effect layer data
  118511. * @param scene defines the current scene
  118512. * @param rootUrl defines the root URL containing the effect layer information
  118513. * @returns a parsed effect Layer
  118514. */
  118515. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  118516. }
  118517. }
  118518. declare module BABYLON {
  118519. interface AbstractScene {
  118520. /**
  118521. * The list of effect layers (highlights/glow) added to the scene
  118522. * @see http://doc.babylonjs.com/how_to/highlight_layer
  118523. * @see http://doc.babylonjs.com/how_to/glow_layer
  118524. */
  118525. effectLayers: Array<EffectLayer>;
  118526. /**
  118527. * Removes the given effect layer from this scene.
  118528. * @param toRemove defines the effect layer to remove
  118529. * @returns the index of the removed effect layer
  118530. */
  118531. removeEffectLayer(toRemove: EffectLayer): number;
  118532. /**
  118533. * Adds the given effect layer to this scene
  118534. * @param newEffectLayer defines the effect layer to add
  118535. */
  118536. addEffectLayer(newEffectLayer: EffectLayer): void;
  118537. }
  118538. /**
  118539. * Defines the layer scene component responsible to manage any effect layers
  118540. * in a given scene.
  118541. */
  118542. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  118543. /**
  118544. * The component name helpfull to identify the component in the list of scene components.
  118545. */
  118546. readonly name: string;
  118547. /**
  118548. * The scene the component belongs to.
  118549. */
  118550. scene: Scene;
  118551. private _engine;
  118552. private _renderEffects;
  118553. private _needStencil;
  118554. private _previousStencilState;
  118555. /**
  118556. * Creates a new instance of the component for the given scene
  118557. * @param scene Defines the scene to register the component in
  118558. */
  118559. constructor(scene: Scene);
  118560. /**
  118561. * Registers the component in a given scene
  118562. */
  118563. register(): void;
  118564. /**
  118565. * Rebuilds the elements related to this component in case of
  118566. * context lost for instance.
  118567. */
  118568. rebuild(): void;
  118569. /**
  118570. * Serializes the component data to the specified json object
  118571. * @param serializationObject The object to serialize to
  118572. */
  118573. serialize(serializationObject: any): void;
  118574. /**
  118575. * Adds all the elements from the container to the scene
  118576. * @param container the container holding the elements
  118577. */
  118578. addFromContainer(container: AbstractScene): void;
  118579. /**
  118580. * Removes all the elements in the container from the scene
  118581. * @param container contains the elements to remove
  118582. * @param dispose if the removed element should be disposed (default: false)
  118583. */
  118584. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118585. /**
  118586. * Disposes the component and the associated ressources.
  118587. */
  118588. dispose(): void;
  118589. private _isReadyForMesh;
  118590. private _renderMainTexture;
  118591. private _setStencil;
  118592. private _setStencilBack;
  118593. private _draw;
  118594. private _drawCamera;
  118595. private _drawRenderingGroup;
  118596. }
  118597. }
  118598. declare module BABYLON {
  118599. /** @hidden */
  118600. export var glowMapMergePixelShader: {
  118601. name: string;
  118602. shader: string;
  118603. };
  118604. }
  118605. declare module BABYLON {
  118606. /** @hidden */
  118607. export var glowMapMergeVertexShader: {
  118608. name: string;
  118609. shader: string;
  118610. };
  118611. }
  118612. declare module BABYLON {
  118613. interface AbstractScene {
  118614. /**
  118615. * Return a the first highlight layer of the scene with a given name.
  118616. * @param name The name of the highlight layer to look for.
  118617. * @return The highlight layer if found otherwise null.
  118618. */
  118619. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  118620. }
  118621. /**
  118622. * Glow layer options. This helps customizing the behaviour
  118623. * of the glow layer.
  118624. */
  118625. export interface IGlowLayerOptions {
  118626. /**
  118627. * Multiplication factor apply to the canvas size to compute the render target size
  118628. * used to generated the glowing objects (the smaller the faster).
  118629. */
  118630. mainTextureRatio: number;
  118631. /**
  118632. * Enforces a fixed size texture to ensure resize independant blur.
  118633. */
  118634. mainTextureFixedSize?: number;
  118635. /**
  118636. * How big is the kernel of the blur texture.
  118637. */
  118638. blurKernelSize: number;
  118639. /**
  118640. * The camera attached to the layer.
  118641. */
  118642. camera: Nullable<Camera>;
  118643. /**
  118644. * Enable MSAA by chosing the number of samples.
  118645. */
  118646. mainTextureSamples?: number;
  118647. /**
  118648. * The rendering group to draw the layer in.
  118649. */
  118650. renderingGroupId: number;
  118651. }
  118652. /**
  118653. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  118654. *
  118655. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  118656. *
  118657. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  118658. */
  118659. export class GlowLayer extends EffectLayer {
  118660. /**
  118661. * Effect Name of the layer.
  118662. */
  118663. static readonly EffectName: string;
  118664. /**
  118665. * The default blur kernel size used for the glow.
  118666. */
  118667. static DefaultBlurKernelSize: number;
  118668. /**
  118669. * The default texture size ratio used for the glow.
  118670. */
  118671. static DefaultTextureRatio: number;
  118672. /**
  118673. * Sets the kernel size of the blur.
  118674. */
  118675. /**
  118676. * Gets the kernel size of the blur.
  118677. */
  118678. blurKernelSize: number;
  118679. /**
  118680. * Sets the glow intensity.
  118681. */
  118682. /**
  118683. * Gets the glow intensity.
  118684. */
  118685. intensity: number;
  118686. private _options;
  118687. private _intensity;
  118688. private _horizontalBlurPostprocess1;
  118689. private _verticalBlurPostprocess1;
  118690. private _horizontalBlurPostprocess2;
  118691. private _verticalBlurPostprocess2;
  118692. private _blurTexture1;
  118693. private _blurTexture2;
  118694. private _postProcesses1;
  118695. private _postProcesses2;
  118696. private _includedOnlyMeshes;
  118697. private _excludedMeshes;
  118698. private _meshesUsingTheirOwnMaterials;
  118699. /**
  118700. * Callback used to let the user override the color selection on a per mesh basis
  118701. */
  118702. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  118703. /**
  118704. * Callback used to let the user override the texture selection on a per mesh basis
  118705. */
  118706. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  118707. /**
  118708. * Instantiates a new glow Layer and references it to the scene.
  118709. * @param name The name of the layer
  118710. * @param scene The scene to use the layer in
  118711. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  118712. */
  118713. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  118714. /**
  118715. * Get the effect name of the layer.
  118716. * @return The effect name
  118717. */
  118718. getEffectName(): string;
  118719. /**
  118720. * Create the merge effect. This is the shader use to blit the information back
  118721. * to the main canvas at the end of the scene rendering.
  118722. */
  118723. protected _createMergeEffect(): Effect;
  118724. /**
  118725. * Creates the render target textures and post processes used in the glow layer.
  118726. */
  118727. protected _createTextureAndPostProcesses(): void;
  118728. /**
  118729. * Checks for the readiness of the element composing the layer.
  118730. * @param subMesh the mesh to check for
  118731. * @param useInstances specify wether or not to use instances to render the mesh
  118732. * @param emissiveTexture the associated emissive texture used to generate the glow
  118733. * @return true if ready otherwise, false
  118734. */
  118735. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118736. /**
  118737. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118738. */
  118739. needStencil(): boolean;
  118740. /**
  118741. * Returns true if the mesh can be rendered, otherwise false.
  118742. * @param mesh The mesh to render
  118743. * @param material The material used on the mesh
  118744. * @returns true if it can be rendered otherwise false
  118745. */
  118746. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118747. /**
  118748. * Implementation specific of rendering the generating effect on the main canvas.
  118749. * @param effect The effect used to render through
  118750. */
  118751. protected _internalRender(effect: Effect): void;
  118752. /**
  118753. * Sets the required values for both the emissive texture and and the main color.
  118754. */
  118755. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118756. /**
  118757. * Returns true if the mesh should render, otherwise false.
  118758. * @param mesh The mesh to render
  118759. * @returns true if it should render otherwise false
  118760. */
  118761. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118762. /**
  118763. * Adds specific effects defines.
  118764. * @param defines The defines to add specifics to.
  118765. */
  118766. protected _addCustomEffectDefines(defines: string[]): void;
  118767. /**
  118768. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  118769. * @param mesh The mesh to exclude from the glow layer
  118770. */
  118771. addExcludedMesh(mesh: Mesh): void;
  118772. /**
  118773. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  118774. * @param mesh The mesh to remove
  118775. */
  118776. removeExcludedMesh(mesh: Mesh): void;
  118777. /**
  118778. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  118779. * @param mesh The mesh to include in the glow layer
  118780. */
  118781. addIncludedOnlyMesh(mesh: Mesh): void;
  118782. /**
  118783. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  118784. * @param mesh The mesh to remove
  118785. */
  118786. removeIncludedOnlyMesh(mesh: Mesh): void;
  118787. /**
  118788. * Determine if a given mesh will be used in the glow layer
  118789. * @param mesh The mesh to test
  118790. * @returns true if the mesh will be highlighted by the current glow layer
  118791. */
  118792. hasMesh(mesh: AbstractMesh): boolean;
  118793. /**
  118794. * Defines wether the current material of the mesh should be use to render the effect.
  118795. * @param mesh defines the current mesh to render
  118796. */
  118797. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118798. /**
  118799. * Add a mesh to be rendered through its own material and not with emissive only.
  118800. * @param mesh The mesh for which we need to use its material
  118801. */
  118802. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  118803. /**
  118804. * Remove a mesh from being rendered through its own material and not with emissive only.
  118805. * @param mesh The mesh for which we need to not use its material
  118806. */
  118807. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  118808. /**
  118809. * Free any resources and references associated to a mesh.
  118810. * Internal use
  118811. * @param mesh The mesh to free.
  118812. * @hidden
  118813. */
  118814. _disposeMesh(mesh: Mesh): void;
  118815. /**
  118816. * Gets the class name of the effect layer
  118817. * @returns the string with the class name of the effect layer
  118818. */
  118819. getClassName(): string;
  118820. /**
  118821. * Serializes this glow layer
  118822. * @returns a serialized glow layer object
  118823. */
  118824. serialize(): any;
  118825. /**
  118826. * Creates a Glow Layer from parsed glow layer data
  118827. * @param parsedGlowLayer defines glow layer data
  118828. * @param scene defines the current scene
  118829. * @param rootUrl defines the root URL containing the glow layer information
  118830. * @returns a parsed Glow Layer
  118831. */
  118832. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  118833. }
  118834. }
  118835. declare module BABYLON {
  118836. /** @hidden */
  118837. export var glowBlurPostProcessPixelShader: {
  118838. name: string;
  118839. shader: string;
  118840. };
  118841. }
  118842. declare module BABYLON {
  118843. interface AbstractScene {
  118844. /**
  118845. * Return a the first highlight layer of the scene with a given name.
  118846. * @param name The name of the highlight layer to look for.
  118847. * @return The highlight layer if found otherwise null.
  118848. */
  118849. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  118850. }
  118851. /**
  118852. * Highlight layer options. This helps customizing the behaviour
  118853. * of the highlight layer.
  118854. */
  118855. export interface IHighlightLayerOptions {
  118856. /**
  118857. * Multiplication factor apply to the canvas size to compute the render target size
  118858. * used to generated the glowing objects (the smaller the faster).
  118859. */
  118860. mainTextureRatio: number;
  118861. /**
  118862. * Enforces a fixed size texture to ensure resize independant blur.
  118863. */
  118864. mainTextureFixedSize?: number;
  118865. /**
  118866. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  118867. * of the picture to blur (the smaller the faster).
  118868. */
  118869. blurTextureSizeRatio: number;
  118870. /**
  118871. * How big in texel of the blur texture is the vertical blur.
  118872. */
  118873. blurVerticalSize: number;
  118874. /**
  118875. * How big in texel of the blur texture is the horizontal blur.
  118876. */
  118877. blurHorizontalSize: number;
  118878. /**
  118879. * Alpha blending mode used to apply the blur. Default is combine.
  118880. */
  118881. alphaBlendingMode: number;
  118882. /**
  118883. * The camera attached to the layer.
  118884. */
  118885. camera: Nullable<Camera>;
  118886. /**
  118887. * Should we display highlight as a solid stroke?
  118888. */
  118889. isStroke?: boolean;
  118890. /**
  118891. * The rendering group to draw the layer in.
  118892. */
  118893. renderingGroupId: number;
  118894. }
  118895. /**
  118896. * The highlight layer Helps adding a glow effect around a mesh.
  118897. *
  118898. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  118899. * glowy meshes to your scene.
  118900. *
  118901. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  118902. */
  118903. export class HighlightLayer extends EffectLayer {
  118904. name: string;
  118905. /**
  118906. * Effect Name of the highlight layer.
  118907. */
  118908. static readonly EffectName: string;
  118909. /**
  118910. * The neutral color used during the preparation of the glow effect.
  118911. * This is black by default as the blend operation is a blend operation.
  118912. */
  118913. static NeutralColor: Color4;
  118914. /**
  118915. * Stencil value used for glowing meshes.
  118916. */
  118917. static GlowingMeshStencilReference: number;
  118918. /**
  118919. * Stencil value used for the other meshes in the scene.
  118920. */
  118921. static NormalMeshStencilReference: number;
  118922. /**
  118923. * Specifies whether or not the inner glow is ACTIVE in the layer.
  118924. */
  118925. innerGlow: boolean;
  118926. /**
  118927. * Specifies whether or not the outer glow is ACTIVE in the layer.
  118928. */
  118929. outerGlow: boolean;
  118930. /**
  118931. * Specifies the horizontal size of the blur.
  118932. */
  118933. /**
  118934. * Gets the horizontal size of the blur.
  118935. */
  118936. blurHorizontalSize: number;
  118937. /**
  118938. * Specifies the vertical size of the blur.
  118939. */
  118940. /**
  118941. * Gets the vertical size of the blur.
  118942. */
  118943. blurVerticalSize: number;
  118944. /**
  118945. * An event triggered when the highlight layer is being blurred.
  118946. */
  118947. onBeforeBlurObservable: Observable<HighlightLayer>;
  118948. /**
  118949. * An event triggered when the highlight layer has been blurred.
  118950. */
  118951. onAfterBlurObservable: Observable<HighlightLayer>;
  118952. private _instanceGlowingMeshStencilReference;
  118953. private _options;
  118954. private _downSamplePostprocess;
  118955. private _horizontalBlurPostprocess;
  118956. private _verticalBlurPostprocess;
  118957. private _blurTexture;
  118958. private _meshes;
  118959. private _excludedMeshes;
  118960. /**
  118961. * Instantiates a new highlight Layer and references it to the scene..
  118962. * @param name The name of the layer
  118963. * @param scene The scene to use the layer in
  118964. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  118965. */
  118966. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  118967. /**
  118968. * Get the effect name of the layer.
  118969. * @return The effect name
  118970. */
  118971. getEffectName(): string;
  118972. /**
  118973. * Create the merge effect. This is the shader use to blit the information back
  118974. * to the main canvas at the end of the scene rendering.
  118975. */
  118976. protected _createMergeEffect(): Effect;
  118977. /**
  118978. * Creates the render target textures and post processes used in the highlight layer.
  118979. */
  118980. protected _createTextureAndPostProcesses(): void;
  118981. /**
  118982. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118983. */
  118984. needStencil(): boolean;
  118985. /**
  118986. * Checks for the readiness of the element composing the layer.
  118987. * @param subMesh the mesh to check for
  118988. * @param useInstances specify wether or not to use instances to render the mesh
  118989. * @param emissiveTexture the associated emissive texture used to generate the glow
  118990. * @return true if ready otherwise, false
  118991. */
  118992. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118993. /**
  118994. * Implementation specific of rendering the generating effect on the main canvas.
  118995. * @param effect The effect used to render through
  118996. */
  118997. protected _internalRender(effect: Effect): void;
  118998. /**
  118999. * Returns true if the layer contains information to display, otherwise false.
  119000. */
  119001. shouldRender(): boolean;
  119002. /**
  119003. * Returns true if the mesh should render, otherwise false.
  119004. * @param mesh The mesh to render
  119005. * @returns true if it should render otherwise false
  119006. */
  119007. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119008. /**
  119009. * Sets the required values for both the emissive texture and and the main color.
  119010. */
  119011. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119012. /**
  119013. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  119014. * @param mesh The mesh to exclude from the highlight layer
  119015. */
  119016. addExcludedMesh(mesh: Mesh): void;
  119017. /**
  119018. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  119019. * @param mesh The mesh to highlight
  119020. */
  119021. removeExcludedMesh(mesh: Mesh): void;
  119022. /**
  119023. * Determine if a given mesh will be highlighted by the current HighlightLayer
  119024. * @param mesh mesh to test
  119025. * @returns true if the mesh will be highlighted by the current HighlightLayer
  119026. */
  119027. hasMesh(mesh: AbstractMesh): boolean;
  119028. /**
  119029. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  119030. * @param mesh The mesh to highlight
  119031. * @param color The color of the highlight
  119032. * @param glowEmissiveOnly Extract the glow from the emissive texture
  119033. */
  119034. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  119035. /**
  119036. * Remove a mesh from the highlight layer in order to make it stop glowing.
  119037. * @param mesh The mesh to highlight
  119038. */
  119039. removeMesh(mesh: Mesh): void;
  119040. /**
  119041. * Force the stencil to the normal expected value for none glowing parts
  119042. */
  119043. private _defaultStencilReference;
  119044. /**
  119045. * Free any resources and references associated to a mesh.
  119046. * Internal use
  119047. * @param mesh The mesh to free.
  119048. * @hidden
  119049. */
  119050. _disposeMesh(mesh: Mesh): void;
  119051. /**
  119052. * Dispose the highlight layer and free resources.
  119053. */
  119054. dispose(): void;
  119055. /**
  119056. * Gets the class name of the effect layer
  119057. * @returns the string with the class name of the effect layer
  119058. */
  119059. getClassName(): string;
  119060. /**
  119061. * Serializes this Highlight layer
  119062. * @returns a serialized Highlight layer object
  119063. */
  119064. serialize(): any;
  119065. /**
  119066. * Creates a Highlight layer from parsed Highlight layer data
  119067. * @param parsedHightlightLayer defines the Highlight layer data
  119068. * @param scene defines the current scene
  119069. * @param rootUrl defines the root URL containing the Highlight layer information
  119070. * @returns a parsed Highlight layer
  119071. */
  119072. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  119073. }
  119074. }
  119075. declare module BABYLON {
  119076. interface AbstractScene {
  119077. /**
  119078. * The list of layers (background and foreground) of the scene
  119079. */
  119080. layers: Array<Layer>;
  119081. }
  119082. /**
  119083. * Defines the layer scene component responsible to manage any layers
  119084. * in a given scene.
  119085. */
  119086. export class LayerSceneComponent implements ISceneComponent {
  119087. /**
  119088. * The component name helpfull to identify the component in the list of scene components.
  119089. */
  119090. readonly name: string;
  119091. /**
  119092. * The scene the component belongs to.
  119093. */
  119094. scene: Scene;
  119095. private _engine;
  119096. /**
  119097. * Creates a new instance of the component for the given scene
  119098. * @param scene Defines the scene to register the component in
  119099. */
  119100. constructor(scene: Scene);
  119101. /**
  119102. * Registers the component in a given scene
  119103. */
  119104. register(): void;
  119105. /**
  119106. * Rebuilds the elements related to this component in case of
  119107. * context lost for instance.
  119108. */
  119109. rebuild(): void;
  119110. /**
  119111. * Disposes the component and the associated ressources.
  119112. */
  119113. dispose(): void;
  119114. private _draw;
  119115. private _drawCameraPredicate;
  119116. private _drawCameraBackground;
  119117. private _drawCameraForeground;
  119118. private _drawRenderTargetPredicate;
  119119. private _drawRenderTargetBackground;
  119120. private _drawRenderTargetForeground;
  119121. /**
  119122. * Adds all the elements from the container to the scene
  119123. * @param container the container holding the elements
  119124. */
  119125. addFromContainer(container: AbstractScene): void;
  119126. /**
  119127. * Removes all the elements in the container from the scene
  119128. * @param container contains the elements to remove
  119129. * @param dispose if the removed element should be disposed (default: false)
  119130. */
  119131. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119132. }
  119133. }
  119134. declare module BABYLON {
  119135. /** @hidden */
  119136. export var layerPixelShader: {
  119137. name: string;
  119138. shader: string;
  119139. };
  119140. }
  119141. declare module BABYLON {
  119142. /** @hidden */
  119143. export var layerVertexShader: {
  119144. name: string;
  119145. shader: string;
  119146. };
  119147. }
  119148. declare module BABYLON {
  119149. /**
  119150. * This represents a full screen 2d layer.
  119151. * This can be useful to display a picture in the background of your scene for instance.
  119152. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119153. */
  119154. export class Layer {
  119155. /**
  119156. * Define the name of the layer.
  119157. */
  119158. name: string;
  119159. /**
  119160. * Define the texture the layer should display.
  119161. */
  119162. texture: Nullable<Texture>;
  119163. /**
  119164. * Is the layer in background or foreground.
  119165. */
  119166. isBackground: boolean;
  119167. /**
  119168. * Define the color of the layer (instead of texture).
  119169. */
  119170. color: Color4;
  119171. /**
  119172. * Define the scale of the layer in order to zoom in out of the texture.
  119173. */
  119174. scale: Vector2;
  119175. /**
  119176. * Define an offset for the layer in order to shift the texture.
  119177. */
  119178. offset: Vector2;
  119179. /**
  119180. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  119181. */
  119182. alphaBlendingMode: number;
  119183. /**
  119184. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  119185. * Alpha test will not mix with the background color in case of transparency.
  119186. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  119187. */
  119188. alphaTest: boolean;
  119189. /**
  119190. * Define a mask to restrict the layer to only some of the scene cameras.
  119191. */
  119192. layerMask: number;
  119193. /**
  119194. * Define the list of render target the layer is visible into.
  119195. */
  119196. renderTargetTextures: RenderTargetTexture[];
  119197. /**
  119198. * Define if the layer is only used in renderTarget or if it also
  119199. * renders in the main frame buffer of the canvas.
  119200. */
  119201. renderOnlyInRenderTargetTextures: boolean;
  119202. private _scene;
  119203. private _vertexBuffers;
  119204. private _indexBuffer;
  119205. private _effect;
  119206. private _alphaTestEffect;
  119207. /**
  119208. * An event triggered when the layer is disposed.
  119209. */
  119210. onDisposeObservable: Observable<Layer>;
  119211. private _onDisposeObserver;
  119212. /**
  119213. * Back compatibility with callback before the onDisposeObservable existed.
  119214. * The set callback will be triggered when the layer has been disposed.
  119215. */
  119216. onDispose: () => void;
  119217. /**
  119218. * An event triggered before rendering the scene
  119219. */
  119220. onBeforeRenderObservable: Observable<Layer>;
  119221. private _onBeforeRenderObserver;
  119222. /**
  119223. * Back compatibility with callback before the onBeforeRenderObservable existed.
  119224. * The set callback will be triggered just before rendering the layer.
  119225. */
  119226. onBeforeRender: () => void;
  119227. /**
  119228. * An event triggered after rendering the scene
  119229. */
  119230. onAfterRenderObservable: Observable<Layer>;
  119231. private _onAfterRenderObserver;
  119232. /**
  119233. * Back compatibility with callback before the onAfterRenderObservable existed.
  119234. * The set callback will be triggered just after rendering the layer.
  119235. */
  119236. onAfterRender: () => void;
  119237. /**
  119238. * Instantiates a new layer.
  119239. * This represents a full screen 2d layer.
  119240. * This can be useful to display a picture in the background of your scene for instance.
  119241. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119242. * @param name Define the name of the layer in the scene
  119243. * @param imgUrl Define the url of the texture to display in the layer
  119244. * @param scene Define the scene the layer belongs to
  119245. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  119246. * @param color Defines a color for the layer
  119247. */
  119248. constructor(
  119249. /**
  119250. * Define the name of the layer.
  119251. */
  119252. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  119253. private _createIndexBuffer;
  119254. /** @hidden */
  119255. _rebuild(): void;
  119256. /**
  119257. * Renders the layer in the scene.
  119258. */
  119259. render(): void;
  119260. /**
  119261. * Disposes and releases the associated ressources.
  119262. */
  119263. dispose(): void;
  119264. }
  119265. }
  119266. declare module BABYLON {
  119267. /** @hidden */
  119268. export var lensFlarePixelShader: {
  119269. name: string;
  119270. shader: string;
  119271. };
  119272. }
  119273. declare module BABYLON {
  119274. /** @hidden */
  119275. export var lensFlareVertexShader: {
  119276. name: string;
  119277. shader: string;
  119278. };
  119279. }
  119280. declare module BABYLON {
  119281. /**
  119282. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119283. * It is usually composed of several `lensFlare`.
  119284. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119285. */
  119286. export class LensFlareSystem {
  119287. /**
  119288. * Define the name of the lens flare system
  119289. */
  119290. name: string;
  119291. /**
  119292. * List of lens flares used in this system.
  119293. */
  119294. lensFlares: LensFlare[];
  119295. /**
  119296. * Define a limit from the border the lens flare can be visible.
  119297. */
  119298. borderLimit: number;
  119299. /**
  119300. * Define a viewport border we do not want to see the lens flare in.
  119301. */
  119302. viewportBorder: number;
  119303. /**
  119304. * Define a predicate which could limit the list of meshes able to occlude the effect.
  119305. */
  119306. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  119307. /**
  119308. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  119309. */
  119310. layerMask: number;
  119311. /**
  119312. * Define the id of the lens flare system in the scene.
  119313. * (equal to name by default)
  119314. */
  119315. id: string;
  119316. private _scene;
  119317. private _emitter;
  119318. private _vertexBuffers;
  119319. private _indexBuffer;
  119320. private _effect;
  119321. private _positionX;
  119322. private _positionY;
  119323. private _isEnabled;
  119324. /** @hidden */
  119325. static _SceneComponentInitialization: (scene: Scene) => void;
  119326. /**
  119327. * Instantiates a lens flare system.
  119328. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119329. * It is usually composed of several `lensFlare`.
  119330. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119331. * @param name Define the name of the lens flare system in the scene
  119332. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  119333. * @param scene Define the scene the lens flare system belongs to
  119334. */
  119335. constructor(
  119336. /**
  119337. * Define the name of the lens flare system
  119338. */
  119339. name: string, emitter: any, scene: Scene);
  119340. /**
  119341. * Define if the lens flare system is enabled.
  119342. */
  119343. isEnabled: boolean;
  119344. /**
  119345. * Get the scene the effects belongs to.
  119346. * @returns the scene holding the lens flare system
  119347. */
  119348. getScene(): Scene;
  119349. /**
  119350. * Get the emitter of the lens flare system.
  119351. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119352. * @returns the emitter of the lens flare system
  119353. */
  119354. getEmitter(): any;
  119355. /**
  119356. * Set the emitter of the lens flare system.
  119357. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119358. * @param newEmitter Define the new emitter of the system
  119359. */
  119360. setEmitter(newEmitter: any): void;
  119361. /**
  119362. * Get the lens flare system emitter position.
  119363. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  119364. * @returns the position
  119365. */
  119366. getEmitterPosition(): Vector3;
  119367. /**
  119368. * @hidden
  119369. */
  119370. computeEffectivePosition(globalViewport: Viewport): boolean;
  119371. /** @hidden */
  119372. _isVisible(): boolean;
  119373. /**
  119374. * @hidden
  119375. */
  119376. render(): boolean;
  119377. /**
  119378. * Dispose and release the lens flare with its associated resources.
  119379. */
  119380. dispose(): void;
  119381. /**
  119382. * Parse a lens flare system from a JSON repressentation
  119383. * @param parsedLensFlareSystem Define the JSON to parse
  119384. * @param scene Define the scene the parsed system should be instantiated in
  119385. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  119386. * @returns the parsed system
  119387. */
  119388. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  119389. /**
  119390. * Serialize the current Lens Flare System into a JSON representation.
  119391. * @returns the serialized JSON
  119392. */
  119393. serialize(): any;
  119394. }
  119395. }
  119396. declare module BABYLON {
  119397. /**
  119398. * This represents one of the lens effect in a `lensFlareSystem`.
  119399. * It controls one of the indiviual texture used in the effect.
  119400. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119401. */
  119402. export class LensFlare {
  119403. /**
  119404. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119405. */
  119406. size: number;
  119407. /**
  119408. * 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.
  119409. */
  119410. position: number;
  119411. /**
  119412. * Define the lens color.
  119413. */
  119414. color: Color3;
  119415. /**
  119416. * Define the lens texture.
  119417. */
  119418. texture: Nullable<Texture>;
  119419. /**
  119420. * Define the alpha mode to render this particular lens.
  119421. */
  119422. alphaMode: number;
  119423. private _system;
  119424. /**
  119425. * Creates a new Lens Flare.
  119426. * This represents one of the lens effect in a `lensFlareSystem`.
  119427. * It controls one of the indiviual texture used in the effect.
  119428. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119429. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  119430. * @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.
  119431. * @param color Define the lens color
  119432. * @param imgUrl Define the lens texture url
  119433. * @param system Define the `lensFlareSystem` this flare is part of
  119434. * @returns The newly created Lens Flare
  119435. */
  119436. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  119437. /**
  119438. * Instantiates a new Lens Flare.
  119439. * This represents one of the lens effect in a `lensFlareSystem`.
  119440. * It controls one of the indiviual texture used in the effect.
  119441. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119442. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  119443. * @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.
  119444. * @param color Define the lens color
  119445. * @param imgUrl Define the lens texture url
  119446. * @param system Define the `lensFlareSystem` this flare is part of
  119447. */
  119448. constructor(
  119449. /**
  119450. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119451. */
  119452. size: number,
  119453. /**
  119454. * 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.
  119455. */
  119456. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  119457. /**
  119458. * Dispose and release the lens flare with its associated resources.
  119459. */
  119460. dispose(): void;
  119461. }
  119462. }
  119463. declare module BABYLON {
  119464. interface AbstractScene {
  119465. /**
  119466. * The list of lens flare system added to the scene
  119467. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119468. */
  119469. lensFlareSystems: Array<LensFlareSystem>;
  119470. /**
  119471. * Removes the given lens flare system from this scene.
  119472. * @param toRemove The lens flare system to remove
  119473. * @returns The index of the removed lens flare system
  119474. */
  119475. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  119476. /**
  119477. * Adds the given lens flare system to this scene
  119478. * @param newLensFlareSystem The lens flare system to add
  119479. */
  119480. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  119481. /**
  119482. * Gets a lens flare system using its name
  119483. * @param name defines the name to look for
  119484. * @returns the lens flare system or null if not found
  119485. */
  119486. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  119487. /**
  119488. * Gets a lens flare system using its id
  119489. * @param id defines the id to look for
  119490. * @returns the lens flare system or null if not found
  119491. */
  119492. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  119493. }
  119494. /**
  119495. * Defines the lens flare scene component responsible to manage any lens flares
  119496. * in a given scene.
  119497. */
  119498. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  119499. /**
  119500. * The component name helpfull to identify the component in the list of scene components.
  119501. */
  119502. readonly name: string;
  119503. /**
  119504. * The scene the component belongs to.
  119505. */
  119506. scene: Scene;
  119507. /**
  119508. * Creates a new instance of the component for the given scene
  119509. * @param scene Defines the scene to register the component in
  119510. */
  119511. constructor(scene: Scene);
  119512. /**
  119513. * Registers the component in a given scene
  119514. */
  119515. register(): void;
  119516. /**
  119517. * Rebuilds the elements related to this component in case of
  119518. * context lost for instance.
  119519. */
  119520. rebuild(): void;
  119521. /**
  119522. * Adds all the elements from the container to the scene
  119523. * @param container the container holding the elements
  119524. */
  119525. addFromContainer(container: AbstractScene): void;
  119526. /**
  119527. * Removes all the elements in the container from the scene
  119528. * @param container contains the elements to remove
  119529. * @param dispose if the removed element should be disposed (default: false)
  119530. */
  119531. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119532. /**
  119533. * Serializes the component data to the specified json object
  119534. * @param serializationObject The object to serialize to
  119535. */
  119536. serialize(serializationObject: any): void;
  119537. /**
  119538. * Disposes the component and the associated ressources.
  119539. */
  119540. dispose(): void;
  119541. private _draw;
  119542. }
  119543. }
  119544. declare module BABYLON {
  119545. /**
  119546. * Defines the shadow generator component responsible to manage any shadow generators
  119547. * in a given scene.
  119548. */
  119549. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  119550. /**
  119551. * The component name helpfull to identify the component in the list of scene components.
  119552. */
  119553. readonly name: string;
  119554. /**
  119555. * The scene the component belongs to.
  119556. */
  119557. scene: Scene;
  119558. /**
  119559. * Creates a new instance of the component for the given scene
  119560. * @param scene Defines the scene to register the component in
  119561. */
  119562. constructor(scene: Scene);
  119563. /**
  119564. * Registers the component in a given scene
  119565. */
  119566. register(): void;
  119567. /**
  119568. * Rebuilds the elements related to this component in case of
  119569. * context lost for instance.
  119570. */
  119571. rebuild(): void;
  119572. /**
  119573. * Serializes the component data to the specified json object
  119574. * @param serializationObject The object to serialize to
  119575. */
  119576. serialize(serializationObject: any): void;
  119577. /**
  119578. * Adds all the elements from the container to the scene
  119579. * @param container the container holding the elements
  119580. */
  119581. addFromContainer(container: AbstractScene): void;
  119582. /**
  119583. * Removes all the elements in the container from the scene
  119584. * @param container contains the elements to remove
  119585. * @param dispose if the removed element should be disposed (default: false)
  119586. */
  119587. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119588. /**
  119589. * Rebuilds the elements related to this component in case of
  119590. * context lost for instance.
  119591. */
  119592. dispose(): void;
  119593. private _gatherRenderTargets;
  119594. }
  119595. }
  119596. declare module BABYLON {
  119597. /**
  119598. * A point light is a light defined by an unique point in world space.
  119599. * The light is emitted in every direction from this point.
  119600. * A good example of a point light is a standard light bulb.
  119601. * Documentation: https://doc.babylonjs.com/babylon101/lights
  119602. */
  119603. export class PointLight extends ShadowLight {
  119604. private _shadowAngle;
  119605. /**
  119606. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119607. * This specifies what angle the shadow will use to be created.
  119608. *
  119609. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119610. */
  119611. /**
  119612. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119613. * This specifies what angle the shadow will use to be created.
  119614. *
  119615. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119616. */
  119617. shadowAngle: number;
  119618. /**
  119619. * Gets the direction if it has been set.
  119620. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119621. */
  119622. /**
  119623. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119624. */
  119625. direction: Vector3;
  119626. /**
  119627. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  119628. * A PointLight emits the light in every direction.
  119629. * It can cast shadows.
  119630. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  119631. * ```javascript
  119632. * var pointLight = new PointLight("pl", camera.position, scene);
  119633. * ```
  119634. * Documentation : https://doc.babylonjs.com/babylon101/lights
  119635. * @param name The light friendly name
  119636. * @param position The position of the point light in the scene
  119637. * @param scene The scene the lights belongs to
  119638. */
  119639. constructor(name: string, position: Vector3, scene: Scene);
  119640. /**
  119641. * Returns the string "PointLight"
  119642. * @returns the class name
  119643. */
  119644. getClassName(): string;
  119645. /**
  119646. * Returns the integer 0.
  119647. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  119648. */
  119649. getTypeID(): number;
  119650. /**
  119651. * Specifies wether or not the shadowmap should be a cube texture.
  119652. * @returns true if the shadowmap needs to be a cube texture.
  119653. */
  119654. needCube(): boolean;
  119655. /**
  119656. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  119657. * @param faceIndex The index of the face we are computed the direction to generate shadow
  119658. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  119659. */
  119660. getShadowDirection(faceIndex?: number): Vector3;
  119661. /**
  119662. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  119663. * - fov = PI / 2
  119664. * - aspect ratio : 1.0
  119665. * - z-near and far equal to the active camera minZ and maxZ.
  119666. * Returns the PointLight.
  119667. */
  119668. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  119669. protected _buildUniformLayout(): void;
  119670. /**
  119671. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  119672. * @param effect The effect to update
  119673. * @param lightIndex The index of the light in the effect to update
  119674. * @returns The point light
  119675. */
  119676. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  119677. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  119678. /**
  119679. * Prepares the list of defines specific to the light type.
  119680. * @param defines the list of defines
  119681. * @param lightIndex defines the index of the light for the effect
  119682. */
  119683. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  119684. }
  119685. }
  119686. declare module BABYLON {
  119687. /**
  119688. * Header information of HDR texture files.
  119689. */
  119690. export interface HDRInfo {
  119691. /**
  119692. * The height of the texture in pixels.
  119693. */
  119694. height: number;
  119695. /**
  119696. * The width of the texture in pixels.
  119697. */
  119698. width: number;
  119699. /**
  119700. * The index of the beginning of the data in the binary file.
  119701. */
  119702. dataPosition: number;
  119703. }
  119704. /**
  119705. * This groups tools to convert HDR texture to native colors array.
  119706. */
  119707. export class HDRTools {
  119708. private static Ldexp;
  119709. private static Rgbe2float;
  119710. private static readStringLine;
  119711. /**
  119712. * Reads header information from an RGBE texture stored in a native array.
  119713. * More information on this format are available here:
  119714. * https://en.wikipedia.org/wiki/RGBE_image_format
  119715. *
  119716. * @param uint8array The binary file stored in native array.
  119717. * @return The header information.
  119718. */
  119719. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  119720. /**
  119721. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  119722. * This RGBE texture needs to store the information as a panorama.
  119723. *
  119724. * More information on this format are available here:
  119725. * https://en.wikipedia.org/wiki/RGBE_image_format
  119726. *
  119727. * @param buffer The binary file stored in an array buffer.
  119728. * @param size The expected size of the extracted cubemap.
  119729. * @return The Cube Map information.
  119730. */
  119731. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  119732. /**
  119733. * Returns the pixels data extracted from an RGBE texture.
  119734. * This pixels will be stored left to right up to down in the R G B order in one array.
  119735. *
  119736. * More information on this format are available here:
  119737. * https://en.wikipedia.org/wiki/RGBE_image_format
  119738. *
  119739. * @param uint8array The binary file stored in an array buffer.
  119740. * @param hdrInfo The header information of the file.
  119741. * @return The pixels data in RGB right to left up to down order.
  119742. */
  119743. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  119744. private static RGBE_ReadPixels_RLE;
  119745. }
  119746. }
  119747. declare module BABYLON {
  119748. /**
  119749. * This represents a texture coming from an HDR input.
  119750. *
  119751. * The only supported format is currently panorama picture stored in RGBE format.
  119752. * Example of such files can be found on HDRLib: http://hdrlib.com/
  119753. */
  119754. export class HDRCubeTexture extends BaseTexture {
  119755. private static _facesMapping;
  119756. private _generateHarmonics;
  119757. private _noMipmap;
  119758. private _textureMatrix;
  119759. private _size;
  119760. private _onLoad;
  119761. private _onError;
  119762. /**
  119763. * The texture URL.
  119764. */
  119765. url: string;
  119766. /**
  119767. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  119768. */
  119769. coordinatesMode: number;
  119770. protected _isBlocking: boolean;
  119771. /**
  119772. * Sets wether or not the texture is blocking during loading.
  119773. */
  119774. /**
  119775. * Gets wether or not the texture is blocking during loading.
  119776. */
  119777. isBlocking: boolean;
  119778. protected _rotationY: number;
  119779. /**
  119780. * Sets texture matrix rotation angle around Y axis in radians.
  119781. */
  119782. /**
  119783. * Gets texture matrix rotation angle around Y axis radians.
  119784. */
  119785. rotationY: number;
  119786. /**
  119787. * Gets or sets the center of the bounding box associated with the cube texture
  119788. * It must define where the camera used to render the texture was set
  119789. */
  119790. boundingBoxPosition: Vector3;
  119791. private _boundingBoxSize;
  119792. /**
  119793. * Gets or sets the size of the bounding box associated with the cube texture
  119794. * When defined, the cubemap will switch to local mode
  119795. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  119796. * @example https://www.babylonjs-playground.com/#RNASML
  119797. */
  119798. boundingBoxSize: Vector3;
  119799. /**
  119800. * Instantiates an HDRTexture from the following parameters.
  119801. *
  119802. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  119803. * @param scene The scene the texture will be used in
  119804. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  119805. * @param noMipmap Forces to not generate the mipmap if true
  119806. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  119807. * @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)
  119808. * @param reserved Reserved flag for internal use.
  119809. */
  119810. 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>);
  119811. /**
  119812. * Get the current class name of the texture useful for serialization or dynamic coding.
  119813. * @returns "HDRCubeTexture"
  119814. */
  119815. getClassName(): string;
  119816. /**
  119817. * Occurs when the file is raw .hdr file.
  119818. */
  119819. private loadTexture;
  119820. clone(): HDRCubeTexture;
  119821. delayLoad(): void;
  119822. /**
  119823. * Get the texture reflection matrix used to rotate/transform the reflection.
  119824. * @returns the reflection matrix
  119825. */
  119826. getReflectionTextureMatrix(): Matrix;
  119827. /**
  119828. * Set the texture reflection matrix used to rotate/transform the reflection.
  119829. * @param value Define the reflection matrix to set
  119830. */
  119831. setReflectionTextureMatrix(value: Matrix): void;
  119832. /**
  119833. * Parses a JSON representation of an HDR Texture in order to create the texture
  119834. * @param parsedTexture Define the JSON representation
  119835. * @param scene Define the scene the texture should be created in
  119836. * @param rootUrl Define the root url in case we need to load relative dependencies
  119837. * @returns the newly created texture after parsing
  119838. */
  119839. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  119840. serialize(): any;
  119841. }
  119842. }
  119843. declare module BABYLON {
  119844. /**
  119845. * Class used to control physics engine
  119846. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119847. */
  119848. export class PhysicsEngine implements IPhysicsEngine {
  119849. private _physicsPlugin;
  119850. /**
  119851. * Global value used to control the smallest number supported by the simulation
  119852. */
  119853. static Epsilon: number;
  119854. private _impostors;
  119855. private _joints;
  119856. /**
  119857. * Gets the gravity vector used by the simulation
  119858. */
  119859. gravity: Vector3;
  119860. /**
  119861. * Factory used to create the default physics plugin.
  119862. * @returns The default physics plugin
  119863. */
  119864. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  119865. /**
  119866. * Creates a new Physics Engine
  119867. * @param gravity defines the gravity vector used by the simulation
  119868. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  119869. */
  119870. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  119871. /**
  119872. * Sets the gravity vector used by the simulation
  119873. * @param gravity defines the gravity vector to use
  119874. */
  119875. setGravity(gravity: Vector3): void;
  119876. /**
  119877. * Set the time step of the physics engine.
  119878. * Default is 1/60.
  119879. * To slow it down, enter 1/600 for example.
  119880. * To speed it up, 1/30
  119881. * @param newTimeStep defines the new timestep to apply to this world.
  119882. */
  119883. setTimeStep(newTimeStep?: number): void;
  119884. /**
  119885. * Get the time step of the physics engine.
  119886. * @returns the current time step
  119887. */
  119888. getTimeStep(): number;
  119889. /**
  119890. * Release all resources
  119891. */
  119892. dispose(): void;
  119893. /**
  119894. * Gets the name of the current physics plugin
  119895. * @returns the name of the plugin
  119896. */
  119897. getPhysicsPluginName(): string;
  119898. /**
  119899. * Adding a new impostor for the impostor tracking.
  119900. * This will be done by the impostor itself.
  119901. * @param impostor the impostor to add
  119902. */
  119903. addImpostor(impostor: PhysicsImpostor): void;
  119904. /**
  119905. * Remove an impostor from the engine.
  119906. * This impostor and its mesh will not longer be updated by the physics engine.
  119907. * @param impostor the impostor to remove
  119908. */
  119909. removeImpostor(impostor: PhysicsImpostor): void;
  119910. /**
  119911. * Add a joint to the physics engine
  119912. * @param mainImpostor defines the main impostor to which the joint is added.
  119913. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  119914. * @param joint defines the joint that will connect both impostors.
  119915. */
  119916. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  119917. /**
  119918. * Removes a joint from the simulation
  119919. * @param mainImpostor defines the impostor used with the joint
  119920. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  119921. * @param joint defines the joint to remove
  119922. */
  119923. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  119924. /**
  119925. * Called by the scene. No need to call it.
  119926. * @param delta defines the timespam between frames
  119927. */
  119928. _step(delta: number): void;
  119929. /**
  119930. * Gets the current plugin used to run the simulation
  119931. * @returns current plugin
  119932. */
  119933. getPhysicsPlugin(): IPhysicsEnginePlugin;
  119934. /**
  119935. * Gets the list of physic impostors
  119936. * @returns an array of PhysicsImpostor
  119937. */
  119938. getImpostors(): Array<PhysicsImpostor>;
  119939. /**
  119940. * Gets the impostor for a physics enabled object
  119941. * @param object defines the object impersonated by the impostor
  119942. * @returns the PhysicsImpostor or null if not found
  119943. */
  119944. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  119945. /**
  119946. * Gets the impostor for a physics body object
  119947. * @param body defines physics body used by the impostor
  119948. * @returns the PhysicsImpostor or null if not found
  119949. */
  119950. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  119951. /**
  119952. * Does a raycast in the physics world
  119953. * @param from when should the ray start?
  119954. * @param to when should the ray end?
  119955. * @returns PhysicsRaycastResult
  119956. */
  119957. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119958. }
  119959. }
  119960. declare module BABYLON {
  119961. /** @hidden */
  119962. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  119963. private _useDeltaForWorldStep;
  119964. world: any;
  119965. name: string;
  119966. private _physicsMaterials;
  119967. private _fixedTimeStep;
  119968. private _cannonRaycastResult;
  119969. private _raycastResult;
  119970. private _physicsBodysToRemoveAfterStep;
  119971. BJSCANNON: any;
  119972. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  119973. setGravity(gravity: Vector3): void;
  119974. setTimeStep(timeStep: number): void;
  119975. getTimeStep(): number;
  119976. executeStep(delta: number): void;
  119977. private _removeMarkedPhysicsBodiesFromWorld;
  119978. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119979. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119980. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119981. private _processChildMeshes;
  119982. removePhysicsBody(impostor: PhysicsImpostor): void;
  119983. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119984. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119985. private _addMaterial;
  119986. private _checkWithEpsilon;
  119987. private _createShape;
  119988. private _createHeightmap;
  119989. private _minus90X;
  119990. private _plus90X;
  119991. private _tmpPosition;
  119992. private _tmpDeltaPosition;
  119993. private _tmpUnityRotation;
  119994. private _updatePhysicsBodyTransformation;
  119995. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119996. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119997. isSupported(): boolean;
  119998. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119999. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120000. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120001. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120002. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120003. getBodyMass(impostor: PhysicsImpostor): number;
  120004. getBodyFriction(impostor: PhysicsImpostor): number;
  120005. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120006. getBodyRestitution(impostor: PhysicsImpostor): number;
  120007. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120008. sleepBody(impostor: PhysicsImpostor): void;
  120009. wakeUpBody(impostor: PhysicsImpostor): void;
  120010. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  120011. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120012. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120013. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120014. getRadius(impostor: PhysicsImpostor): number;
  120015. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120016. dispose(): void;
  120017. private _extendNamespace;
  120018. /**
  120019. * Does a raycast in the physics world
  120020. * @param from when should the ray start?
  120021. * @param to when should the ray end?
  120022. * @returns PhysicsRaycastResult
  120023. */
  120024. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120025. }
  120026. }
  120027. declare module BABYLON {
  120028. /** @hidden */
  120029. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  120030. world: any;
  120031. name: string;
  120032. BJSOIMO: any;
  120033. private _raycastResult;
  120034. constructor(iterations?: number, oimoInjection?: any);
  120035. setGravity(gravity: Vector3): void;
  120036. setTimeStep(timeStep: number): void;
  120037. getTimeStep(): number;
  120038. private _tmpImpostorsArray;
  120039. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120040. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120041. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120042. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120043. private _tmpPositionVector;
  120044. removePhysicsBody(impostor: PhysicsImpostor): void;
  120045. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120046. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120047. isSupported(): boolean;
  120048. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120049. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120050. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120051. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120052. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120053. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120054. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120055. getBodyMass(impostor: PhysicsImpostor): number;
  120056. getBodyFriction(impostor: PhysicsImpostor): number;
  120057. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120058. getBodyRestitution(impostor: PhysicsImpostor): number;
  120059. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120060. sleepBody(impostor: PhysicsImpostor): void;
  120061. wakeUpBody(impostor: PhysicsImpostor): void;
  120062. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120063. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  120064. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  120065. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120066. getRadius(impostor: PhysicsImpostor): number;
  120067. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120068. dispose(): void;
  120069. /**
  120070. * Does a raycast in the physics world
  120071. * @param from when should the ray start?
  120072. * @param to when should the ray end?
  120073. * @returns PhysicsRaycastResult
  120074. */
  120075. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120076. }
  120077. }
  120078. declare module BABYLON {
  120079. /**
  120080. * Class containing static functions to help procedurally build meshes
  120081. */
  120082. export class RibbonBuilder {
  120083. /**
  120084. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120085. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120086. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120087. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120088. * * 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
  120089. * * 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
  120090. * * 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
  120091. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120092. * * 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
  120093. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120094. * * 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
  120095. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120096. * * 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
  120097. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120098. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120099. * @param name defines the name of the mesh
  120100. * @param options defines the options used to create the mesh
  120101. * @param scene defines the hosting scene
  120102. * @returns the ribbon mesh
  120103. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120104. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120105. */
  120106. static CreateRibbon(name: string, options: {
  120107. pathArray: Vector3[][];
  120108. closeArray?: boolean;
  120109. closePath?: boolean;
  120110. offset?: number;
  120111. updatable?: boolean;
  120112. sideOrientation?: number;
  120113. frontUVs?: Vector4;
  120114. backUVs?: Vector4;
  120115. instance?: Mesh;
  120116. invertUV?: boolean;
  120117. uvs?: Vector2[];
  120118. colors?: Color4[];
  120119. }, scene?: Nullable<Scene>): Mesh;
  120120. }
  120121. }
  120122. declare module BABYLON {
  120123. /**
  120124. * Class containing static functions to help procedurally build meshes
  120125. */
  120126. export class ShapeBuilder {
  120127. /**
  120128. * 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.
  120129. * * 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.
  120130. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120131. * * 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.
  120132. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  120133. * * 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
  120134. * * 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
  120135. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  120136. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120137. * * 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
  120138. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  120139. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120140. * @param name defines the name of the mesh
  120141. * @param options defines the options used to create the mesh
  120142. * @param scene defines the hosting scene
  120143. * @returns the extruded shape mesh
  120144. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120145. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120146. */
  120147. static ExtrudeShape(name: string, options: {
  120148. shape: Vector3[];
  120149. path: Vector3[];
  120150. scale?: number;
  120151. rotation?: number;
  120152. cap?: number;
  120153. updatable?: boolean;
  120154. sideOrientation?: number;
  120155. frontUVs?: Vector4;
  120156. backUVs?: Vector4;
  120157. instance?: Mesh;
  120158. invertUV?: boolean;
  120159. }, scene?: Nullable<Scene>): Mesh;
  120160. /**
  120161. * Creates an custom extruded shape mesh.
  120162. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  120163. * * 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.
  120164. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120165. * * 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
  120166. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  120167. * * 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
  120168. * * It must returns a float value that will be the scale value applied to the shape on each path point
  120169. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  120170. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  120171. * * 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
  120172. * * 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
  120173. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  120174. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120175. * * 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
  120176. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120177. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120178. * @param name defines the name of the mesh
  120179. * @param options defines the options used to create the mesh
  120180. * @param scene defines the hosting scene
  120181. * @returns the custom extruded shape mesh
  120182. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  120183. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120184. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120185. */
  120186. static ExtrudeShapeCustom(name: string, options: {
  120187. shape: Vector3[];
  120188. path: Vector3[];
  120189. scaleFunction?: any;
  120190. rotationFunction?: any;
  120191. ribbonCloseArray?: boolean;
  120192. ribbonClosePath?: boolean;
  120193. cap?: number;
  120194. updatable?: boolean;
  120195. sideOrientation?: number;
  120196. frontUVs?: Vector4;
  120197. backUVs?: Vector4;
  120198. instance?: Mesh;
  120199. invertUV?: boolean;
  120200. }, scene?: Nullable<Scene>): Mesh;
  120201. private static _ExtrudeShapeGeneric;
  120202. }
  120203. }
  120204. declare module BABYLON {
  120205. /**
  120206. * AmmoJS Physics plugin
  120207. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  120208. * @see https://github.com/kripken/ammo.js/
  120209. */
  120210. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  120211. private _useDeltaForWorldStep;
  120212. /**
  120213. * Reference to the Ammo library
  120214. */
  120215. bjsAMMO: any;
  120216. /**
  120217. * Created ammoJS world which physics bodies are added to
  120218. */
  120219. world: any;
  120220. /**
  120221. * Name of the plugin
  120222. */
  120223. name: string;
  120224. private _timeStep;
  120225. private _fixedTimeStep;
  120226. private _maxSteps;
  120227. private _tmpQuaternion;
  120228. private _tmpAmmoTransform;
  120229. private _tmpAmmoQuaternion;
  120230. private _tmpAmmoConcreteContactResultCallback;
  120231. private _collisionConfiguration;
  120232. private _dispatcher;
  120233. private _overlappingPairCache;
  120234. private _solver;
  120235. private _softBodySolver;
  120236. private _tmpAmmoVectorA;
  120237. private _tmpAmmoVectorB;
  120238. private _tmpAmmoVectorC;
  120239. private _tmpAmmoVectorD;
  120240. private _tmpContactCallbackResult;
  120241. private _tmpAmmoVectorRCA;
  120242. private _tmpAmmoVectorRCB;
  120243. private _raycastResult;
  120244. private static readonly DISABLE_COLLISION_FLAG;
  120245. private static readonly KINEMATIC_FLAG;
  120246. private static readonly DISABLE_DEACTIVATION_FLAG;
  120247. /**
  120248. * Initializes the ammoJS plugin
  120249. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  120250. * @param ammoInjection can be used to inject your own ammo reference
  120251. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  120252. */
  120253. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  120254. /**
  120255. * Sets the gravity of the physics world (m/(s^2))
  120256. * @param gravity Gravity to set
  120257. */
  120258. setGravity(gravity: Vector3): void;
  120259. /**
  120260. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  120261. * @param timeStep timestep to use in seconds
  120262. */
  120263. setTimeStep(timeStep: number): void;
  120264. /**
  120265. * 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)
  120266. * @param fixedTimeStep fixedTimeStep to use in seconds
  120267. */
  120268. setFixedTimeStep(fixedTimeStep: number): void;
  120269. /**
  120270. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  120271. * @param maxSteps the maximum number of steps by the physics engine per frame
  120272. */
  120273. setMaxSteps(maxSteps: number): void;
  120274. /**
  120275. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  120276. * @returns the current timestep in seconds
  120277. */
  120278. getTimeStep(): number;
  120279. private _isImpostorInContact;
  120280. private _isImpostorPairInContact;
  120281. private _stepSimulation;
  120282. /**
  120283. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  120284. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  120285. * After the step the babylon meshes are set to the position of the physics imposters
  120286. * @param delta amount of time to step forward
  120287. * @param impostors array of imposters to update before/after the step
  120288. */
  120289. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120290. /**
  120291. * Update babylon mesh to match physics world object
  120292. * @param impostor imposter to match
  120293. */
  120294. private _afterSoftStep;
  120295. /**
  120296. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120297. * @param impostor imposter to match
  120298. */
  120299. private _ropeStep;
  120300. /**
  120301. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120302. * @param impostor imposter to match
  120303. */
  120304. private _softbodyOrClothStep;
  120305. private _tmpVector;
  120306. private _tmpMatrix;
  120307. /**
  120308. * Applies an impulse on the imposter
  120309. * @param impostor imposter to apply impulse to
  120310. * @param force amount of force to be applied to the imposter
  120311. * @param contactPoint the location to apply the impulse on the imposter
  120312. */
  120313. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120314. /**
  120315. * Applies a force on the imposter
  120316. * @param impostor imposter to apply force
  120317. * @param force amount of force to be applied to the imposter
  120318. * @param contactPoint the location to apply the force on the imposter
  120319. */
  120320. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120321. /**
  120322. * Creates a physics body using the plugin
  120323. * @param impostor the imposter to create the physics body on
  120324. */
  120325. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120326. /**
  120327. * Removes the physics body from the imposter and disposes of the body's memory
  120328. * @param impostor imposter to remove the physics body from
  120329. */
  120330. removePhysicsBody(impostor: PhysicsImpostor): void;
  120331. /**
  120332. * Generates a joint
  120333. * @param impostorJoint the imposter joint to create the joint with
  120334. */
  120335. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120336. /**
  120337. * Removes a joint
  120338. * @param impostorJoint the imposter joint to remove the joint from
  120339. */
  120340. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120341. private _addMeshVerts;
  120342. /**
  120343. * Initialise the soft body vertices to match its object's (mesh) vertices
  120344. * Softbody vertices (nodes) are in world space and to match this
  120345. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  120346. * @param impostor to create the softbody for
  120347. */
  120348. private _softVertexData;
  120349. /**
  120350. * Create an impostor's soft body
  120351. * @param impostor to create the softbody for
  120352. */
  120353. private _createSoftbody;
  120354. /**
  120355. * Create cloth for an impostor
  120356. * @param impostor to create the softbody for
  120357. */
  120358. private _createCloth;
  120359. /**
  120360. * Create rope for an impostor
  120361. * @param impostor to create the softbody for
  120362. */
  120363. private _createRope;
  120364. private _addHullVerts;
  120365. private _createShape;
  120366. /**
  120367. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  120368. * @param impostor imposter containing the physics body and babylon object
  120369. */
  120370. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120371. /**
  120372. * Sets the babylon object's position/rotation from the physics body's position/rotation
  120373. * @param impostor imposter containing the physics body and babylon object
  120374. * @param newPosition new position
  120375. * @param newRotation new rotation
  120376. */
  120377. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120378. /**
  120379. * If this plugin is supported
  120380. * @returns true if its supported
  120381. */
  120382. isSupported(): boolean;
  120383. /**
  120384. * Sets the linear velocity of the physics body
  120385. * @param impostor imposter to set the velocity on
  120386. * @param velocity velocity to set
  120387. */
  120388. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120389. /**
  120390. * Sets the angular velocity of the physics body
  120391. * @param impostor imposter to set the velocity on
  120392. * @param velocity velocity to set
  120393. */
  120394. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120395. /**
  120396. * gets the linear velocity
  120397. * @param impostor imposter to get linear velocity from
  120398. * @returns linear velocity
  120399. */
  120400. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120401. /**
  120402. * gets the angular velocity
  120403. * @param impostor imposter to get angular velocity from
  120404. * @returns angular velocity
  120405. */
  120406. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120407. /**
  120408. * Sets the mass of physics body
  120409. * @param impostor imposter to set the mass on
  120410. * @param mass mass to set
  120411. */
  120412. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120413. /**
  120414. * Gets the mass of the physics body
  120415. * @param impostor imposter to get the mass from
  120416. * @returns mass
  120417. */
  120418. getBodyMass(impostor: PhysicsImpostor): number;
  120419. /**
  120420. * Gets friction of the impostor
  120421. * @param impostor impostor to get friction from
  120422. * @returns friction value
  120423. */
  120424. getBodyFriction(impostor: PhysicsImpostor): number;
  120425. /**
  120426. * Sets friction of the impostor
  120427. * @param impostor impostor to set friction on
  120428. * @param friction friction value
  120429. */
  120430. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120431. /**
  120432. * Gets restitution of the impostor
  120433. * @param impostor impostor to get restitution from
  120434. * @returns restitution value
  120435. */
  120436. getBodyRestitution(impostor: PhysicsImpostor): number;
  120437. /**
  120438. * Sets resitution of the impostor
  120439. * @param impostor impostor to set resitution on
  120440. * @param restitution resitution value
  120441. */
  120442. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120443. /**
  120444. * Gets pressure inside the impostor
  120445. * @param impostor impostor to get pressure from
  120446. * @returns pressure value
  120447. */
  120448. getBodyPressure(impostor: PhysicsImpostor): number;
  120449. /**
  120450. * Sets pressure inside a soft body impostor
  120451. * Cloth and rope must remain 0 pressure
  120452. * @param impostor impostor to set pressure on
  120453. * @param pressure pressure value
  120454. */
  120455. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  120456. /**
  120457. * Gets stiffness of the impostor
  120458. * @param impostor impostor to get stiffness from
  120459. * @returns pressure value
  120460. */
  120461. getBodyStiffness(impostor: PhysicsImpostor): number;
  120462. /**
  120463. * Sets stiffness of the impostor
  120464. * @param impostor impostor to set stiffness on
  120465. * @param stiffness stiffness value from 0 to 1
  120466. */
  120467. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  120468. /**
  120469. * Gets velocityIterations of the impostor
  120470. * @param impostor impostor to get velocity iterations from
  120471. * @returns velocityIterations value
  120472. */
  120473. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  120474. /**
  120475. * Sets velocityIterations of the impostor
  120476. * @param impostor impostor to set velocity iterations on
  120477. * @param velocityIterations velocityIterations value
  120478. */
  120479. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  120480. /**
  120481. * Gets positionIterations of the impostor
  120482. * @param impostor impostor to get position iterations from
  120483. * @returns positionIterations value
  120484. */
  120485. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  120486. /**
  120487. * Sets positionIterations of the impostor
  120488. * @param impostor impostor to set position on
  120489. * @param positionIterations positionIterations value
  120490. */
  120491. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  120492. /**
  120493. * Append an anchor to a cloth object
  120494. * @param impostor is the cloth impostor to add anchor to
  120495. * @param otherImpostor is the rigid impostor to anchor to
  120496. * @param width ratio across width from 0 to 1
  120497. * @param height ratio up height from 0 to 1
  120498. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  120499. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120500. */
  120501. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120502. /**
  120503. * Append an hook to a rope object
  120504. * @param impostor is the rope impostor to add hook to
  120505. * @param otherImpostor is the rigid impostor to hook to
  120506. * @param length ratio along the rope from 0 to 1
  120507. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  120508. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120509. */
  120510. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120511. /**
  120512. * Sleeps the physics body and stops it from being active
  120513. * @param impostor impostor to sleep
  120514. */
  120515. sleepBody(impostor: PhysicsImpostor): void;
  120516. /**
  120517. * Activates the physics body
  120518. * @param impostor impostor to activate
  120519. */
  120520. wakeUpBody(impostor: PhysicsImpostor): void;
  120521. /**
  120522. * Updates the distance parameters of the joint
  120523. * @param joint joint to update
  120524. * @param maxDistance maximum distance of the joint
  120525. * @param minDistance minimum distance of the joint
  120526. */
  120527. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120528. /**
  120529. * Sets a motor on the joint
  120530. * @param joint joint to set motor on
  120531. * @param speed speed of the motor
  120532. * @param maxForce maximum force of the motor
  120533. * @param motorIndex index of the motor
  120534. */
  120535. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120536. /**
  120537. * Sets the motors limit
  120538. * @param joint joint to set limit on
  120539. * @param upperLimit upper limit
  120540. * @param lowerLimit lower limit
  120541. */
  120542. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120543. /**
  120544. * Syncs the position and rotation of a mesh with the impostor
  120545. * @param mesh mesh to sync
  120546. * @param impostor impostor to update the mesh with
  120547. */
  120548. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120549. /**
  120550. * Gets the radius of the impostor
  120551. * @param impostor impostor to get radius from
  120552. * @returns the radius
  120553. */
  120554. getRadius(impostor: PhysicsImpostor): number;
  120555. /**
  120556. * Gets the box size of the impostor
  120557. * @param impostor impostor to get box size from
  120558. * @param result the resulting box size
  120559. */
  120560. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120561. /**
  120562. * Disposes of the impostor
  120563. */
  120564. dispose(): void;
  120565. /**
  120566. * Does a raycast in the physics world
  120567. * @param from when should the ray start?
  120568. * @param to when should the ray end?
  120569. * @returns PhysicsRaycastResult
  120570. */
  120571. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120572. }
  120573. }
  120574. declare module BABYLON {
  120575. interface AbstractScene {
  120576. /**
  120577. * The list of reflection probes added to the scene
  120578. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120579. */
  120580. reflectionProbes: Array<ReflectionProbe>;
  120581. /**
  120582. * Removes the given reflection probe from this scene.
  120583. * @param toRemove The reflection probe to remove
  120584. * @returns The index of the removed reflection probe
  120585. */
  120586. removeReflectionProbe(toRemove: ReflectionProbe): number;
  120587. /**
  120588. * Adds the given reflection probe to this scene.
  120589. * @param newReflectionProbe The reflection probe to add
  120590. */
  120591. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  120592. }
  120593. /**
  120594. * Class used to generate realtime reflection / refraction cube textures
  120595. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120596. */
  120597. export class ReflectionProbe {
  120598. /** defines the name of the probe */
  120599. name: string;
  120600. private _scene;
  120601. private _renderTargetTexture;
  120602. private _projectionMatrix;
  120603. private _viewMatrix;
  120604. private _target;
  120605. private _add;
  120606. private _attachedMesh;
  120607. private _invertYAxis;
  120608. /** Gets or sets probe position (center of the cube map) */
  120609. position: Vector3;
  120610. /**
  120611. * Creates a new reflection probe
  120612. * @param name defines the name of the probe
  120613. * @param size defines the texture resolution (for each face)
  120614. * @param scene defines the hosting scene
  120615. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  120616. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  120617. */
  120618. constructor(
  120619. /** defines the name of the probe */
  120620. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  120621. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  120622. samples: number;
  120623. /** Gets or sets the refresh rate to use (on every frame by default) */
  120624. refreshRate: number;
  120625. /**
  120626. * Gets the hosting scene
  120627. * @returns a Scene
  120628. */
  120629. getScene(): Scene;
  120630. /** Gets the internal CubeTexture used to render to */
  120631. readonly cubeTexture: RenderTargetTexture;
  120632. /** Gets the list of meshes to render */
  120633. readonly renderList: Nullable<AbstractMesh[]>;
  120634. /**
  120635. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  120636. * @param mesh defines the mesh to attach to
  120637. */
  120638. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  120639. /**
  120640. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  120641. * @param renderingGroupId The rendering group id corresponding to its index
  120642. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  120643. */
  120644. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  120645. /**
  120646. * Clean all associated resources
  120647. */
  120648. dispose(): void;
  120649. /**
  120650. * Converts the reflection probe information to a readable string for debug purpose.
  120651. * @param fullDetails Supports for multiple levels of logging within scene loading
  120652. * @returns the human readable reflection probe info
  120653. */
  120654. toString(fullDetails?: boolean): string;
  120655. /**
  120656. * Get the class name of the relfection probe.
  120657. * @returns "ReflectionProbe"
  120658. */
  120659. getClassName(): string;
  120660. /**
  120661. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  120662. * @returns The JSON representation of the texture
  120663. */
  120664. serialize(): any;
  120665. /**
  120666. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  120667. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  120668. * @param scene Define the scene the parsed reflection probe should be instantiated in
  120669. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  120670. * @returns The parsed reflection probe if successful
  120671. */
  120672. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  120673. }
  120674. }
  120675. declare module BABYLON {
  120676. /** @hidden */
  120677. export var _BabylonLoaderRegistered: boolean;
  120678. /**
  120679. * Helps setting up some configuration for the babylon file loader.
  120680. */
  120681. export class BabylonFileLoaderConfiguration {
  120682. /**
  120683. * The loader does not allow injecting custom physix engine into the plugins.
  120684. * Unfortunately in ES6, we need to manually inject them into the plugin.
  120685. * So you could set this variable to your engine import to make it work.
  120686. */
  120687. static LoaderInjectedPhysicsEngine: any;
  120688. }
  120689. }
  120690. declare module BABYLON {
  120691. /**
  120692. * The Physically based simple base material of BJS.
  120693. *
  120694. * This enables better naming and convention enforcements on top of the pbrMaterial.
  120695. * It is used as the base class for both the specGloss and metalRough conventions.
  120696. */
  120697. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  120698. /**
  120699. * Number of Simultaneous lights allowed on the material.
  120700. */
  120701. maxSimultaneousLights: number;
  120702. /**
  120703. * If sets to true, disables all the lights affecting the material.
  120704. */
  120705. disableLighting: boolean;
  120706. /**
  120707. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  120708. */
  120709. environmentTexture: BaseTexture;
  120710. /**
  120711. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  120712. */
  120713. invertNormalMapX: boolean;
  120714. /**
  120715. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  120716. */
  120717. invertNormalMapY: boolean;
  120718. /**
  120719. * Normal map used in the model.
  120720. */
  120721. normalTexture: BaseTexture;
  120722. /**
  120723. * Emissivie color used to self-illuminate the model.
  120724. */
  120725. emissiveColor: Color3;
  120726. /**
  120727. * Emissivie texture used to self-illuminate the model.
  120728. */
  120729. emissiveTexture: BaseTexture;
  120730. /**
  120731. * Occlusion Channel Strenght.
  120732. */
  120733. occlusionStrength: number;
  120734. /**
  120735. * Occlusion Texture of the material (adding extra occlusion effects).
  120736. */
  120737. occlusionTexture: BaseTexture;
  120738. /**
  120739. * Defines the alpha limits in alpha test mode.
  120740. */
  120741. alphaCutOff: number;
  120742. /**
  120743. * Gets the current double sided mode.
  120744. */
  120745. /**
  120746. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  120747. */
  120748. doubleSided: boolean;
  120749. /**
  120750. * Stores the pre-calculated light information of a mesh in a texture.
  120751. */
  120752. lightmapTexture: BaseTexture;
  120753. /**
  120754. * If true, the light map contains occlusion information instead of lighting info.
  120755. */
  120756. useLightmapAsShadowmap: boolean;
  120757. /**
  120758. * Instantiates a new PBRMaterial instance.
  120759. *
  120760. * @param name The material name
  120761. * @param scene The scene the material will be use in.
  120762. */
  120763. constructor(name: string, scene: Scene);
  120764. getClassName(): string;
  120765. }
  120766. }
  120767. declare module BABYLON {
  120768. /**
  120769. * The PBR material of BJS following the metal roughness convention.
  120770. *
  120771. * This fits to the PBR convention in the GLTF definition:
  120772. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  120773. */
  120774. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  120775. /**
  120776. * The base color has two different interpretations depending on the value of metalness.
  120777. * When the material is a metal, the base color is the specific measured reflectance value
  120778. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  120779. * of the material.
  120780. */
  120781. baseColor: Color3;
  120782. /**
  120783. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  120784. * well as opacity information in the alpha channel.
  120785. */
  120786. baseTexture: BaseTexture;
  120787. /**
  120788. * Specifies the metallic scalar value of the material.
  120789. * Can also be used to scale the metalness values of the metallic texture.
  120790. */
  120791. metallic: number;
  120792. /**
  120793. * Specifies the roughness scalar value of the material.
  120794. * Can also be used to scale the roughness values of the metallic texture.
  120795. */
  120796. roughness: number;
  120797. /**
  120798. * Texture containing both the metallic value in the B channel and the
  120799. * roughness value in the G channel to keep better precision.
  120800. */
  120801. metallicRoughnessTexture: BaseTexture;
  120802. /**
  120803. * Instantiates a new PBRMetalRoughnessMaterial instance.
  120804. *
  120805. * @param name The material name
  120806. * @param scene The scene the material will be use in.
  120807. */
  120808. constructor(name: string, scene: Scene);
  120809. /**
  120810. * Return the currrent class name of the material.
  120811. */
  120812. getClassName(): string;
  120813. /**
  120814. * Makes a duplicate of the current material.
  120815. * @param name - name to use for the new material.
  120816. */
  120817. clone(name: string): PBRMetallicRoughnessMaterial;
  120818. /**
  120819. * Serialize the material to a parsable JSON object.
  120820. */
  120821. serialize(): any;
  120822. /**
  120823. * Parses a JSON object correponding to the serialize function.
  120824. */
  120825. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  120826. }
  120827. }
  120828. declare module BABYLON {
  120829. /**
  120830. * The PBR material of BJS following the specular glossiness convention.
  120831. *
  120832. * This fits to the PBR convention in the GLTF definition:
  120833. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  120834. */
  120835. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  120836. /**
  120837. * Specifies the diffuse color of the material.
  120838. */
  120839. diffuseColor: Color3;
  120840. /**
  120841. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  120842. * channel.
  120843. */
  120844. diffuseTexture: BaseTexture;
  120845. /**
  120846. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  120847. */
  120848. specularColor: Color3;
  120849. /**
  120850. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  120851. */
  120852. glossiness: number;
  120853. /**
  120854. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  120855. */
  120856. specularGlossinessTexture: BaseTexture;
  120857. /**
  120858. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  120859. *
  120860. * @param name The material name
  120861. * @param scene The scene the material will be use in.
  120862. */
  120863. constructor(name: string, scene: Scene);
  120864. /**
  120865. * Return the currrent class name of the material.
  120866. */
  120867. getClassName(): string;
  120868. /**
  120869. * Makes a duplicate of the current material.
  120870. * @param name - name to use for the new material.
  120871. */
  120872. clone(name: string): PBRSpecularGlossinessMaterial;
  120873. /**
  120874. * Serialize the material to a parsable JSON object.
  120875. */
  120876. serialize(): any;
  120877. /**
  120878. * Parses a JSON object correponding to the serialize function.
  120879. */
  120880. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  120881. }
  120882. }
  120883. declare module BABYLON {
  120884. /**
  120885. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  120886. * It can help converting any input color in a desired output one. This can then be used to create effects
  120887. * from sepia, black and white to sixties or futuristic rendering...
  120888. *
  120889. * The only supported format is currently 3dl.
  120890. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  120891. */
  120892. export class ColorGradingTexture extends BaseTexture {
  120893. /**
  120894. * The current texture matrix. (will always be identity in color grading texture)
  120895. */
  120896. private _textureMatrix;
  120897. /**
  120898. * The texture URL.
  120899. */
  120900. url: string;
  120901. /**
  120902. * Empty line regex stored for GC.
  120903. */
  120904. private static _noneEmptyLineRegex;
  120905. private _engine;
  120906. /**
  120907. * Instantiates a ColorGradingTexture from the following parameters.
  120908. *
  120909. * @param url The location of the color gradind data (currently only supporting 3dl)
  120910. * @param scene The scene the texture will be used in
  120911. */
  120912. constructor(url: string, scene: Scene);
  120913. /**
  120914. * Returns the texture matrix used in most of the material.
  120915. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  120916. */
  120917. getTextureMatrix(): Matrix;
  120918. /**
  120919. * Occurs when the file being loaded is a .3dl LUT file.
  120920. */
  120921. private load3dlTexture;
  120922. /**
  120923. * Starts the loading process of the texture.
  120924. */
  120925. private loadTexture;
  120926. /**
  120927. * Clones the color gradind texture.
  120928. */
  120929. clone(): ColorGradingTexture;
  120930. /**
  120931. * Called during delayed load for textures.
  120932. */
  120933. delayLoad(): void;
  120934. /**
  120935. * Parses a color grading texture serialized by Babylon.
  120936. * @param parsedTexture The texture information being parsedTexture
  120937. * @param scene The scene to load the texture in
  120938. * @param rootUrl The root url of the data assets to load
  120939. * @return A color gradind texture
  120940. */
  120941. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  120942. /**
  120943. * Serializes the LUT texture to json format.
  120944. */
  120945. serialize(): any;
  120946. }
  120947. }
  120948. declare module BABYLON {
  120949. /**
  120950. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  120951. */
  120952. export class EquiRectangularCubeTexture extends BaseTexture {
  120953. /** The six faces of the cube. */
  120954. private static _FacesMapping;
  120955. private _noMipmap;
  120956. private _onLoad;
  120957. private _onError;
  120958. /** The size of the cubemap. */
  120959. private _size;
  120960. /** The buffer of the image. */
  120961. private _buffer;
  120962. /** The width of the input image. */
  120963. private _width;
  120964. /** The height of the input image. */
  120965. private _height;
  120966. /** The URL to the image. */
  120967. url: string;
  120968. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  120969. coordinatesMode: number;
  120970. /**
  120971. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  120972. * @param url The location of the image
  120973. * @param scene The scene the texture will be used in
  120974. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  120975. * @param noMipmap Forces to not generate the mipmap if true
  120976. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  120977. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  120978. * @param onLoad — defines a callback called when texture is loaded
  120979. * @param onError — defines a callback called if there is an error
  120980. */
  120981. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  120982. /**
  120983. * Load the image data, by putting the image on a canvas and extracting its buffer.
  120984. */
  120985. private loadImage;
  120986. /**
  120987. * Convert the image buffer into a cubemap and create a CubeTexture.
  120988. */
  120989. private loadTexture;
  120990. /**
  120991. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  120992. * @param buffer The ArrayBuffer that should be converted.
  120993. * @returns The buffer as Float32Array.
  120994. */
  120995. private getFloat32ArrayFromArrayBuffer;
  120996. /**
  120997. * Get the current class name of the texture useful for serialization or dynamic coding.
  120998. * @returns "EquiRectangularCubeTexture"
  120999. */
  121000. getClassName(): string;
  121001. /**
  121002. * Create a clone of the current EquiRectangularCubeTexture and return it.
  121003. * @returns A clone of the current EquiRectangularCubeTexture.
  121004. */
  121005. clone(): EquiRectangularCubeTexture;
  121006. }
  121007. }
  121008. declare module BABYLON {
  121009. /**
  121010. * Based on jsTGALoader - Javascript loader for TGA file
  121011. * By Vincent Thibault
  121012. * @see http://blog.robrowser.com/javascript-tga-loader.html
  121013. */
  121014. export class TGATools {
  121015. private static _TYPE_INDEXED;
  121016. private static _TYPE_RGB;
  121017. private static _TYPE_GREY;
  121018. private static _TYPE_RLE_INDEXED;
  121019. private static _TYPE_RLE_RGB;
  121020. private static _TYPE_RLE_GREY;
  121021. private static _ORIGIN_MASK;
  121022. private static _ORIGIN_SHIFT;
  121023. private static _ORIGIN_BL;
  121024. private static _ORIGIN_BR;
  121025. private static _ORIGIN_UL;
  121026. private static _ORIGIN_UR;
  121027. /**
  121028. * Gets the header of a TGA file
  121029. * @param data defines the TGA data
  121030. * @returns the header
  121031. */
  121032. static GetTGAHeader(data: Uint8Array): any;
  121033. /**
  121034. * Uploads TGA content to a Babylon Texture
  121035. * @hidden
  121036. */
  121037. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  121038. /** @hidden */
  121039. 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;
  121040. /** @hidden */
  121041. 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;
  121042. /** @hidden */
  121043. 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;
  121044. /** @hidden */
  121045. 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;
  121046. /** @hidden */
  121047. 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;
  121048. /** @hidden */
  121049. 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;
  121050. }
  121051. }
  121052. declare module BABYLON {
  121053. /**
  121054. * Implementation of the TGA Texture Loader.
  121055. * @hidden
  121056. */
  121057. export class _TGATextureLoader implements IInternalTextureLoader {
  121058. /**
  121059. * Defines wether the loader supports cascade loading the different faces.
  121060. */
  121061. readonly supportCascades: boolean;
  121062. /**
  121063. * This returns if the loader support the current file information.
  121064. * @param extension defines the file extension of the file being loaded
  121065. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121066. * @param fallback defines the fallback internal texture if any
  121067. * @param isBase64 defines whether the texture is encoded as a base64
  121068. * @param isBuffer defines whether the texture data are stored as a buffer
  121069. * @returns true if the loader can load the specified file
  121070. */
  121071. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121072. /**
  121073. * Transform the url before loading if required.
  121074. * @param rootUrl the url of the texture
  121075. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121076. * @returns the transformed texture
  121077. */
  121078. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121079. /**
  121080. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121081. * @param rootUrl the url of the texture
  121082. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121083. * @returns the fallback texture
  121084. */
  121085. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121086. /**
  121087. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  121088. * @param data contains the texture data
  121089. * @param texture defines the BabylonJS internal texture
  121090. * @param createPolynomials will be true if polynomials have been requested
  121091. * @param onLoad defines the callback to trigger once the texture is ready
  121092. * @param onError defines the callback to trigger in case of error
  121093. */
  121094. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121095. /**
  121096. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121097. * @param data contains the texture data
  121098. * @param texture defines the BabylonJS internal texture
  121099. * @param callback defines the method to call once ready to upload
  121100. */
  121101. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121102. }
  121103. }
  121104. declare module BABYLON {
  121105. /**
  121106. * Info about the .basis files
  121107. */
  121108. class BasisFileInfo {
  121109. /**
  121110. * If the file has alpha
  121111. */
  121112. hasAlpha: boolean;
  121113. /**
  121114. * Info about each image of the basis file
  121115. */
  121116. images: Array<{
  121117. levels: Array<{
  121118. width: number;
  121119. height: number;
  121120. transcodedPixels: ArrayBufferView;
  121121. }>;
  121122. }>;
  121123. }
  121124. /**
  121125. * Result of transcoding a basis file
  121126. */
  121127. class TranscodeResult {
  121128. /**
  121129. * Info about the .basis file
  121130. */
  121131. fileInfo: BasisFileInfo;
  121132. /**
  121133. * Format to use when loading the file
  121134. */
  121135. format: number;
  121136. }
  121137. /**
  121138. * Configuration options for the Basis transcoder
  121139. */
  121140. export class BasisTranscodeConfiguration {
  121141. /**
  121142. * Supported compression formats used to determine the supported output format of the transcoder
  121143. */
  121144. supportedCompressionFormats?: {
  121145. /**
  121146. * etc1 compression format
  121147. */
  121148. etc1?: boolean;
  121149. /**
  121150. * s3tc compression format
  121151. */
  121152. s3tc?: boolean;
  121153. /**
  121154. * pvrtc compression format
  121155. */
  121156. pvrtc?: boolean;
  121157. /**
  121158. * etc2 compression format
  121159. */
  121160. etc2?: boolean;
  121161. };
  121162. /**
  121163. * If mipmap levels should be loaded for transcoded images (Default: true)
  121164. */
  121165. loadMipmapLevels?: boolean;
  121166. /**
  121167. * Index of a single image to load (Default: all images)
  121168. */
  121169. loadSingleImage?: number;
  121170. }
  121171. /**
  121172. * Used to load .Basis files
  121173. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  121174. */
  121175. export class BasisTools {
  121176. private static _IgnoreSupportedFormats;
  121177. /**
  121178. * URL to use when loading the basis transcoder
  121179. */
  121180. static JSModuleURL: string;
  121181. /**
  121182. * URL to use when loading the wasm module for the transcoder
  121183. */
  121184. static WasmModuleURL: string;
  121185. /**
  121186. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  121187. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  121188. * @returns internal format corresponding to the Basis format
  121189. */
  121190. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  121191. private static _WorkerPromise;
  121192. private static _Worker;
  121193. private static _actionId;
  121194. private static _CreateWorkerAsync;
  121195. /**
  121196. * Transcodes a loaded image file to compressed pixel data
  121197. * @param imageData image data to transcode
  121198. * @param config configuration options for the transcoding
  121199. * @returns a promise resulting in the transcoded image
  121200. */
  121201. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  121202. /**
  121203. * Loads a texture from the transcode result
  121204. * @param texture texture load to
  121205. * @param transcodeResult the result of transcoding the basis file to load from
  121206. */
  121207. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  121208. }
  121209. }
  121210. declare module BABYLON {
  121211. /**
  121212. * Loader for .basis file format
  121213. */
  121214. export class _BasisTextureLoader implements IInternalTextureLoader {
  121215. /**
  121216. * Defines whether the loader supports cascade loading the different faces.
  121217. */
  121218. readonly supportCascades: boolean;
  121219. /**
  121220. * This returns if the loader support the current file information.
  121221. * @param extension defines the file extension of the file being loaded
  121222. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121223. * @param fallback defines the fallback internal texture if any
  121224. * @param isBase64 defines whether the texture is encoded as a base64
  121225. * @param isBuffer defines whether the texture data are stored as a buffer
  121226. * @returns true if the loader can load the specified file
  121227. */
  121228. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121229. /**
  121230. * Transform the url before loading if required.
  121231. * @param rootUrl the url of the texture
  121232. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121233. * @returns the transformed texture
  121234. */
  121235. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121236. /**
  121237. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121238. * @param rootUrl the url of the texture
  121239. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121240. * @returns the fallback texture
  121241. */
  121242. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121243. /**
  121244. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  121245. * @param data contains the texture data
  121246. * @param texture defines the BabylonJS internal texture
  121247. * @param createPolynomials will be true if polynomials have been requested
  121248. * @param onLoad defines the callback to trigger once the texture is ready
  121249. * @param onError defines the callback to trigger in case of error
  121250. */
  121251. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121252. /**
  121253. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121254. * @param data contains the texture data
  121255. * @param texture defines the BabylonJS internal texture
  121256. * @param callback defines the method to call once ready to upload
  121257. */
  121258. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121259. }
  121260. }
  121261. declare module BABYLON {
  121262. /**
  121263. * 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.
  121264. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121265. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121266. */
  121267. export class CustomProceduralTexture extends ProceduralTexture {
  121268. private _animate;
  121269. private _time;
  121270. private _config;
  121271. private _texturePath;
  121272. /**
  121273. * Instantiates a new Custom Procedural Texture.
  121274. * 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.
  121275. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121276. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121277. * @param name Define the name of the texture
  121278. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  121279. * @param size Define the size of the texture to create
  121280. * @param scene Define the scene the texture belongs to
  121281. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  121282. * @param generateMipMaps Define if the texture should creates mip maps or not
  121283. */
  121284. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121285. private _loadJson;
  121286. /**
  121287. * Is the texture ready to be used ? (rendered at least once)
  121288. * @returns true if ready, otherwise, false.
  121289. */
  121290. isReady(): boolean;
  121291. /**
  121292. * Render the texture to its associated render target.
  121293. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  121294. */
  121295. render(useCameraPostProcess?: boolean): void;
  121296. /**
  121297. * Update the list of dependant textures samplers in the shader.
  121298. */
  121299. updateTextures(): void;
  121300. /**
  121301. * Update the uniform values of the procedural texture in the shader.
  121302. */
  121303. updateShaderUniforms(): void;
  121304. /**
  121305. * Define if the texture animates or not.
  121306. */
  121307. animate: boolean;
  121308. }
  121309. }
  121310. declare module BABYLON {
  121311. /** @hidden */
  121312. export var noisePixelShader: {
  121313. name: string;
  121314. shader: string;
  121315. };
  121316. }
  121317. declare module BABYLON {
  121318. /**
  121319. * Class used to generate noise procedural textures
  121320. */
  121321. export class NoiseProceduralTexture extends ProceduralTexture {
  121322. private _time;
  121323. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  121324. brightness: number;
  121325. /** Defines the number of octaves to process */
  121326. octaves: number;
  121327. /** Defines the level of persistence (0.8 by default) */
  121328. persistence: number;
  121329. /** Gets or sets animation speed factor (default is 1) */
  121330. animationSpeedFactor: number;
  121331. /**
  121332. * Creates a new NoiseProceduralTexture
  121333. * @param name defines the name fo the texture
  121334. * @param size defines the size of the texture (default is 256)
  121335. * @param scene defines the hosting scene
  121336. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  121337. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  121338. */
  121339. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121340. private _updateShaderUniforms;
  121341. protected _getDefines(): string;
  121342. /** Generate the current state of the procedural texture */
  121343. render(useCameraPostProcess?: boolean): void;
  121344. /**
  121345. * Serializes this noise procedural texture
  121346. * @returns a serialized noise procedural texture object
  121347. */
  121348. serialize(): any;
  121349. /**
  121350. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  121351. * @param parsedTexture defines parsed texture data
  121352. * @param scene defines the current scene
  121353. * @param rootUrl defines the root URL containing noise procedural texture information
  121354. * @returns a parsed NoiseProceduralTexture
  121355. */
  121356. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  121357. }
  121358. }
  121359. declare module BABYLON {
  121360. /**
  121361. * Raw cube texture where the raw buffers are passed in
  121362. */
  121363. export class RawCubeTexture extends CubeTexture {
  121364. /**
  121365. * Creates a cube texture where the raw buffers are passed in.
  121366. * @param scene defines the scene the texture is attached to
  121367. * @param data defines the array of data to use to create each face
  121368. * @param size defines the size of the textures
  121369. * @param format defines the format of the data
  121370. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  121371. * @param generateMipMaps defines if the engine should generate the mip levels
  121372. * @param invertY defines if data must be stored with Y axis inverted
  121373. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  121374. * @param compression defines the compression used (null by default)
  121375. */
  121376. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  121377. /**
  121378. * Updates the raw cube texture.
  121379. * @param data defines the data to store
  121380. * @param format defines the data format
  121381. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121382. * @param invertY defines if data must be stored with Y axis inverted
  121383. * @param compression defines the compression used (null by default)
  121384. * @param level defines which level of the texture to update
  121385. */
  121386. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  121387. /**
  121388. * Updates a raw cube texture with RGBD encoded data.
  121389. * @param data defines the array of data [mipmap][face] to use to create each face
  121390. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  121391. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  121392. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  121393. * @returns a promsie that resolves when the operation is complete
  121394. */
  121395. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  121396. /**
  121397. * Clones the raw cube texture.
  121398. * @return a new cube texture
  121399. */
  121400. clone(): CubeTexture;
  121401. /** @hidden */
  121402. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  121403. }
  121404. }
  121405. declare module BABYLON {
  121406. /**
  121407. * Class used to store 3D textures containing user data
  121408. */
  121409. export class RawTexture3D extends Texture {
  121410. /** Gets or sets the texture format to use */
  121411. format: number;
  121412. private _engine;
  121413. /**
  121414. * Create a new RawTexture3D
  121415. * @param data defines the data of the texture
  121416. * @param width defines the width of the texture
  121417. * @param height defines the height of the texture
  121418. * @param depth defines the depth of the texture
  121419. * @param format defines the texture format to use
  121420. * @param scene defines the hosting scene
  121421. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121422. * @param invertY defines if texture must be stored with Y axis inverted
  121423. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121424. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121425. */
  121426. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121427. /** Gets or sets the texture format to use */
  121428. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121429. /**
  121430. * Update the texture with new data
  121431. * @param data defines the data to store in the texture
  121432. */
  121433. update(data: ArrayBufferView): void;
  121434. }
  121435. }
  121436. declare module BABYLON {
  121437. /**
  121438. * Class used to store 2D array textures containing user data
  121439. */
  121440. export class RawTexture2DArray extends Texture {
  121441. /** Gets or sets the texture format to use */
  121442. format: number;
  121443. private _engine;
  121444. /**
  121445. * Create a new RawTexture2DArray
  121446. * @param data defines the data of the texture
  121447. * @param width defines the width of the texture
  121448. * @param height defines the height of the texture
  121449. * @param depth defines the number of layers of the texture
  121450. * @param format defines the texture format to use
  121451. * @param scene defines the hosting scene
  121452. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121453. * @param invertY defines if texture must be stored with Y axis inverted
  121454. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121455. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121456. */
  121457. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121458. /** Gets or sets the texture format to use */
  121459. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121460. /**
  121461. * Update the texture with new data
  121462. * @param data defines the data to store in the texture
  121463. */
  121464. update(data: ArrayBufferView): void;
  121465. }
  121466. }
  121467. declare module BABYLON {
  121468. /**
  121469. * Creates a refraction texture used by refraction channel of the standard material.
  121470. * It is like a mirror but to see through a material.
  121471. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121472. */
  121473. export class RefractionTexture extends RenderTargetTexture {
  121474. /**
  121475. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  121476. * 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.
  121477. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121478. */
  121479. refractionPlane: Plane;
  121480. /**
  121481. * Define how deep under the surface we should see.
  121482. */
  121483. depth: number;
  121484. /**
  121485. * Creates a refraction texture used by refraction channel of the standard material.
  121486. * It is like a mirror but to see through a material.
  121487. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121488. * @param name Define the texture name
  121489. * @param size Define the size of the underlying texture
  121490. * @param scene Define the scene the refraction belongs to
  121491. * @param generateMipMaps Define if we need to generate mips level for the refraction
  121492. */
  121493. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  121494. /**
  121495. * Clone the refraction texture.
  121496. * @returns the cloned texture
  121497. */
  121498. clone(): RefractionTexture;
  121499. /**
  121500. * Serialize the texture to a JSON representation you could use in Parse later on
  121501. * @returns the serialized JSON representation
  121502. */
  121503. serialize(): any;
  121504. }
  121505. }
  121506. declare module BABYLON {
  121507. /**
  121508. * Defines the options related to the creation of an HtmlElementTexture
  121509. */
  121510. export interface IHtmlElementTextureOptions {
  121511. /**
  121512. * Defines wether mip maps should be created or not.
  121513. */
  121514. generateMipMaps?: boolean;
  121515. /**
  121516. * Defines the sampling mode of the texture.
  121517. */
  121518. samplingMode?: number;
  121519. /**
  121520. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  121521. */
  121522. engine: Nullable<ThinEngine>;
  121523. /**
  121524. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  121525. */
  121526. scene: Nullable<Scene>;
  121527. }
  121528. /**
  121529. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  121530. * To be as efficient as possible depending on your constraints nothing aside the first upload
  121531. * is automatically managed.
  121532. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  121533. * in your application.
  121534. *
  121535. * As the update is not automatic, you need to call them manually.
  121536. */
  121537. export class HtmlElementTexture extends BaseTexture {
  121538. /**
  121539. * The texture URL.
  121540. */
  121541. element: HTMLVideoElement | HTMLCanvasElement;
  121542. private static readonly DefaultOptions;
  121543. private _textureMatrix;
  121544. private _engine;
  121545. private _isVideo;
  121546. private _generateMipMaps;
  121547. private _samplingMode;
  121548. /**
  121549. * Instantiates a HtmlElementTexture from the following parameters.
  121550. *
  121551. * @param name Defines the name of the texture
  121552. * @param element Defines the video or canvas the texture is filled with
  121553. * @param options Defines the other none mandatory texture creation options
  121554. */
  121555. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  121556. private _createInternalTexture;
  121557. /**
  121558. * Returns the texture matrix used in most of the material.
  121559. */
  121560. getTextureMatrix(): Matrix;
  121561. /**
  121562. * Updates the content of the texture.
  121563. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  121564. */
  121565. update(invertY?: Nullable<boolean>): void;
  121566. }
  121567. }
  121568. declare module BABYLON {
  121569. /**
  121570. * Enum used to define the target of a block
  121571. */
  121572. export enum NodeMaterialBlockTargets {
  121573. /** Vertex shader */
  121574. Vertex = 1,
  121575. /** Fragment shader */
  121576. Fragment = 2,
  121577. /** Neutral */
  121578. Neutral = 4,
  121579. /** Vertex and Fragment */
  121580. VertexAndFragment = 3
  121581. }
  121582. }
  121583. declare module BABYLON {
  121584. /**
  121585. * Defines the kind of connection point for node based material
  121586. */
  121587. export enum NodeMaterialBlockConnectionPointTypes {
  121588. /** Float */
  121589. Float = 1,
  121590. /** Int */
  121591. Int = 2,
  121592. /** Vector2 */
  121593. Vector2 = 4,
  121594. /** Vector3 */
  121595. Vector3 = 8,
  121596. /** Vector4 */
  121597. Vector4 = 16,
  121598. /** Color3 */
  121599. Color3 = 32,
  121600. /** Color4 */
  121601. Color4 = 64,
  121602. /** Matrix */
  121603. Matrix = 128,
  121604. /** Detect type based on connection */
  121605. AutoDetect = 1024,
  121606. /** Output type that will be defined by input type */
  121607. BasedOnInput = 2048
  121608. }
  121609. }
  121610. declare module BABYLON {
  121611. /**
  121612. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  121613. */
  121614. export enum NodeMaterialBlockConnectionPointMode {
  121615. /** Value is an uniform */
  121616. Uniform = 0,
  121617. /** Value is a mesh attribute */
  121618. Attribute = 1,
  121619. /** Value is a varying between vertex and fragment shaders */
  121620. Varying = 2,
  121621. /** Mode is undefined */
  121622. Undefined = 3
  121623. }
  121624. }
  121625. declare module BABYLON {
  121626. /**
  121627. * Enum used to define system values e.g. values automatically provided by the system
  121628. */
  121629. export enum NodeMaterialSystemValues {
  121630. /** World */
  121631. World = 1,
  121632. /** View */
  121633. View = 2,
  121634. /** Projection */
  121635. Projection = 3,
  121636. /** ViewProjection */
  121637. ViewProjection = 4,
  121638. /** WorldView */
  121639. WorldView = 5,
  121640. /** WorldViewProjection */
  121641. WorldViewProjection = 6,
  121642. /** CameraPosition */
  121643. CameraPosition = 7,
  121644. /** Fog Color */
  121645. FogColor = 8,
  121646. /** Delta time */
  121647. DeltaTime = 9
  121648. }
  121649. }
  121650. declare module BABYLON {
  121651. /**
  121652. * Root class for all node material optimizers
  121653. */
  121654. export class NodeMaterialOptimizer {
  121655. /**
  121656. * Function used to optimize a NodeMaterial graph
  121657. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  121658. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  121659. */
  121660. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  121661. }
  121662. }
  121663. declare module BABYLON {
  121664. /**
  121665. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  121666. */
  121667. export class TransformBlock extends NodeMaterialBlock {
  121668. /**
  121669. * Defines the value to use to complement W value to transform it to a Vector4
  121670. */
  121671. complementW: number;
  121672. /**
  121673. * Defines the value to use to complement z value to transform it to a Vector4
  121674. */
  121675. complementZ: number;
  121676. /**
  121677. * Creates a new TransformBlock
  121678. * @param name defines the block name
  121679. */
  121680. constructor(name: string);
  121681. /**
  121682. * Gets the current class name
  121683. * @returns the class name
  121684. */
  121685. getClassName(): string;
  121686. /**
  121687. * Gets the vector input
  121688. */
  121689. readonly vector: NodeMaterialConnectionPoint;
  121690. /**
  121691. * Gets the output component
  121692. */
  121693. readonly output: NodeMaterialConnectionPoint;
  121694. /**
  121695. * Gets the matrix transform input
  121696. */
  121697. readonly transform: NodeMaterialConnectionPoint;
  121698. protected _buildBlock(state: NodeMaterialBuildState): this;
  121699. serialize(): any;
  121700. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121701. protected _dumpPropertiesCode(): string;
  121702. }
  121703. }
  121704. declare module BABYLON {
  121705. /**
  121706. * Block used to output the vertex position
  121707. */
  121708. export class VertexOutputBlock extends NodeMaterialBlock {
  121709. /**
  121710. * Creates a new VertexOutputBlock
  121711. * @param name defines the block name
  121712. */
  121713. constructor(name: string);
  121714. /**
  121715. * Gets the current class name
  121716. * @returns the class name
  121717. */
  121718. getClassName(): string;
  121719. /**
  121720. * Gets the vector input component
  121721. */
  121722. readonly vector: NodeMaterialConnectionPoint;
  121723. protected _buildBlock(state: NodeMaterialBuildState): this;
  121724. }
  121725. }
  121726. declare module BABYLON {
  121727. /**
  121728. * Block used to output the final color
  121729. */
  121730. export class FragmentOutputBlock extends NodeMaterialBlock {
  121731. /**
  121732. * Create a new FragmentOutputBlock
  121733. * @param name defines the block name
  121734. */
  121735. constructor(name: string);
  121736. /**
  121737. * Gets the current class name
  121738. * @returns the class name
  121739. */
  121740. getClassName(): string;
  121741. /**
  121742. * Gets the rgba input component
  121743. */
  121744. readonly rgba: NodeMaterialConnectionPoint;
  121745. /**
  121746. * Gets the rgb input component
  121747. */
  121748. readonly rgb: NodeMaterialConnectionPoint;
  121749. /**
  121750. * Gets the a input component
  121751. */
  121752. readonly a: NodeMaterialConnectionPoint;
  121753. protected _buildBlock(state: NodeMaterialBuildState): this;
  121754. }
  121755. }
  121756. declare module BABYLON {
  121757. /**
  121758. * Block used to read a reflection texture from a sampler
  121759. */
  121760. export class ReflectionTextureBlock extends NodeMaterialBlock {
  121761. private _define3DName;
  121762. private _defineCubicName;
  121763. private _defineExplicitName;
  121764. private _defineProjectionName;
  121765. private _defineLocalCubicName;
  121766. private _defineSphericalName;
  121767. private _definePlanarName;
  121768. private _defineEquirectangularName;
  121769. private _defineMirroredEquirectangularFixedName;
  121770. private _defineEquirectangularFixedName;
  121771. private _defineSkyboxName;
  121772. private _cubeSamplerName;
  121773. private _2DSamplerName;
  121774. private _positionUVWName;
  121775. private _directionWName;
  121776. private _reflectionCoordsName;
  121777. private _reflection2DCoordsName;
  121778. private _reflectionColorName;
  121779. private _reflectionMatrixName;
  121780. /**
  121781. * Gets or sets the texture associated with the node
  121782. */
  121783. texture: Nullable<BaseTexture>;
  121784. /**
  121785. * Create a new TextureBlock
  121786. * @param name defines the block name
  121787. */
  121788. constructor(name: string);
  121789. /**
  121790. * Gets the current class name
  121791. * @returns the class name
  121792. */
  121793. getClassName(): string;
  121794. /**
  121795. * Gets the world position input component
  121796. */
  121797. readonly position: NodeMaterialConnectionPoint;
  121798. /**
  121799. * Gets the world position input component
  121800. */
  121801. readonly worldPosition: NodeMaterialConnectionPoint;
  121802. /**
  121803. * Gets the world normal input component
  121804. */
  121805. readonly worldNormal: NodeMaterialConnectionPoint;
  121806. /**
  121807. * Gets the world input component
  121808. */
  121809. readonly world: NodeMaterialConnectionPoint;
  121810. /**
  121811. * Gets the camera (or eye) position component
  121812. */
  121813. readonly cameraPosition: NodeMaterialConnectionPoint;
  121814. /**
  121815. * Gets the view input component
  121816. */
  121817. readonly view: NodeMaterialConnectionPoint;
  121818. /**
  121819. * Gets the rgb output component
  121820. */
  121821. readonly rgb: NodeMaterialConnectionPoint;
  121822. /**
  121823. * Gets the r output component
  121824. */
  121825. readonly r: NodeMaterialConnectionPoint;
  121826. /**
  121827. * Gets the g output component
  121828. */
  121829. readonly g: NodeMaterialConnectionPoint;
  121830. /**
  121831. * Gets the b output component
  121832. */
  121833. readonly b: NodeMaterialConnectionPoint;
  121834. autoConfigure(material: NodeMaterial): void;
  121835. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121836. isReady(): boolean;
  121837. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121838. private _injectVertexCode;
  121839. private _writeOutput;
  121840. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121841. protected _dumpPropertiesCode(): string;
  121842. serialize(): any;
  121843. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121844. }
  121845. }
  121846. declare module BABYLON {
  121847. /**
  121848. * Interface used to configure the node material editor
  121849. */
  121850. export interface INodeMaterialEditorOptions {
  121851. /** Define the URl to load node editor script */
  121852. editorURL?: string;
  121853. }
  121854. /** @hidden */
  121855. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  121856. /** BONES */
  121857. NUM_BONE_INFLUENCERS: number;
  121858. BonesPerMesh: number;
  121859. BONETEXTURE: boolean;
  121860. /** MORPH TARGETS */
  121861. MORPHTARGETS: boolean;
  121862. MORPHTARGETS_NORMAL: boolean;
  121863. MORPHTARGETS_TANGENT: boolean;
  121864. MORPHTARGETS_UV: boolean;
  121865. NUM_MORPH_INFLUENCERS: number;
  121866. /** IMAGE PROCESSING */
  121867. IMAGEPROCESSING: boolean;
  121868. VIGNETTE: boolean;
  121869. VIGNETTEBLENDMODEMULTIPLY: boolean;
  121870. VIGNETTEBLENDMODEOPAQUE: boolean;
  121871. TONEMAPPING: boolean;
  121872. TONEMAPPING_ACES: boolean;
  121873. CONTRAST: boolean;
  121874. EXPOSURE: boolean;
  121875. COLORCURVES: boolean;
  121876. COLORGRADING: boolean;
  121877. COLORGRADING3D: boolean;
  121878. SAMPLER3DGREENDEPTH: boolean;
  121879. SAMPLER3DBGRMAP: boolean;
  121880. IMAGEPROCESSINGPOSTPROCESS: boolean;
  121881. /** MISC. */
  121882. BUMPDIRECTUV: number;
  121883. constructor();
  121884. setValue(name: string, value: boolean): void;
  121885. }
  121886. /**
  121887. * Class used to configure NodeMaterial
  121888. */
  121889. export interface INodeMaterialOptions {
  121890. /**
  121891. * Defines if blocks should emit comments
  121892. */
  121893. emitComments: boolean;
  121894. }
  121895. /**
  121896. * Class used to create a node based material built by assembling shader blocks
  121897. */
  121898. export class NodeMaterial extends PushMaterial {
  121899. private static _BuildIdGenerator;
  121900. private _options;
  121901. private _vertexCompilationState;
  121902. private _fragmentCompilationState;
  121903. private _sharedData;
  121904. private _buildId;
  121905. private _buildWasSuccessful;
  121906. private _cachedWorldViewMatrix;
  121907. private _cachedWorldViewProjectionMatrix;
  121908. private _optimizers;
  121909. private _animationFrame;
  121910. /** Define the URl to load node editor script */
  121911. static EditorURL: string;
  121912. private BJSNODEMATERIALEDITOR;
  121913. /** Get the inspector from bundle or global */
  121914. private _getGlobalNodeMaterialEditor;
  121915. /**
  121916. * Gets or sets data used by visual editor
  121917. * @see https://nme.babylonjs.com
  121918. */
  121919. editorData: any;
  121920. /**
  121921. * 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)
  121922. */
  121923. ignoreAlpha: boolean;
  121924. /**
  121925. * Defines the maximum number of lights that can be used in the material
  121926. */
  121927. maxSimultaneousLights: number;
  121928. /**
  121929. * Observable raised when the material is built
  121930. */
  121931. onBuildObservable: Observable<NodeMaterial>;
  121932. /**
  121933. * Gets or sets the root nodes of the material vertex shader
  121934. */
  121935. _vertexOutputNodes: NodeMaterialBlock[];
  121936. /**
  121937. * Gets or sets the root nodes of the material fragment (pixel) shader
  121938. */
  121939. _fragmentOutputNodes: NodeMaterialBlock[];
  121940. /** Gets or sets options to control the node material overall behavior */
  121941. options: INodeMaterialOptions;
  121942. /**
  121943. * Default configuration related to image processing available in the standard Material.
  121944. */
  121945. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  121946. /**
  121947. * Gets the image processing configuration used either in this material.
  121948. */
  121949. /**
  121950. * Sets the Default image processing configuration used either in the this material.
  121951. *
  121952. * If sets to null, the scene one is in use.
  121953. */
  121954. imageProcessingConfiguration: ImageProcessingConfiguration;
  121955. /**
  121956. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  121957. */
  121958. attachedBlocks: NodeMaterialBlock[];
  121959. /**
  121960. * Create a new node based material
  121961. * @param name defines the material name
  121962. * @param scene defines the hosting scene
  121963. * @param options defines creation option
  121964. */
  121965. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  121966. /**
  121967. * Gets the current class name of the material e.g. "NodeMaterial"
  121968. * @returns the class name
  121969. */
  121970. getClassName(): string;
  121971. /**
  121972. * Keep track of the image processing observer to allow dispose and replace.
  121973. */
  121974. private _imageProcessingObserver;
  121975. /**
  121976. * Attaches a new image processing configuration to the Standard Material.
  121977. * @param configuration
  121978. */
  121979. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  121980. /**
  121981. * Get a block by its name
  121982. * @param name defines the name of the block to retrieve
  121983. * @returns the required block or null if not found
  121984. */
  121985. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  121986. /**
  121987. * Get a block by its name
  121988. * @param predicate defines the predicate used to find the good candidate
  121989. * @returns the required block or null if not found
  121990. */
  121991. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  121992. /**
  121993. * Get an input block by its name
  121994. * @param predicate defines the predicate used to find the good candidate
  121995. * @returns the required input block or null if not found
  121996. */
  121997. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  121998. /**
  121999. * Gets the list of input blocks attached to this material
  122000. * @returns an array of InputBlocks
  122001. */
  122002. getInputBlocks(): InputBlock[];
  122003. /**
  122004. * Adds a new optimizer to the list of optimizers
  122005. * @param optimizer defines the optimizers to add
  122006. * @returns the current material
  122007. */
  122008. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122009. /**
  122010. * Remove an optimizer from the list of optimizers
  122011. * @param optimizer defines the optimizers to remove
  122012. * @returns the current material
  122013. */
  122014. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122015. /**
  122016. * Add a new block to the list of output nodes
  122017. * @param node defines the node to add
  122018. * @returns the current material
  122019. */
  122020. addOutputNode(node: NodeMaterialBlock): this;
  122021. /**
  122022. * Remove a block from the list of root nodes
  122023. * @param node defines the node to remove
  122024. * @returns the current material
  122025. */
  122026. removeOutputNode(node: NodeMaterialBlock): this;
  122027. private _addVertexOutputNode;
  122028. private _removeVertexOutputNode;
  122029. private _addFragmentOutputNode;
  122030. private _removeFragmentOutputNode;
  122031. /**
  122032. * Specifies if the material will require alpha blending
  122033. * @returns a boolean specifying if alpha blending is needed
  122034. */
  122035. needAlphaBlending(): boolean;
  122036. /**
  122037. * Specifies if this material should be rendered in alpha test mode
  122038. * @returns a boolean specifying if an alpha test is needed.
  122039. */
  122040. needAlphaTesting(): boolean;
  122041. private _initializeBlock;
  122042. private _resetDualBlocks;
  122043. /**
  122044. * Build the material and generates the inner effect
  122045. * @param verbose defines if the build should log activity
  122046. */
  122047. build(verbose?: boolean): void;
  122048. /**
  122049. * Runs an otpimization phase to try to improve the shader code
  122050. */
  122051. optimize(): void;
  122052. private _prepareDefinesForAttributes;
  122053. /**
  122054. * Get if the submesh is ready to be used and all its information available.
  122055. * Child classes can use it to update shaders
  122056. * @param mesh defines the mesh to check
  122057. * @param subMesh defines which submesh to check
  122058. * @param useInstances specifies that instances should be used
  122059. * @returns a boolean indicating that the submesh is ready or not
  122060. */
  122061. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  122062. /**
  122063. * Get a string representing the shaders built by the current node graph
  122064. */
  122065. readonly compiledShaders: string;
  122066. /**
  122067. * Binds the world matrix to the material
  122068. * @param world defines the world transformation matrix
  122069. */
  122070. bindOnlyWorldMatrix(world: Matrix): void;
  122071. /**
  122072. * Binds the submesh to this material by preparing the effect and shader to draw
  122073. * @param world defines the world transformation matrix
  122074. * @param mesh defines the mesh containing the submesh
  122075. * @param subMesh defines the submesh to bind the material to
  122076. */
  122077. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  122078. /**
  122079. * Gets the active textures from the material
  122080. * @returns an array of textures
  122081. */
  122082. getActiveTextures(): BaseTexture[];
  122083. /**
  122084. * Gets the list of texture blocks
  122085. * @returns an array of texture blocks
  122086. */
  122087. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  122088. /**
  122089. * Specifies if the material uses a texture
  122090. * @param texture defines the texture to check against the material
  122091. * @returns a boolean specifying if the material uses the texture
  122092. */
  122093. hasTexture(texture: BaseTexture): boolean;
  122094. /**
  122095. * Disposes the material
  122096. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  122097. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  122098. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  122099. */
  122100. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  122101. /** Creates the node editor window. */
  122102. private _createNodeEditor;
  122103. /**
  122104. * Launch the node material editor
  122105. * @param config Define the configuration of the editor
  122106. * @return a promise fulfilled when the node editor is visible
  122107. */
  122108. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  122109. /**
  122110. * Clear the current material
  122111. */
  122112. clear(): void;
  122113. /**
  122114. * Clear the current material and set it to a default state
  122115. */
  122116. setToDefault(): void;
  122117. /**
  122118. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  122119. * @param url defines the url to load from
  122120. * @returns a promise that will fullfil when the material is fully loaded
  122121. */
  122122. loadAsync(url: string): Promise<void>;
  122123. private _gatherBlocks;
  122124. /**
  122125. * Generate a string containing the code declaration required to create an equivalent of this material
  122126. * @returns a string
  122127. */
  122128. generateCode(): string;
  122129. /**
  122130. * Serializes this material in a JSON representation
  122131. * @returns the serialized material object
  122132. */
  122133. serialize(): any;
  122134. private _restoreConnections;
  122135. /**
  122136. * Clear the current graph and load a new one from a serialization object
  122137. * @param source defines the JSON representation of the material
  122138. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122139. */
  122140. loadFromSerialization(source: any, rootUrl?: string): void;
  122141. /**
  122142. * Creates a node material from parsed material data
  122143. * @param source defines the JSON representation of the material
  122144. * @param scene defines the hosting scene
  122145. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122146. * @returns a new node material
  122147. */
  122148. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  122149. /**
  122150. * Creates a new node material set to default basic configuration
  122151. * @param name defines the name of the material
  122152. * @param scene defines the hosting scene
  122153. * @returns a new NodeMaterial
  122154. */
  122155. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  122156. }
  122157. }
  122158. declare module BABYLON {
  122159. /**
  122160. * Block used to read a texture from a sampler
  122161. */
  122162. export class TextureBlock extends NodeMaterialBlock {
  122163. private _defineName;
  122164. private _linearDefineName;
  122165. private _samplerName;
  122166. private _transformedUVName;
  122167. private _textureTransformName;
  122168. private _textureInfoName;
  122169. private _mainUVName;
  122170. private _mainUVDefineName;
  122171. /**
  122172. * Gets or sets the texture associated with the node
  122173. */
  122174. texture: Nullable<Texture>;
  122175. /**
  122176. * Create a new TextureBlock
  122177. * @param name defines the block name
  122178. */
  122179. constructor(name: string);
  122180. /**
  122181. * Gets the current class name
  122182. * @returns the class name
  122183. */
  122184. getClassName(): string;
  122185. /**
  122186. * Gets the uv input component
  122187. */
  122188. readonly uv: NodeMaterialConnectionPoint;
  122189. /**
  122190. * Gets the rgba output component
  122191. */
  122192. readonly rgba: NodeMaterialConnectionPoint;
  122193. /**
  122194. * Gets the rgb output component
  122195. */
  122196. readonly rgb: NodeMaterialConnectionPoint;
  122197. /**
  122198. * Gets the r output component
  122199. */
  122200. readonly r: NodeMaterialConnectionPoint;
  122201. /**
  122202. * Gets the g output component
  122203. */
  122204. readonly g: NodeMaterialConnectionPoint;
  122205. /**
  122206. * Gets the b output component
  122207. */
  122208. readonly b: NodeMaterialConnectionPoint;
  122209. /**
  122210. * Gets the a output component
  122211. */
  122212. readonly a: NodeMaterialConnectionPoint;
  122213. readonly target: NodeMaterialBlockTargets;
  122214. autoConfigure(material: NodeMaterial): void;
  122215. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122216. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122217. isReady(): boolean;
  122218. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122219. private readonly _isMixed;
  122220. private _injectVertexCode;
  122221. private _writeOutput;
  122222. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122223. protected _dumpPropertiesCode(): string;
  122224. serialize(): any;
  122225. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122226. }
  122227. }
  122228. declare module BABYLON {
  122229. /**
  122230. * Class used to store shared data between 2 NodeMaterialBuildState
  122231. */
  122232. export class NodeMaterialBuildStateSharedData {
  122233. /**
  122234. * Gets the list of emitted varyings
  122235. */
  122236. temps: string[];
  122237. /**
  122238. * Gets the list of emitted varyings
  122239. */
  122240. varyings: string[];
  122241. /**
  122242. * Gets the varying declaration string
  122243. */
  122244. varyingDeclaration: string;
  122245. /**
  122246. * Input blocks
  122247. */
  122248. inputBlocks: InputBlock[];
  122249. /**
  122250. * Input blocks
  122251. */
  122252. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  122253. /**
  122254. * Bindable blocks (Blocks that need to set data to the effect)
  122255. */
  122256. bindableBlocks: NodeMaterialBlock[];
  122257. /**
  122258. * List of blocks that can provide a compilation fallback
  122259. */
  122260. blocksWithFallbacks: NodeMaterialBlock[];
  122261. /**
  122262. * List of blocks that can provide a define update
  122263. */
  122264. blocksWithDefines: NodeMaterialBlock[];
  122265. /**
  122266. * List of blocks that can provide a repeatable content
  122267. */
  122268. repeatableContentBlocks: NodeMaterialBlock[];
  122269. /**
  122270. * List of blocks that can provide a dynamic list of uniforms
  122271. */
  122272. dynamicUniformBlocks: NodeMaterialBlock[];
  122273. /**
  122274. * List of blocks that can block the isReady function for the material
  122275. */
  122276. blockingBlocks: NodeMaterialBlock[];
  122277. /**
  122278. * Gets the list of animated inputs
  122279. */
  122280. animatedInputs: InputBlock[];
  122281. /**
  122282. * Build Id used to avoid multiple recompilations
  122283. */
  122284. buildId: number;
  122285. /** List of emitted variables */
  122286. variableNames: {
  122287. [key: string]: number;
  122288. };
  122289. /** List of emitted defines */
  122290. defineNames: {
  122291. [key: string]: number;
  122292. };
  122293. /** Should emit comments? */
  122294. emitComments: boolean;
  122295. /** Emit build activity */
  122296. verbose: boolean;
  122297. /** Gets or sets the hosting scene */
  122298. scene: Scene;
  122299. /**
  122300. * Gets the compilation hints emitted at compilation time
  122301. */
  122302. hints: {
  122303. needWorldViewMatrix: boolean;
  122304. needWorldViewProjectionMatrix: boolean;
  122305. needAlphaBlending: boolean;
  122306. needAlphaTesting: boolean;
  122307. };
  122308. /**
  122309. * List of compilation checks
  122310. */
  122311. checks: {
  122312. emitVertex: boolean;
  122313. emitFragment: boolean;
  122314. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  122315. };
  122316. /** Creates a new shared data */
  122317. constructor();
  122318. /**
  122319. * Emits console errors and exceptions if there is a failing check
  122320. */
  122321. emitErrors(): void;
  122322. }
  122323. }
  122324. declare module BABYLON {
  122325. /**
  122326. * Class used to store node based material build state
  122327. */
  122328. export class NodeMaterialBuildState {
  122329. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  122330. supportUniformBuffers: boolean;
  122331. /**
  122332. * Gets the list of emitted attributes
  122333. */
  122334. attributes: string[];
  122335. /**
  122336. * Gets the list of emitted uniforms
  122337. */
  122338. uniforms: string[];
  122339. /**
  122340. * Gets the list of emitted constants
  122341. */
  122342. constants: string[];
  122343. /**
  122344. * Gets the list of emitted samplers
  122345. */
  122346. samplers: string[];
  122347. /**
  122348. * Gets the list of emitted functions
  122349. */
  122350. functions: {
  122351. [key: string]: string;
  122352. };
  122353. /**
  122354. * Gets the list of emitted extensions
  122355. */
  122356. extensions: {
  122357. [key: string]: string;
  122358. };
  122359. /**
  122360. * Gets the target of the compilation state
  122361. */
  122362. target: NodeMaterialBlockTargets;
  122363. /**
  122364. * Gets the list of emitted counters
  122365. */
  122366. counters: {
  122367. [key: string]: number;
  122368. };
  122369. /**
  122370. * Shared data between multiple NodeMaterialBuildState instances
  122371. */
  122372. sharedData: NodeMaterialBuildStateSharedData;
  122373. /** @hidden */
  122374. _vertexState: NodeMaterialBuildState;
  122375. /** @hidden */
  122376. _attributeDeclaration: string;
  122377. /** @hidden */
  122378. _uniformDeclaration: string;
  122379. /** @hidden */
  122380. _constantDeclaration: string;
  122381. /** @hidden */
  122382. _samplerDeclaration: string;
  122383. /** @hidden */
  122384. _varyingTransfer: string;
  122385. private _repeatableContentAnchorIndex;
  122386. /** @hidden */
  122387. _builtCompilationString: string;
  122388. /**
  122389. * Gets the emitted compilation strings
  122390. */
  122391. compilationString: string;
  122392. /**
  122393. * Finalize the compilation strings
  122394. * @param state defines the current compilation state
  122395. */
  122396. finalize(state: NodeMaterialBuildState): void;
  122397. /** @hidden */
  122398. readonly _repeatableContentAnchor: string;
  122399. /** @hidden */
  122400. _getFreeVariableName(prefix: string): string;
  122401. /** @hidden */
  122402. _getFreeDefineName(prefix: string): string;
  122403. /** @hidden */
  122404. _excludeVariableName(name: string): void;
  122405. /** @hidden */
  122406. _emit2DSampler(name: string): void;
  122407. /** @hidden */
  122408. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  122409. /** @hidden */
  122410. _emitExtension(name: string, extension: string): void;
  122411. /** @hidden */
  122412. _emitFunction(name: string, code: string, comments: string): void;
  122413. /** @hidden */
  122414. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  122415. replaceStrings?: {
  122416. search: RegExp;
  122417. replace: string;
  122418. }[];
  122419. repeatKey?: string;
  122420. }): string;
  122421. /** @hidden */
  122422. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  122423. repeatKey?: string;
  122424. removeAttributes?: boolean;
  122425. removeUniforms?: boolean;
  122426. removeVaryings?: boolean;
  122427. removeIfDef?: boolean;
  122428. replaceStrings?: {
  122429. search: RegExp;
  122430. replace: string;
  122431. }[];
  122432. }, storeKey?: string): void;
  122433. /** @hidden */
  122434. _registerTempVariable(name: string): boolean;
  122435. /** @hidden */
  122436. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  122437. /** @hidden */
  122438. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  122439. /** @hidden */
  122440. _emitFloat(value: number): string;
  122441. }
  122442. }
  122443. declare module BABYLON {
  122444. /**
  122445. * Defines a block that can be used inside a node based material
  122446. */
  122447. export class NodeMaterialBlock {
  122448. private _buildId;
  122449. private _buildTarget;
  122450. private _target;
  122451. private _isFinalMerger;
  122452. private _isInput;
  122453. protected _isUnique: boolean;
  122454. /** @hidden */
  122455. _codeVariableName: string;
  122456. /** @hidden */
  122457. _inputs: NodeMaterialConnectionPoint[];
  122458. /** @hidden */
  122459. _outputs: NodeMaterialConnectionPoint[];
  122460. /** @hidden */
  122461. _preparationId: number;
  122462. /**
  122463. * Gets or sets the name of the block
  122464. */
  122465. name: string;
  122466. /**
  122467. * Gets or sets the unique id of the node
  122468. */
  122469. uniqueId: number;
  122470. /**
  122471. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  122472. */
  122473. readonly isUnique: boolean;
  122474. /**
  122475. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  122476. */
  122477. readonly isFinalMerger: boolean;
  122478. /**
  122479. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  122480. */
  122481. readonly isInput: boolean;
  122482. /**
  122483. * Gets or sets the build Id
  122484. */
  122485. buildId: number;
  122486. /**
  122487. * Gets or sets the target of the block
  122488. */
  122489. target: NodeMaterialBlockTargets;
  122490. /**
  122491. * Gets the list of input points
  122492. */
  122493. readonly inputs: NodeMaterialConnectionPoint[];
  122494. /** Gets the list of output points */
  122495. readonly outputs: NodeMaterialConnectionPoint[];
  122496. /**
  122497. * Find an input by its name
  122498. * @param name defines the name of the input to look for
  122499. * @returns the input or null if not found
  122500. */
  122501. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122502. /**
  122503. * Find an output by its name
  122504. * @param name defines the name of the outputto look for
  122505. * @returns the output or null if not found
  122506. */
  122507. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122508. /**
  122509. * Creates a new NodeMaterialBlock
  122510. * @param name defines the block name
  122511. * @param target defines the target of that block (Vertex by default)
  122512. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  122513. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  122514. */
  122515. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  122516. /**
  122517. * Initialize the block and prepare the context for build
  122518. * @param state defines the state that will be used for the build
  122519. */
  122520. initialize(state: NodeMaterialBuildState): void;
  122521. /**
  122522. * Bind data to effect. Will only be called for blocks with isBindable === true
  122523. * @param effect defines the effect to bind data to
  122524. * @param nodeMaterial defines the hosting NodeMaterial
  122525. * @param mesh defines the mesh that will be rendered
  122526. */
  122527. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122528. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  122529. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  122530. protected _writeFloat(value: number): string;
  122531. /**
  122532. * Gets the current class name e.g. "NodeMaterialBlock"
  122533. * @returns the class name
  122534. */
  122535. getClassName(): string;
  122536. /**
  122537. * Register a new input. Must be called inside a block constructor
  122538. * @param name defines the connection point name
  122539. * @param type defines the connection point type
  122540. * @param isOptional defines a boolean indicating that this input can be omitted
  122541. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122542. * @returns the current block
  122543. */
  122544. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  122545. /**
  122546. * Register a new output. Must be called inside a block constructor
  122547. * @param name defines the connection point name
  122548. * @param type defines the connection point type
  122549. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122550. * @returns the current block
  122551. */
  122552. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  122553. /**
  122554. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  122555. * @param forOutput defines an optional connection point to check compatibility with
  122556. * @returns the first available input or null
  122557. */
  122558. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  122559. /**
  122560. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  122561. * @param forBlock defines an optional block to check compatibility with
  122562. * @returns the first available input or null
  122563. */
  122564. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  122565. /**
  122566. * Gets the sibling of the given output
  122567. * @param current defines the current output
  122568. * @returns the next output in the list or null
  122569. */
  122570. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  122571. /**
  122572. * Connect current block with another block
  122573. * @param other defines the block to connect with
  122574. * @param options define the various options to help pick the right connections
  122575. * @returns the current block
  122576. */
  122577. connectTo(other: NodeMaterialBlock, options?: {
  122578. input?: string;
  122579. output?: string;
  122580. outputSwizzle?: string;
  122581. }): this | undefined;
  122582. protected _buildBlock(state: NodeMaterialBuildState): void;
  122583. /**
  122584. * Add uniforms, samplers and uniform buffers at compilation time
  122585. * @param state defines the state to update
  122586. * @param nodeMaterial defines the node material requesting the update
  122587. * @param defines defines the material defines to update
  122588. * @param uniformBuffers defines the list of uniform buffer names
  122589. */
  122590. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122591. /**
  122592. * Add potential fallbacks if shader compilation fails
  122593. * @param mesh defines the mesh to be rendered
  122594. * @param fallbacks defines the current prioritized list of fallbacks
  122595. */
  122596. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122597. /**
  122598. * Initialize defines for shader compilation
  122599. * @param mesh defines the mesh to be rendered
  122600. * @param nodeMaterial defines the node material requesting the update
  122601. * @param defines defines the material defines to update
  122602. * @param useInstances specifies that instances should be used
  122603. */
  122604. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122605. /**
  122606. * Update defines for shader compilation
  122607. * @param mesh defines the mesh to be rendered
  122608. * @param nodeMaterial defines the node material requesting the update
  122609. * @param defines defines the material defines to update
  122610. * @param useInstances specifies that instances should be used
  122611. */
  122612. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122613. /**
  122614. * Lets the block try to connect some inputs automatically
  122615. * @param material defines the hosting NodeMaterial
  122616. */
  122617. autoConfigure(material: NodeMaterial): void;
  122618. /**
  122619. * Function called when a block is declared as repeatable content generator
  122620. * @param vertexShaderState defines the current compilation state for the vertex shader
  122621. * @param fragmentShaderState defines the current compilation state for the fragment shader
  122622. * @param mesh defines the mesh to be rendered
  122623. * @param defines defines the material defines to update
  122624. */
  122625. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122626. /**
  122627. * Checks if the block is ready
  122628. * @param mesh defines the mesh to be rendered
  122629. * @param nodeMaterial defines the node material requesting the update
  122630. * @param defines defines the material defines to update
  122631. * @param useInstances specifies that instances should be used
  122632. * @returns true if the block is ready
  122633. */
  122634. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  122635. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  122636. private _processBuild;
  122637. /**
  122638. * Compile the current node and generate the shader code
  122639. * @param state defines the current compilation state (uniforms, samplers, current string)
  122640. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  122641. * @returns true if already built
  122642. */
  122643. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  122644. protected _inputRename(name: string): string;
  122645. protected _outputRename(name: string): string;
  122646. protected _dumpPropertiesCode(): string;
  122647. /** @hidden */
  122648. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  122649. /** @hidden */
  122650. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  122651. /**
  122652. * Clone the current block to a new identical block
  122653. * @param scene defines the hosting scene
  122654. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122655. * @returns a copy of the current block
  122656. */
  122657. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  122658. /**
  122659. * Serializes this block in a JSON representation
  122660. * @returns the serialized block object
  122661. */
  122662. serialize(): any;
  122663. /** @hidden */
  122664. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122665. /**
  122666. * Release resources
  122667. */
  122668. dispose(): void;
  122669. }
  122670. }
  122671. declare module BABYLON {
  122672. /**
  122673. * Enum defining the type of animations supported by InputBlock
  122674. */
  122675. export enum AnimatedInputBlockTypes {
  122676. /** No animation */
  122677. None = 0,
  122678. /** Time based animation. Will only work for floats */
  122679. Time = 1
  122680. }
  122681. }
  122682. declare module BABYLON {
  122683. /**
  122684. * Block used to expose an input value
  122685. */
  122686. export class InputBlock extends NodeMaterialBlock {
  122687. private _mode;
  122688. private _associatedVariableName;
  122689. private _storedValue;
  122690. private _valueCallback;
  122691. private _type;
  122692. private _animationType;
  122693. /** Gets or set a value used to limit the range of float values */
  122694. min: number;
  122695. /** Gets or set a value used to limit the range of float values */
  122696. max: number;
  122697. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  122698. matrixMode: number;
  122699. /** @hidden */
  122700. _systemValue: Nullable<NodeMaterialSystemValues>;
  122701. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  122702. visibleInInspector: boolean;
  122703. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  122704. isConstant: boolean;
  122705. /**
  122706. * Gets or sets the connection point type (default is float)
  122707. */
  122708. readonly type: NodeMaterialBlockConnectionPointTypes;
  122709. /**
  122710. * Creates a new InputBlock
  122711. * @param name defines the block name
  122712. * @param target defines the target of that block (Vertex by default)
  122713. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  122714. */
  122715. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  122716. /**
  122717. * Gets the output component
  122718. */
  122719. readonly output: NodeMaterialConnectionPoint;
  122720. /**
  122721. * Set the source of this connection point to a vertex attribute
  122722. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  122723. * @returns the current connection point
  122724. */
  122725. setAsAttribute(attributeName?: string): InputBlock;
  122726. /**
  122727. * Set the source of this connection point to a system value
  122728. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  122729. * @returns the current connection point
  122730. */
  122731. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  122732. /**
  122733. * Gets or sets the value of that point.
  122734. * Please note that this value will be ignored if valueCallback is defined
  122735. */
  122736. value: any;
  122737. /**
  122738. * Gets or sets a callback used to get the value of that point.
  122739. * Please note that setting this value will force the connection point to ignore the value property
  122740. */
  122741. valueCallback: () => any;
  122742. /**
  122743. * Gets or sets the associated variable name in the shader
  122744. */
  122745. associatedVariableName: string;
  122746. /** Gets or sets the type of animation applied to the input */
  122747. animationType: AnimatedInputBlockTypes;
  122748. /**
  122749. * Gets a boolean indicating that this connection point not defined yet
  122750. */
  122751. readonly isUndefined: boolean;
  122752. /**
  122753. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  122754. * In this case the connection point name must be the name of the uniform to use.
  122755. * Can only be set on inputs
  122756. */
  122757. isUniform: boolean;
  122758. /**
  122759. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  122760. * In this case the connection point name must be the name of the attribute to use
  122761. * Can only be set on inputs
  122762. */
  122763. isAttribute: boolean;
  122764. /**
  122765. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  122766. * Can only be set on exit points
  122767. */
  122768. isVarying: boolean;
  122769. /**
  122770. * Gets a boolean indicating that the current connection point is a system value
  122771. */
  122772. readonly isSystemValue: boolean;
  122773. /**
  122774. * Gets or sets the current well known value or null if not defined as a system value
  122775. */
  122776. systemValue: Nullable<NodeMaterialSystemValues>;
  122777. /**
  122778. * Gets the current class name
  122779. * @returns the class name
  122780. */
  122781. getClassName(): string;
  122782. /**
  122783. * Animate the input if animationType !== None
  122784. * @param scene defines the rendering scene
  122785. */
  122786. animate(scene: Scene): void;
  122787. private _emitDefine;
  122788. initialize(state: NodeMaterialBuildState): void;
  122789. /**
  122790. * Set the input block to its default value (based on its type)
  122791. */
  122792. setDefaultValue(): void;
  122793. private _emitConstant;
  122794. private _emit;
  122795. /** @hidden */
  122796. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  122797. /** @hidden */
  122798. _transmit(effect: Effect, scene: Scene): void;
  122799. protected _buildBlock(state: NodeMaterialBuildState): void;
  122800. protected _dumpPropertiesCode(): string;
  122801. serialize(): any;
  122802. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122803. }
  122804. }
  122805. declare module BABYLON {
  122806. /**
  122807. * Enum used to define the compatibility state between two connection points
  122808. */
  122809. export enum NodeMaterialConnectionPointCompatibilityStates {
  122810. /** Points are compatibles */
  122811. Compatible = 0,
  122812. /** Points are incompatible because of their types */
  122813. TypeIncompatible = 1,
  122814. /** Points are incompatible because of their targets (vertex vs fragment) */
  122815. TargetIncompatible = 2
  122816. }
  122817. /**
  122818. * Defines a connection point for a block
  122819. */
  122820. export class NodeMaterialConnectionPoint {
  122821. /** @hidden */
  122822. _ownerBlock: NodeMaterialBlock;
  122823. /** @hidden */
  122824. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  122825. private _endpoints;
  122826. private _associatedVariableName;
  122827. /** @hidden */
  122828. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  122829. /** @hidden */
  122830. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  122831. private _type;
  122832. /** @hidden */
  122833. _enforceAssociatedVariableName: boolean;
  122834. /**
  122835. * Gets or sets the additional types supported by this connection point
  122836. */
  122837. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  122838. /**
  122839. * Gets or sets the additional types excluded by this connection point
  122840. */
  122841. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  122842. /**
  122843. * Observable triggered when this point is connected
  122844. */
  122845. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  122846. /**
  122847. * Gets or sets the associated variable name in the shader
  122848. */
  122849. associatedVariableName: string;
  122850. /**
  122851. * Gets or sets the connection point type (default is float)
  122852. */
  122853. type: NodeMaterialBlockConnectionPointTypes;
  122854. /**
  122855. * Gets or sets the connection point name
  122856. */
  122857. name: string;
  122858. /**
  122859. * Gets or sets a boolean indicating that this connection point can be omitted
  122860. */
  122861. isOptional: boolean;
  122862. /**
  122863. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  122864. */
  122865. define: string;
  122866. /** @hidden */
  122867. _prioritizeVertex: boolean;
  122868. private _target;
  122869. /** Gets or sets the target of that connection point */
  122870. target: NodeMaterialBlockTargets;
  122871. /**
  122872. * Gets a boolean indicating that the current point is connected
  122873. */
  122874. readonly isConnected: boolean;
  122875. /**
  122876. * Gets a boolean indicating that the current point is connected to an input block
  122877. */
  122878. readonly isConnectedToInputBlock: boolean;
  122879. /**
  122880. * Gets a the connected input block (if any)
  122881. */
  122882. readonly connectInputBlock: Nullable<InputBlock>;
  122883. /** Get the other side of the connection (if any) */
  122884. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  122885. /** Get the block that owns this connection point */
  122886. readonly ownerBlock: NodeMaterialBlock;
  122887. /** Get the block connected on the other side of this connection (if any) */
  122888. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  122889. /** Get the block connected on the endpoints of this connection (if any) */
  122890. readonly connectedBlocks: Array<NodeMaterialBlock>;
  122891. /** Gets the list of connected endpoints */
  122892. readonly endpoints: NodeMaterialConnectionPoint[];
  122893. /** Gets a boolean indicating if that output point is connected to at least one input */
  122894. readonly hasEndpoints: boolean;
  122895. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  122896. readonly isConnectedInVertexShader: boolean;
  122897. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  122898. readonly isConnectedInFragmentShader: boolean;
  122899. /**
  122900. * Creates a new connection point
  122901. * @param name defines the connection point name
  122902. * @param ownerBlock defines the block hosting this connection point
  122903. */
  122904. constructor(name: string, ownerBlock: NodeMaterialBlock);
  122905. /**
  122906. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  122907. * @returns the class name
  122908. */
  122909. getClassName(): string;
  122910. /**
  122911. * Gets a boolean indicating if the current point can be connected to another point
  122912. * @param connectionPoint defines the other connection point
  122913. * @returns a boolean
  122914. */
  122915. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  122916. /**
  122917. * Gets a number indicating if the current point can be connected to another point
  122918. * @param connectionPoint defines the other connection point
  122919. * @returns a number defining the compatibility state
  122920. */
  122921. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  122922. /**
  122923. * Connect this point to another connection point
  122924. * @param connectionPoint defines the other connection point
  122925. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  122926. * @returns the current connection point
  122927. */
  122928. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  122929. /**
  122930. * Disconnect this point from one of his endpoint
  122931. * @param endpoint defines the other connection point
  122932. * @returns the current connection point
  122933. */
  122934. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  122935. /**
  122936. * Serializes this point in a JSON representation
  122937. * @returns the serialized point object
  122938. */
  122939. serialize(): any;
  122940. /**
  122941. * Release resources
  122942. */
  122943. dispose(): void;
  122944. }
  122945. }
  122946. declare module BABYLON {
  122947. /**
  122948. * Block used to add support for vertex skinning (bones)
  122949. */
  122950. export class BonesBlock extends NodeMaterialBlock {
  122951. /**
  122952. * Creates a new BonesBlock
  122953. * @param name defines the block name
  122954. */
  122955. constructor(name: string);
  122956. /**
  122957. * Initialize the block and prepare the context for build
  122958. * @param state defines the state that will be used for the build
  122959. */
  122960. initialize(state: NodeMaterialBuildState): void;
  122961. /**
  122962. * Gets the current class name
  122963. * @returns the class name
  122964. */
  122965. getClassName(): string;
  122966. /**
  122967. * Gets the matrix indices input component
  122968. */
  122969. readonly matricesIndices: NodeMaterialConnectionPoint;
  122970. /**
  122971. * Gets the matrix weights input component
  122972. */
  122973. readonly matricesWeights: NodeMaterialConnectionPoint;
  122974. /**
  122975. * Gets the extra matrix indices input component
  122976. */
  122977. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  122978. /**
  122979. * Gets the extra matrix weights input component
  122980. */
  122981. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  122982. /**
  122983. * Gets the world input component
  122984. */
  122985. readonly world: NodeMaterialConnectionPoint;
  122986. /**
  122987. * Gets the output component
  122988. */
  122989. readonly output: NodeMaterialConnectionPoint;
  122990. autoConfigure(material: NodeMaterial): void;
  122991. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122992. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122993. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122994. protected _buildBlock(state: NodeMaterialBuildState): this;
  122995. }
  122996. }
  122997. declare module BABYLON {
  122998. /**
  122999. * Block used to add support for instances
  123000. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  123001. */
  123002. export class InstancesBlock extends NodeMaterialBlock {
  123003. /**
  123004. * Creates a new InstancesBlock
  123005. * @param name defines the block name
  123006. */
  123007. constructor(name: string);
  123008. /**
  123009. * Gets the current class name
  123010. * @returns the class name
  123011. */
  123012. getClassName(): string;
  123013. /**
  123014. * Gets the first world row input component
  123015. */
  123016. readonly world0: NodeMaterialConnectionPoint;
  123017. /**
  123018. * Gets the second world row input component
  123019. */
  123020. readonly world1: NodeMaterialConnectionPoint;
  123021. /**
  123022. * Gets the third world row input component
  123023. */
  123024. readonly world2: NodeMaterialConnectionPoint;
  123025. /**
  123026. * Gets the forth world row input component
  123027. */
  123028. readonly world3: NodeMaterialConnectionPoint;
  123029. /**
  123030. * Gets the world input component
  123031. */
  123032. readonly world: NodeMaterialConnectionPoint;
  123033. /**
  123034. * Gets the output component
  123035. */
  123036. readonly output: NodeMaterialConnectionPoint;
  123037. autoConfigure(material: NodeMaterial): void;
  123038. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123039. protected _buildBlock(state: NodeMaterialBuildState): this;
  123040. }
  123041. }
  123042. declare module BABYLON {
  123043. /**
  123044. * Block used to add morph targets support to vertex shader
  123045. */
  123046. export class MorphTargetsBlock extends NodeMaterialBlock {
  123047. private _repeatableContentAnchor;
  123048. private _repeatebleContentGenerated;
  123049. /**
  123050. * Create a new MorphTargetsBlock
  123051. * @param name defines the block name
  123052. */
  123053. constructor(name: string);
  123054. /**
  123055. * Gets the current class name
  123056. * @returns the class name
  123057. */
  123058. getClassName(): string;
  123059. /**
  123060. * Gets the position input component
  123061. */
  123062. readonly position: NodeMaterialConnectionPoint;
  123063. /**
  123064. * Gets the normal input component
  123065. */
  123066. readonly normal: NodeMaterialConnectionPoint;
  123067. /**
  123068. * Gets the tangent input component
  123069. */
  123070. readonly tangent: NodeMaterialConnectionPoint;
  123071. /**
  123072. * Gets the tangent input component
  123073. */
  123074. readonly uv: NodeMaterialConnectionPoint;
  123075. /**
  123076. * Gets the position output component
  123077. */
  123078. readonly positionOutput: NodeMaterialConnectionPoint;
  123079. /**
  123080. * Gets the normal output component
  123081. */
  123082. readonly normalOutput: NodeMaterialConnectionPoint;
  123083. /**
  123084. * Gets the tangent output component
  123085. */
  123086. readonly tangentOutput: NodeMaterialConnectionPoint;
  123087. /**
  123088. * Gets the tangent output component
  123089. */
  123090. readonly uvOutput: NodeMaterialConnectionPoint;
  123091. initialize(state: NodeMaterialBuildState): void;
  123092. autoConfigure(material: NodeMaterial): void;
  123093. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123094. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123095. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  123096. protected _buildBlock(state: NodeMaterialBuildState): this;
  123097. }
  123098. }
  123099. declare module BABYLON {
  123100. /**
  123101. * Block used to get data information from a light
  123102. */
  123103. export class LightInformationBlock extends NodeMaterialBlock {
  123104. private _lightDataUniformName;
  123105. private _lightColorUniformName;
  123106. private _lightTypeDefineName;
  123107. /**
  123108. * Gets or sets the light associated with this block
  123109. */
  123110. light: Nullable<Light>;
  123111. /**
  123112. * Creates a new LightInformationBlock
  123113. * @param name defines the block name
  123114. */
  123115. constructor(name: string);
  123116. /**
  123117. * Gets the current class name
  123118. * @returns the class name
  123119. */
  123120. getClassName(): string;
  123121. /**
  123122. * Gets the world position input component
  123123. */
  123124. readonly worldPosition: NodeMaterialConnectionPoint;
  123125. /**
  123126. * Gets the direction output component
  123127. */
  123128. readonly direction: NodeMaterialConnectionPoint;
  123129. /**
  123130. * Gets the direction output component
  123131. */
  123132. readonly color: NodeMaterialConnectionPoint;
  123133. /**
  123134. * Gets the direction output component
  123135. */
  123136. readonly intensity: NodeMaterialConnectionPoint;
  123137. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123138. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123139. protected _buildBlock(state: NodeMaterialBuildState): this;
  123140. serialize(): any;
  123141. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123142. }
  123143. }
  123144. declare module BABYLON {
  123145. /**
  123146. * Block used to add image processing support to fragment shader
  123147. */
  123148. export class ImageProcessingBlock extends NodeMaterialBlock {
  123149. /**
  123150. * Create a new ImageProcessingBlock
  123151. * @param name defines the block name
  123152. */
  123153. constructor(name: string);
  123154. /**
  123155. * Gets the current class name
  123156. * @returns the class name
  123157. */
  123158. getClassName(): string;
  123159. /**
  123160. * Gets the color input component
  123161. */
  123162. readonly color: NodeMaterialConnectionPoint;
  123163. /**
  123164. * Gets the output component
  123165. */
  123166. readonly output: NodeMaterialConnectionPoint;
  123167. /**
  123168. * Initialize the block and prepare the context for build
  123169. * @param state defines the state that will be used for the build
  123170. */
  123171. initialize(state: NodeMaterialBuildState): void;
  123172. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  123173. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123174. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123175. protected _buildBlock(state: NodeMaterialBuildState): this;
  123176. }
  123177. }
  123178. declare module BABYLON {
  123179. /**
  123180. * Block used to pertub normals based on a normal map
  123181. */
  123182. export class PerturbNormalBlock extends NodeMaterialBlock {
  123183. private _tangentSpaceParameterName;
  123184. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  123185. invertX: boolean;
  123186. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  123187. invertY: boolean;
  123188. /**
  123189. * Create a new PerturbNormalBlock
  123190. * @param name defines the block name
  123191. */
  123192. constructor(name: string);
  123193. /**
  123194. * Gets the current class name
  123195. * @returns the class name
  123196. */
  123197. getClassName(): string;
  123198. /**
  123199. * Gets the world position input component
  123200. */
  123201. readonly worldPosition: NodeMaterialConnectionPoint;
  123202. /**
  123203. * Gets the world normal input component
  123204. */
  123205. readonly worldNormal: NodeMaterialConnectionPoint;
  123206. /**
  123207. * Gets the uv input component
  123208. */
  123209. readonly uv: NodeMaterialConnectionPoint;
  123210. /**
  123211. * Gets the normal map color input component
  123212. */
  123213. readonly normalMapColor: NodeMaterialConnectionPoint;
  123214. /**
  123215. * Gets the strength input component
  123216. */
  123217. readonly strength: NodeMaterialConnectionPoint;
  123218. /**
  123219. * Gets the output component
  123220. */
  123221. readonly output: NodeMaterialConnectionPoint;
  123222. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123223. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123224. autoConfigure(material: NodeMaterial): void;
  123225. protected _buildBlock(state: NodeMaterialBuildState): this;
  123226. protected _dumpPropertiesCode(): string;
  123227. serialize(): any;
  123228. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123229. }
  123230. }
  123231. declare module BABYLON {
  123232. /**
  123233. * Block used to discard a pixel if a value is smaller than a cutoff
  123234. */
  123235. export class DiscardBlock extends NodeMaterialBlock {
  123236. /**
  123237. * Create a new DiscardBlock
  123238. * @param name defines the block name
  123239. */
  123240. constructor(name: string);
  123241. /**
  123242. * Gets the current class name
  123243. * @returns the class name
  123244. */
  123245. getClassName(): string;
  123246. /**
  123247. * Gets the color input component
  123248. */
  123249. readonly value: NodeMaterialConnectionPoint;
  123250. /**
  123251. * Gets the cutoff input component
  123252. */
  123253. readonly cutoff: NodeMaterialConnectionPoint;
  123254. protected _buildBlock(state: NodeMaterialBuildState): this;
  123255. }
  123256. }
  123257. declare module BABYLON {
  123258. /**
  123259. * Block used to test if the fragment shader is front facing
  123260. */
  123261. export class FrontFacingBlock extends NodeMaterialBlock {
  123262. /**
  123263. * Creates a new FrontFacingBlock
  123264. * @param name defines the block name
  123265. */
  123266. constructor(name: string);
  123267. /**
  123268. * Gets the current class name
  123269. * @returns the class name
  123270. */
  123271. getClassName(): string;
  123272. /**
  123273. * Gets the output component
  123274. */
  123275. readonly output: NodeMaterialConnectionPoint;
  123276. protected _buildBlock(state: NodeMaterialBuildState): this;
  123277. }
  123278. }
  123279. declare module BABYLON {
  123280. /**
  123281. * Block used to add support for scene fog
  123282. */
  123283. export class FogBlock extends NodeMaterialBlock {
  123284. private _fogDistanceName;
  123285. private _fogParameters;
  123286. /**
  123287. * Create a new FogBlock
  123288. * @param name defines the block name
  123289. */
  123290. constructor(name: string);
  123291. /**
  123292. * Gets the current class name
  123293. * @returns the class name
  123294. */
  123295. getClassName(): string;
  123296. /**
  123297. * Gets the world position input component
  123298. */
  123299. readonly worldPosition: NodeMaterialConnectionPoint;
  123300. /**
  123301. * Gets the view input component
  123302. */
  123303. readonly view: NodeMaterialConnectionPoint;
  123304. /**
  123305. * Gets the color input component
  123306. */
  123307. readonly input: NodeMaterialConnectionPoint;
  123308. /**
  123309. * Gets the fog color input component
  123310. */
  123311. readonly fogColor: NodeMaterialConnectionPoint;
  123312. /**
  123313. * Gets the output component
  123314. */
  123315. readonly output: NodeMaterialConnectionPoint;
  123316. autoConfigure(material: NodeMaterial): void;
  123317. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123318. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123319. protected _buildBlock(state: NodeMaterialBuildState): this;
  123320. }
  123321. }
  123322. declare module BABYLON {
  123323. /**
  123324. * Block used to add light in the fragment shader
  123325. */
  123326. export class LightBlock extends NodeMaterialBlock {
  123327. private _lightId;
  123328. /**
  123329. * Gets or sets the light associated with this block
  123330. */
  123331. light: Nullable<Light>;
  123332. /**
  123333. * Create a new LightBlock
  123334. * @param name defines the block name
  123335. */
  123336. constructor(name: string);
  123337. /**
  123338. * Gets the current class name
  123339. * @returns the class name
  123340. */
  123341. getClassName(): string;
  123342. /**
  123343. * Gets the world position input component
  123344. */
  123345. readonly worldPosition: NodeMaterialConnectionPoint;
  123346. /**
  123347. * Gets the world normal input component
  123348. */
  123349. readonly worldNormal: NodeMaterialConnectionPoint;
  123350. /**
  123351. * Gets the camera (or eye) position component
  123352. */
  123353. readonly cameraPosition: NodeMaterialConnectionPoint;
  123354. /**
  123355. * Gets the glossiness component
  123356. */
  123357. readonly glossiness: NodeMaterialConnectionPoint;
  123358. /**
  123359. * Gets the glossinness power component
  123360. */
  123361. readonly glossPower: NodeMaterialConnectionPoint;
  123362. /**
  123363. * Gets the diffuse color component
  123364. */
  123365. readonly diffuseColor: NodeMaterialConnectionPoint;
  123366. /**
  123367. * Gets the specular color component
  123368. */
  123369. readonly specularColor: NodeMaterialConnectionPoint;
  123370. /**
  123371. * Gets the diffuse output component
  123372. */
  123373. readonly diffuseOutput: NodeMaterialConnectionPoint;
  123374. /**
  123375. * Gets the specular output component
  123376. */
  123377. readonly specularOutput: NodeMaterialConnectionPoint;
  123378. autoConfigure(material: NodeMaterial): void;
  123379. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123380. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123381. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123382. private _injectVertexCode;
  123383. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123384. serialize(): any;
  123385. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123386. }
  123387. }
  123388. declare module BABYLON {
  123389. /**
  123390. * Block used to multiply 2 values
  123391. */
  123392. export class MultiplyBlock extends NodeMaterialBlock {
  123393. /**
  123394. * Creates a new MultiplyBlock
  123395. * @param name defines the block name
  123396. */
  123397. constructor(name: string);
  123398. /**
  123399. * Gets the current class name
  123400. * @returns the class name
  123401. */
  123402. getClassName(): string;
  123403. /**
  123404. * Gets the left operand input component
  123405. */
  123406. readonly left: NodeMaterialConnectionPoint;
  123407. /**
  123408. * Gets the right operand input component
  123409. */
  123410. readonly right: NodeMaterialConnectionPoint;
  123411. /**
  123412. * Gets the output component
  123413. */
  123414. readonly output: NodeMaterialConnectionPoint;
  123415. protected _buildBlock(state: NodeMaterialBuildState): this;
  123416. }
  123417. }
  123418. declare module BABYLON {
  123419. /**
  123420. * Block used to add 2 vectors
  123421. */
  123422. export class AddBlock extends NodeMaterialBlock {
  123423. /**
  123424. * Creates a new AddBlock
  123425. * @param name defines the block name
  123426. */
  123427. constructor(name: string);
  123428. /**
  123429. * Gets the current class name
  123430. * @returns the class name
  123431. */
  123432. getClassName(): string;
  123433. /**
  123434. * Gets the left operand input component
  123435. */
  123436. readonly left: NodeMaterialConnectionPoint;
  123437. /**
  123438. * Gets the right operand input component
  123439. */
  123440. readonly right: NodeMaterialConnectionPoint;
  123441. /**
  123442. * Gets the output component
  123443. */
  123444. readonly output: NodeMaterialConnectionPoint;
  123445. protected _buildBlock(state: NodeMaterialBuildState): this;
  123446. }
  123447. }
  123448. declare module BABYLON {
  123449. /**
  123450. * Block used to scale a vector by a float
  123451. */
  123452. export class ScaleBlock extends NodeMaterialBlock {
  123453. /**
  123454. * Creates a new ScaleBlock
  123455. * @param name defines the block name
  123456. */
  123457. constructor(name: string);
  123458. /**
  123459. * Gets the current class name
  123460. * @returns the class name
  123461. */
  123462. getClassName(): string;
  123463. /**
  123464. * Gets the input component
  123465. */
  123466. readonly input: NodeMaterialConnectionPoint;
  123467. /**
  123468. * Gets the factor input component
  123469. */
  123470. readonly factor: NodeMaterialConnectionPoint;
  123471. /**
  123472. * Gets the output component
  123473. */
  123474. readonly output: NodeMaterialConnectionPoint;
  123475. protected _buildBlock(state: NodeMaterialBuildState): this;
  123476. }
  123477. }
  123478. declare module BABYLON {
  123479. /**
  123480. * Block used to clamp a float
  123481. */
  123482. export class ClampBlock extends NodeMaterialBlock {
  123483. /** Gets or sets the minimum range */
  123484. minimum: number;
  123485. /** Gets or sets the maximum range */
  123486. maximum: number;
  123487. /**
  123488. * Creates a new ClampBlock
  123489. * @param name defines the block name
  123490. */
  123491. constructor(name: string);
  123492. /**
  123493. * Gets the current class name
  123494. * @returns the class name
  123495. */
  123496. getClassName(): string;
  123497. /**
  123498. * Gets the value input component
  123499. */
  123500. readonly value: NodeMaterialConnectionPoint;
  123501. /**
  123502. * Gets the output component
  123503. */
  123504. readonly output: NodeMaterialConnectionPoint;
  123505. protected _buildBlock(state: NodeMaterialBuildState): this;
  123506. protected _dumpPropertiesCode(): string;
  123507. serialize(): any;
  123508. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123509. }
  123510. }
  123511. declare module BABYLON {
  123512. /**
  123513. * Block used to apply a cross product between 2 vectors
  123514. */
  123515. export class CrossBlock extends NodeMaterialBlock {
  123516. /**
  123517. * Creates a new CrossBlock
  123518. * @param name defines the block name
  123519. */
  123520. constructor(name: string);
  123521. /**
  123522. * Gets the current class name
  123523. * @returns the class name
  123524. */
  123525. getClassName(): string;
  123526. /**
  123527. * Gets the left operand input component
  123528. */
  123529. readonly left: NodeMaterialConnectionPoint;
  123530. /**
  123531. * Gets the right operand input component
  123532. */
  123533. readonly right: NodeMaterialConnectionPoint;
  123534. /**
  123535. * Gets the output component
  123536. */
  123537. readonly output: NodeMaterialConnectionPoint;
  123538. protected _buildBlock(state: NodeMaterialBuildState): this;
  123539. }
  123540. }
  123541. declare module BABYLON {
  123542. /**
  123543. * Block used to apply a dot product between 2 vectors
  123544. */
  123545. export class DotBlock extends NodeMaterialBlock {
  123546. /**
  123547. * Creates a new DotBlock
  123548. * @param name defines the block name
  123549. */
  123550. constructor(name: string);
  123551. /**
  123552. * Gets the current class name
  123553. * @returns the class name
  123554. */
  123555. getClassName(): string;
  123556. /**
  123557. * Gets the left operand input component
  123558. */
  123559. readonly left: NodeMaterialConnectionPoint;
  123560. /**
  123561. * Gets the right operand input component
  123562. */
  123563. readonly right: NodeMaterialConnectionPoint;
  123564. /**
  123565. * Gets the output component
  123566. */
  123567. readonly output: NodeMaterialConnectionPoint;
  123568. protected _buildBlock(state: NodeMaterialBuildState): this;
  123569. }
  123570. }
  123571. declare module BABYLON {
  123572. /**
  123573. * Block used to remap a float from a range to a new one
  123574. */
  123575. export class RemapBlock extends NodeMaterialBlock {
  123576. /**
  123577. * Gets or sets the source range
  123578. */
  123579. sourceRange: Vector2;
  123580. /**
  123581. * Gets or sets the target range
  123582. */
  123583. targetRange: Vector2;
  123584. /**
  123585. * Creates a new RemapBlock
  123586. * @param name defines the block name
  123587. */
  123588. constructor(name: string);
  123589. /**
  123590. * Gets the current class name
  123591. * @returns the class name
  123592. */
  123593. getClassName(): string;
  123594. /**
  123595. * Gets the input component
  123596. */
  123597. readonly input: NodeMaterialConnectionPoint;
  123598. /**
  123599. * Gets the source min input component
  123600. */
  123601. readonly sourceMin: NodeMaterialConnectionPoint;
  123602. /**
  123603. * Gets the source max input component
  123604. */
  123605. readonly sourceMax: NodeMaterialConnectionPoint;
  123606. /**
  123607. * Gets the target min input component
  123608. */
  123609. readonly targetMin: NodeMaterialConnectionPoint;
  123610. /**
  123611. * Gets the target max input component
  123612. */
  123613. readonly targetMax: NodeMaterialConnectionPoint;
  123614. /**
  123615. * Gets the output component
  123616. */
  123617. readonly output: NodeMaterialConnectionPoint;
  123618. protected _buildBlock(state: NodeMaterialBuildState): this;
  123619. protected _dumpPropertiesCode(): string;
  123620. serialize(): any;
  123621. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123622. }
  123623. }
  123624. declare module BABYLON {
  123625. /**
  123626. * Block used to normalize a vector
  123627. */
  123628. export class NormalizeBlock extends NodeMaterialBlock {
  123629. /**
  123630. * Creates a new NormalizeBlock
  123631. * @param name defines the block name
  123632. */
  123633. constructor(name: string);
  123634. /**
  123635. * Gets the current class name
  123636. * @returns the class name
  123637. */
  123638. getClassName(): string;
  123639. /**
  123640. * Gets the input component
  123641. */
  123642. readonly input: NodeMaterialConnectionPoint;
  123643. /**
  123644. * Gets the output component
  123645. */
  123646. readonly output: NodeMaterialConnectionPoint;
  123647. protected _buildBlock(state: NodeMaterialBuildState): this;
  123648. }
  123649. }
  123650. declare module BABYLON {
  123651. /**
  123652. * Operations supported by the Trigonometry block
  123653. */
  123654. export enum TrigonometryBlockOperations {
  123655. /** Cos */
  123656. Cos = 0,
  123657. /** Sin */
  123658. Sin = 1,
  123659. /** Abs */
  123660. Abs = 2,
  123661. /** Exp */
  123662. Exp = 3,
  123663. /** Exp2 */
  123664. Exp2 = 4,
  123665. /** Round */
  123666. Round = 5,
  123667. /** Floor */
  123668. Floor = 6,
  123669. /** Ceiling */
  123670. Ceiling = 7,
  123671. /** Square root */
  123672. Sqrt = 8,
  123673. /** Log */
  123674. Log = 9,
  123675. /** Tangent */
  123676. Tan = 10,
  123677. /** Arc tangent */
  123678. ArcTan = 11,
  123679. /** Arc cosinus */
  123680. ArcCos = 12,
  123681. /** Arc sinus */
  123682. ArcSin = 13,
  123683. /** Fraction */
  123684. Fract = 14,
  123685. /** Sign */
  123686. Sign = 15,
  123687. /** To radians (from degrees) */
  123688. Radians = 16,
  123689. /** To degrees (from radians) */
  123690. Degrees = 17
  123691. }
  123692. /**
  123693. * Block used to apply trigonometry operation to floats
  123694. */
  123695. export class TrigonometryBlock extends NodeMaterialBlock {
  123696. /**
  123697. * Gets or sets the operation applied by the block
  123698. */
  123699. operation: TrigonometryBlockOperations;
  123700. /**
  123701. * Creates a new TrigonometryBlock
  123702. * @param name defines the block name
  123703. */
  123704. constructor(name: string);
  123705. /**
  123706. * Gets the current class name
  123707. * @returns the class name
  123708. */
  123709. getClassName(): string;
  123710. /**
  123711. * Gets the input component
  123712. */
  123713. readonly input: NodeMaterialConnectionPoint;
  123714. /**
  123715. * Gets the output component
  123716. */
  123717. readonly output: NodeMaterialConnectionPoint;
  123718. protected _buildBlock(state: NodeMaterialBuildState): this;
  123719. serialize(): any;
  123720. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123721. protected _dumpPropertiesCode(): string;
  123722. }
  123723. }
  123724. declare module BABYLON {
  123725. /**
  123726. * Block used to create a Color3/4 out of individual inputs (one for each component)
  123727. */
  123728. export class ColorMergerBlock extends NodeMaterialBlock {
  123729. /**
  123730. * Create a new ColorMergerBlock
  123731. * @param name defines the block name
  123732. */
  123733. constructor(name: string);
  123734. /**
  123735. * Gets the current class name
  123736. * @returns the class name
  123737. */
  123738. getClassName(): string;
  123739. /**
  123740. * Gets the r component (input)
  123741. */
  123742. readonly r: NodeMaterialConnectionPoint;
  123743. /**
  123744. * Gets the g component (input)
  123745. */
  123746. readonly g: NodeMaterialConnectionPoint;
  123747. /**
  123748. * Gets the b component (input)
  123749. */
  123750. readonly b: NodeMaterialConnectionPoint;
  123751. /**
  123752. * Gets the a component (input)
  123753. */
  123754. readonly a: NodeMaterialConnectionPoint;
  123755. /**
  123756. * Gets the rgba component (output)
  123757. */
  123758. readonly rgba: NodeMaterialConnectionPoint;
  123759. /**
  123760. * Gets the rgb component (output)
  123761. */
  123762. readonly rgb: NodeMaterialConnectionPoint;
  123763. protected _buildBlock(state: NodeMaterialBuildState): this;
  123764. }
  123765. }
  123766. declare module BABYLON {
  123767. /**
  123768. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  123769. */
  123770. export class VectorMergerBlock extends NodeMaterialBlock {
  123771. /**
  123772. * Create a new VectorMergerBlock
  123773. * @param name defines the block name
  123774. */
  123775. constructor(name: string);
  123776. /**
  123777. * Gets the current class name
  123778. * @returns the class name
  123779. */
  123780. getClassName(): string;
  123781. /**
  123782. * Gets the x component (input)
  123783. */
  123784. readonly x: NodeMaterialConnectionPoint;
  123785. /**
  123786. * Gets the y component (input)
  123787. */
  123788. readonly y: NodeMaterialConnectionPoint;
  123789. /**
  123790. * Gets the z component (input)
  123791. */
  123792. readonly z: NodeMaterialConnectionPoint;
  123793. /**
  123794. * Gets the w component (input)
  123795. */
  123796. readonly w: NodeMaterialConnectionPoint;
  123797. /**
  123798. * Gets the xyzw component (output)
  123799. */
  123800. readonly xyzw: NodeMaterialConnectionPoint;
  123801. /**
  123802. * Gets the xyz component (output)
  123803. */
  123804. readonly xyz: NodeMaterialConnectionPoint;
  123805. /**
  123806. * Gets the xy component (output)
  123807. */
  123808. readonly xy: NodeMaterialConnectionPoint;
  123809. protected _buildBlock(state: NodeMaterialBuildState): this;
  123810. }
  123811. }
  123812. declare module BABYLON {
  123813. /**
  123814. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  123815. */
  123816. export class ColorSplitterBlock extends NodeMaterialBlock {
  123817. /**
  123818. * Create a new ColorSplitterBlock
  123819. * @param name defines the block name
  123820. */
  123821. constructor(name: string);
  123822. /**
  123823. * Gets the current class name
  123824. * @returns the class name
  123825. */
  123826. getClassName(): string;
  123827. /**
  123828. * Gets the rgba component (input)
  123829. */
  123830. readonly rgba: NodeMaterialConnectionPoint;
  123831. /**
  123832. * Gets the rgb component (input)
  123833. */
  123834. readonly rgbIn: NodeMaterialConnectionPoint;
  123835. /**
  123836. * Gets the rgb component (output)
  123837. */
  123838. readonly rgbOut: NodeMaterialConnectionPoint;
  123839. /**
  123840. * Gets the r component (output)
  123841. */
  123842. readonly r: NodeMaterialConnectionPoint;
  123843. /**
  123844. * Gets the g component (output)
  123845. */
  123846. readonly g: NodeMaterialConnectionPoint;
  123847. /**
  123848. * Gets the b component (output)
  123849. */
  123850. readonly b: NodeMaterialConnectionPoint;
  123851. /**
  123852. * Gets the a component (output)
  123853. */
  123854. readonly a: NodeMaterialConnectionPoint;
  123855. protected _inputRename(name: string): string;
  123856. protected _outputRename(name: string): string;
  123857. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123858. }
  123859. }
  123860. declare module BABYLON {
  123861. /**
  123862. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  123863. */
  123864. export class VectorSplitterBlock extends NodeMaterialBlock {
  123865. /**
  123866. * Create a new VectorSplitterBlock
  123867. * @param name defines the block name
  123868. */
  123869. constructor(name: string);
  123870. /**
  123871. * Gets the current class name
  123872. * @returns the class name
  123873. */
  123874. getClassName(): string;
  123875. /**
  123876. * Gets the xyzw component (input)
  123877. */
  123878. readonly xyzw: NodeMaterialConnectionPoint;
  123879. /**
  123880. * Gets the xyz component (input)
  123881. */
  123882. readonly xyzIn: NodeMaterialConnectionPoint;
  123883. /**
  123884. * Gets the xy component (input)
  123885. */
  123886. readonly xyIn: NodeMaterialConnectionPoint;
  123887. /**
  123888. * Gets the xyz component (output)
  123889. */
  123890. readonly xyzOut: NodeMaterialConnectionPoint;
  123891. /**
  123892. * Gets the xy component (output)
  123893. */
  123894. readonly xyOut: NodeMaterialConnectionPoint;
  123895. /**
  123896. * Gets the x component (output)
  123897. */
  123898. readonly x: NodeMaterialConnectionPoint;
  123899. /**
  123900. * Gets the y component (output)
  123901. */
  123902. readonly y: NodeMaterialConnectionPoint;
  123903. /**
  123904. * Gets the z component (output)
  123905. */
  123906. readonly z: NodeMaterialConnectionPoint;
  123907. /**
  123908. * Gets the w component (output)
  123909. */
  123910. readonly w: NodeMaterialConnectionPoint;
  123911. protected _inputRename(name: string): string;
  123912. protected _outputRename(name: string): string;
  123913. protected _buildBlock(state: NodeMaterialBuildState): this;
  123914. }
  123915. }
  123916. declare module BABYLON {
  123917. /**
  123918. * Block used to lerp between 2 values
  123919. */
  123920. export class LerpBlock extends NodeMaterialBlock {
  123921. /**
  123922. * Creates a new LerpBlock
  123923. * @param name defines the block name
  123924. */
  123925. constructor(name: string);
  123926. /**
  123927. * Gets the current class name
  123928. * @returns the class name
  123929. */
  123930. getClassName(): string;
  123931. /**
  123932. * Gets the left operand input component
  123933. */
  123934. readonly left: NodeMaterialConnectionPoint;
  123935. /**
  123936. * Gets the right operand input component
  123937. */
  123938. readonly right: NodeMaterialConnectionPoint;
  123939. /**
  123940. * Gets the gradient operand input component
  123941. */
  123942. readonly gradient: NodeMaterialConnectionPoint;
  123943. /**
  123944. * Gets the output component
  123945. */
  123946. readonly output: NodeMaterialConnectionPoint;
  123947. protected _buildBlock(state: NodeMaterialBuildState): this;
  123948. }
  123949. }
  123950. declare module BABYLON {
  123951. /**
  123952. * Block used to divide 2 vectors
  123953. */
  123954. export class DivideBlock extends NodeMaterialBlock {
  123955. /**
  123956. * Creates a new DivideBlock
  123957. * @param name defines the block name
  123958. */
  123959. constructor(name: string);
  123960. /**
  123961. * Gets the current class name
  123962. * @returns the class name
  123963. */
  123964. getClassName(): string;
  123965. /**
  123966. * Gets the left operand input component
  123967. */
  123968. readonly left: NodeMaterialConnectionPoint;
  123969. /**
  123970. * Gets the right operand input component
  123971. */
  123972. readonly right: NodeMaterialConnectionPoint;
  123973. /**
  123974. * Gets the output component
  123975. */
  123976. readonly output: NodeMaterialConnectionPoint;
  123977. protected _buildBlock(state: NodeMaterialBuildState): this;
  123978. }
  123979. }
  123980. declare module BABYLON {
  123981. /**
  123982. * Block used to subtract 2 vectors
  123983. */
  123984. export class SubtractBlock extends NodeMaterialBlock {
  123985. /**
  123986. * Creates a new SubtractBlock
  123987. * @param name defines the block name
  123988. */
  123989. constructor(name: string);
  123990. /**
  123991. * Gets the current class name
  123992. * @returns the class name
  123993. */
  123994. getClassName(): string;
  123995. /**
  123996. * Gets the left operand input component
  123997. */
  123998. readonly left: NodeMaterialConnectionPoint;
  123999. /**
  124000. * Gets the right operand input component
  124001. */
  124002. readonly right: NodeMaterialConnectionPoint;
  124003. /**
  124004. * Gets the output component
  124005. */
  124006. readonly output: NodeMaterialConnectionPoint;
  124007. protected _buildBlock(state: NodeMaterialBuildState): this;
  124008. }
  124009. }
  124010. declare module BABYLON {
  124011. /**
  124012. * Block used to step a value
  124013. */
  124014. export class StepBlock extends NodeMaterialBlock {
  124015. /**
  124016. * Creates a new StepBlock
  124017. * @param name defines the block name
  124018. */
  124019. constructor(name: string);
  124020. /**
  124021. * Gets the current class name
  124022. * @returns the class name
  124023. */
  124024. getClassName(): string;
  124025. /**
  124026. * Gets the value operand input component
  124027. */
  124028. readonly value: NodeMaterialConnectionPoint;
  124029. /**
  124030. * Gets the edge operand input component
  124031. */
  124032. readonly edge: NodeMaterialConnectionPoint;
  124033. /**
  124034. * Gets the output component
  124035. */
  124036. readonly output: NodeMaterialConnectionPoint;
  124037. protected _buildBlock(state: NodeMaterialBuildState): this;
  124038. }
  124039. }
  124040. declare module BABYLON {
  124041. /**
  124042. * Block used to get the opposite (1 - x) of a value
  124043. */
  124044. export class OneMinusBlock extends NodeMaterialBlock {
  124045. /**
  124046. * Creates a new OneMinusBlock
  124047. * @param name defines the block name
  124048. */
  124049. constructor(name: string);
  124050. /**
  124051. * Gets the current class name
  124052. * @returns the class name
  124053. */
  124054. getClassName(): string;
  124055. /**
  124056. * Gets the input component
  124057. */
  124058. readonly input: NodeMaterialConnectionPoint;
  124059. /**
  124060. * Gets the output component
  124061. */
  124062. readonly output: NodeMaterialConnectionPoint;
  124063. protected _buildBlock(state: NodeMaterialBuildState): this;
  124064. }
  124065. }
  124066. declare module BABYLON {
  124067. /**
  124068. * Block used to get the view direction
  124069. */
  124070. export class ViewDirectionBlock extends NodeMaterialBlock {
  124071. /**
  124072. * Creates a new ViewDirectionBlock
  124073. * @param name defines the block name
  124074. */
  124075. constructor(name: string);
  124076. /**
  124077. * Gets the current class name
  124078. * @returns the class name
  124079. */
  124080. getClassName(): string;
  124081. /**
  124082. * Gets the world position component
  124083. */
  124084. readonly worldPosition: NodeMaterialConnectionPoint;
  124085. /**
  124086. * Gets the camera position component
  124087. */
  124088. readonly cameraPosition: NodeMaterialConnectionPoint;
  124089. /**
  124090. * Gets the output component
  124091. */
  124092. readonly output: NodeMaterialConnectionPoint;
  124093. autoConfigure(material: NodeMaterial): void;
  124094. protected _buildBlock(state: NodeMaterialBuildState): this;
  124095. }
  124096. }
  124097. declare module BABYLON {
  124098. /**
  124099. * Block used to compute fresnel value
  124100. */
  124101. export class FresnelBlock extends NodeMaterialBlock {
  124102. /**
  124103. * Create a new FresnelBlock
  124104. * @param name defines the block name
  124105. */
  124106. constructor(name: string);
  124107. /**
  124108. * Gets the current class name
  124109. * @returns the class name
  124110. */
  124111. getClassName(): string;
  124112. /**
  124113. * Gets the world normal input component
  124114. */
  124115. readonly worldNormal: NodeMaterialConnectionPoint;
  124116. /**
  124117. * Gets the view direction input component
  124118. */
  124119. readonly viewDirection: NodeMaterialConnectionPoint;
  124120. /**
  124121. * Gets the bias input component
  124122. */
  124123. readonly bias: NodeMaterialConnectionPoint;
  124124. /**
  124125. * Gets the camera (or eye) position component
  124126. */
  124127. readonly power: NodeMaterialConnectionPoint;
  124128. /**
  124129. * Gets the fresnel output component
  124130. */
  124131. readonly fresnel: NodeMaterialConnectionPoint;
  124132. autoConfigure(material: NodeMaterial): void;
  124133. protected _buildBlock(state: NodeMaterialBuildState): this;
  124134. }
  124135. }
  124136. declare module BABYLON {
  124137. /**
  124138. * Block used to get the max of 2 values
  124139. */
  124140. export class MaxBlock extends NodeMaterialBlock {
  124141. /**
  124142. * Creates a new MaxBlock
  124143. * @param name defines the block name
  124144. */
  124145. constructor(name: string);
  124146. /**
  124147. * Gets the current class name
  124148. * @returns the class name
  124149. */
  124150. getClassName(): string;
  124151. /**
  124152. * Gets the left operand input component
  124153. */
  124154. readonly left: NodeMaterialConnectionPoint;
  124155. /**
  124156. * Gets the right operand input component
  124157. */
  124158. readonly right: NodeMaterialConnectionPoint;
  124159. /**
  124160. * Gets the output component
  124161. */
  124162. readonly output: NodeMaterialConnectionPoint;
  124163. protected _buildBlock(state: NodeMaterialBuildState): this;
  124164. }
  124165. }
  124166. declare module BABYLON {
  124167. /**
  124168. * Block used to get the min of 2 values
  124169. */
  124170. export class MinBlock extends NodeMaterialBlock {
  124171. /**
  124172. * Creates a new MinBlock
  124173. * @param name defines the block name
  124174. */
  124175. constructor(name: string);
  124176. /**
  124177. * Gets the current class name
  124178. * @returns the class name
  124179. */
  124180. getClassName(): string;
  124181. /**
  124182. * Gets the left operand input component
  124183. */
  124184. readonly left: NodeMaterialConnectionPoint;
  124185. /**
  124186. * Gets the right operand input component
  124187. */
  124188. readonly right: NodeMaterialConnectionPoint;
  124189. /**
  124190. * Gets the output component
  124191. */
  124192. readonly output: NodeMaterialConnectionPoint;
  124193. protected _buildBlock(state: NodeMaterialBuildState): this;
  124194. }
  124195. }
  124196. declare module BABYLON {
  124197. /**
  124198. * Block used to get the distance between 2 values
  124199. */
  124200. export class DistanceBlock extends NodeMaterialBlock {
  124201. /**
  124202. * Creates a new DistanceBlock
  124203. * @param name defines the block name
  124204. */
  124205. constructor(name: string);
  124206. /**
  124207. * Gets the current class name
  124208. * @returns the class name
  124209. */
  124210. getClassName(): string;
  124211. /**
  124212. * Gets the left operand input component
  124213. */
  124214. readonly left: NodeMaterialConnectionPoint;
  124215. /**
  124216. * Gets the right operand input component
  124217. */
  124218. readonly right: NodeMaterialConnectionPoint;
  124219. /**
  124220. * Gets the output component
  124221. */
  124222. readonly output: NodeMaterialConnectionPoint;
  124223. protected _buildBlock(state: NodeMaterialBuildState): this;
  124224. }
  124225. }
  124226. declare module BABYLON {
  124227. /**
  124228. * Block used to get the length of a vector
  124229. */
  124230. export class LengthBlock extends NodeMaterialBlock {
  124231. /**
  124232. * Creates a new LengthBlock
  124233. * @param name defines the block name
  124234. */
  124235. constructor(name: string);
  124236. /**
  124237. * Gets the current class name
  124238. * @returns the class name
  124239. */
  124240. getClassName(): string;
  124241. /**
  124242. * Gets the value input component
  124243. */
  124244. readonly value: 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 get negative version of a value (i.e. x * -1)
  124255. */
  124256. export class NegateBlock extends NodeMaterialBlock {
  124257. /**
  124258. * Creates a new NegateBlock
  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 value input component
  124269. */
  124270. readonly value: NodeMaterialConnectionPoint;
  124271. /**
  124272. * Gets the output component
  124273. */
  124274. readonly output: NodeMaterialConnectionPoint;
  124275. protected _buildBlock(state: NodeMaterialBuildState): this;
  124276. }
  124277. }
  124278. declare module BABYLON {
  124279. /**
  124280. * Block used to get the value of the first parameter raised to the power of the second
  124281. */
  124282. export class PowBlock extends NodeMaterialBlock {
  124283. /**
  124284. * Creates a new PowBlock
  124285. * @param name defines the block name
  124286. */
  124287. constructor(name: string);
  124288. /**
  124289. * Gets the current class name
  124290. * @returns the class name
  124291. */
  124292. getClassName(): string;
  124293. /**
  124294. * Gets the value operand input component
  124295. */
  124296. readonly value: NodeMaterialConnectionPoint;
  124297. /**
  124298. * Gets the power operand input component
  124299. */
  124300. readonly power: NodeMaterialConnectionPoint;
  124301. /**
  124302. * Gets the output component
  124303. */
  124304. readonly output: NodeMaterialConnectionPoint;
  124305. protected _buildBlock(state: NodeMaterialBuildState): this;
  124306. }
  124307. }
  124308. declare module BABYLON {
  124309. /**
  124310. * Block used to get a random number
  124311. */
  124312. export class RandomNumberBlock extends NodeMaterialBlock {
  124313. /**
  124314. * Creates a new RandomNumberBlock
  124315. * @param name defines the block name
  124316. */
  124317. constructor(name: string);
  124318. /**
  124319. * Gets the current class name
  124320. * @returns the class name
  124321. */
  124322. getClassName(): string;
  124323. /**
  124324. * Gets the seed input component
  124325. */
  124326. readonly seed: NodeMaterialConnectionPoint;
  124327. /**
  124328. * Gets the output component
  124329. */
  124330. readonly output: NodeMaterialConnectionPoint;
  124331. protected _buildBlock(state: NodeMaterialBuildState): this;
  124332. }
  124333. }
  124334. declare module BABYLON {
  124335. /**
  124336. * Block used to compute arc tangent of 2 values
  124337. */
  124338. export class ArcTan2Block extends NodeMaterialBlock {
  124339. /**
  124340. * Creates a new ArcTan2Block
  124341. * @param name defines the block name
  124342. */
  124343. constructor(name: string);
  124344. /**
  124345. * Gets the current class name
  124346. * @returns the class name
  124347. */
  124348. getClassName(): string;
  124349. /**
  124350. * Gets the x operand input component
  124351. */
  124352. readonly x: NodeMaterialConnectionPoint;
  124353. /**
  124354. * Gets the y operand input component
  124355. */
  124356. readonly y: NodeMaterialConnectionPoint;
  124357. /**
  124358. * Gets the output component
  124359. */
  124360. readonly output: NodeMaterialConnectionPoint;
  124361. protected _buildBlock(state: NodeMaterialBuildState): this;
  124362. }
  124363. }
  124364. declare module BABYLON {
  124365. /**
  124366. * Block used to smooth step a value
  124367. */
  124368. export class SmoothStepBlock extends NodeMaterialBlock {
  124369. /**
  124370. * Creates a new SmoothStepBlock
  124371. * @param name defines the block name
  124372. */
  124373. constructor(name: string);
  124374. /**
  124375. * Gets the current class name
  124376. * @returns the class name
  124377. */
  124378. getClassName(): string;
  124379. /**
  124380. * Gets the value operand input component
  124381. */
  124382. readonly value: NodeMaterialConnectionPoint;
  124383. /**
  124384. * Gets the first edge operand input component
  124385. */
  124386. readonly edge0: NodeMaterialConnectionPoint;
  124387. /**
  124388. * Gets the second edge operand input component
  124389. */
  124390. readonly edge1: NodeMaterialConnectionPoint;
  124391. /**
  124392. * Gets the output component
  124393. */
  124394. readonly output: NodeMaterialConnectionPoint;
  124395. protected _buildBlock(state: NodeMaterialBuildState): this;
  124396. }
  124397. }
  124398. declare module BABYLON {
  124399. /**
  124400. * Block used to get the reciprocal (1 / x) of a value
  124401. */
  124402. export class ReciprocalBlock extends NodeMaterialBlock {
  124403. /**
  124404. * Creates a new ReciprocalBlock
  124405. * @param name defines the block name
  124406. */
  124407. constructor(name: string);
  124408. /**
  124409. * Gets the current class name
  124410. * @returns the class name
  124411. */
  124412. getClassName(): string;
  124413. /**
  124414. * Gets the input component
  124415. */
  124416. readonly input: NodeMaterialConnectionPoint;
  124417. /**
  124418. * Gets the output component
  124419. */
  124420. readonly output: NodeMaterialConnectionPoint;
  124421. protected _buildBlock(state: NodeMaterialBuildState): this;
  124422. }
  124423. }
  124424. declare module BABYLON {
  124425. /**
  124426. * Block used to replace a color by another one
  124427. */
  124428. export class ReplaceColorBlock extends NodeMaterialBlock {
  124429. /**
  124430. * Creates a new ReplaceColorBlock
  124431. * @param name defines the block name
  124432. */
  124433. constructor(name: string);
  124434. /**
  124435. * Gets the current class name
  124436. * @returns the class name
  124437. */
  124438. getClassName(): string;
  124439. /**
  124440. * Gets the value input component
  124441. */
  124442. readonly value: NodeMaterialConnectionPoint;
  124443. /**
  124444. * Gets the reference input component
  124445. */
  124446. readonly reference: NodeMaterialConnectionPoint;
  124447. /**
  124448. * Gets the distance input component
  124449. */
  124450. readonly distance: NodeMaterialConnectionPoint;
  124451. /**
  124452. * Gets the replacement input component
  124453. */
  124454. readonly replacement: NodeMaterialConnectionPoint;
  124455. /**
  124456. * Gets the output component
  124457. */
  124458. readonly output: NodeMaterialConnectionPoint;
  124459. protected _buildBlock(state: NodeMaterialBuildState): this;
  124460. }
  124461. }
  124462. declare module BABYLON {
  124463. /**
  124464. * Block used to posterize a value
  124465. * @see https://en.wikipedia.org/wiki/Posterization
  124466. */
  124467. export class PosterizeBlock extends NodeMaterialBlock {
  124468. /**
  124469. * Creates a new PosterizeBlock
  124470. * @param name defines the block name
  124471. */
  124472. constructor(name: string);
  124473. /**
  124474. * Gets the current class name
  124475. * @returns the class name
  124476. */
  124477. getClassName(): string;
  124478. /**
  124479. * Gets the value input component
  124480. */
  124481. readonly value: NodeMaterialConnectionPoint;
  124482. /**
  124483. * Gets the steps input component
  124484. */
  124485. readonly steps: NodeMaterialConnectionPoint;
  124486. /**
  124487. * Gets the output component
  124488. */
  124489. readonly output: NodeMaterialConnectionPoint;
  124490. protected _buildBlock(state: NodeMaterialBuildState): this;
  124491. }
  124492. }
  124493. declare module BABYLON {
  124494. /**
  124495. * Operations supported by the Wave block
  124496. */
  124497. export enum WaveBlockKind {
  124498. /** SawTooth */
  124499. SawTooth = 0,
  124500. /** Square */
  124501. Square = 1,
  124502. /** Triangle */
  124503. Triangle = 2
  124504. }
  124505. /**
  124506. * Block used to apply wave operation to floats
  124507. */
  124508. export class WaveBlock extends NodeMaterialBlock {
  124509. /**
  124510. * Gets or sets the kibnd of wave to be applied by the block
  124511. */
  124512. kind: WaveBlockKind;
  124513. /**
  124514. * Creates a new WaveBlock
  124515. * @param name defines the block name
  124516. */
  124517. constructor(name: string);
  124518. /**
  124519. * Gets the current class name
  124520. * @returns the class name
  124521. */
  124522. getClassName(): string;
  124523. /**
  124524. * Gets the input component
  124525. */
  124526. readonly input: NodeMaterialConnectionPoint;
  124527. /**
  124528. * Gets the output component
  124529. */
  124530. readonly output: NodeMaterialConnectionPoint;
  124531. protected _buildBlock(state: NodeMaterialBuildState): this;
  124532. serialize(): any;
  124533. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124534. }
  124535. }
  124536. declare module BABYLON {
  124537. /**
  124538. * Class used to store a color step for the GradientBlock
  124539. */
  124540. export class GradientBlockColorStep {
  124541. /**
  124542. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124543. */
  124544. step: number;
  124545. /**
  124546. * Gets or sets the color associated with this step
  124547. */
  124548. color: Color3;
  124549. /**
  124550. * Creates a new GradientBlockColorStep
  124551. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  124552. * @param color defines the color associated with this step
  124553. */
  124554. constructor(
  124555. /**
  124556. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124557. */
  124558. step: number,
  124559. /**
  124560. * Gets or sets the color associated with this step
  124561. */
  124562. color: Color3);
  124563. }
  124564. /**
  124565. * Block used to return a color from a gradient based on an input value between 0 and 1
  124566. */
  124567. export class GradientBlock extends NodeMaterialBlock {
  124568. /**
  124569. * Gets or sets the list of color steps
  124570. */
  124571. colorSteps: GradientBlockColorStep[];
  124572. /**
  124573. * Creates a new GradientBlock
  124574. * @param name defines the block name
  124575. */
  124576. constructor(name: string);
  124577. /**
  124578. * Gets the current class name
  124579. * @returns the class name
  124580. */
  124581. getClassName(): string;
  124582. /**
  124583. * Gets the gradient input component
  124584. */
  124585. readonly gradient: NodeMaterialConnectionPoint;
  124586. /**
  124587. * Gets the output component
  124588. */
  124589. readonly output: NodeMaterialConnectionPoint;
  124590. private _writeColorConstant;
  124591. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124592. serialize(): any;
  124593. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124594. protected _dumpPropertiesCode(): string;
  124595. }
  124596. }
  124597. declare module BABYLON {
  124598. /**
  124599. * Block used to normalize lerp between 2 values
  124600. */
  124601. export class NLerpBlock extends NodeMaterialBlock {
  124602. /**
  124603. * Creates a new NLerpBlock
  124604. * @param name defines the block name
  124605. */
  124606. constructor(name: string);
  124607. /**
  124608. * Gets the current class name
  124609. * @returns the class name
  124610. */
  124611. getClassName(): string;
  124612. /**
  124613. * Gets the left operand input component
  124614. */
  124615. readonly left: NodeMaterialConnectionPoint;
  124616. /**
  124617. * Gets the right operand input component
  124618. */
  124619. readonly right: NodeMaterialConnectionPoint;
  124620. /**
  124621. * Gets the gradient operand input component
  124622. */
  124623. readonly gradient: NodeMaterialConnectionPoint;
  124624. /**
  124625. * Gets the output component
  124626. */
  124627. readonly output: NodeMaterialConnectionPoint;
  124628. protected _buildBlock(state: NodeMaterialBuildState): this;
  124629. }
  124630. }
  124631. declare module BABYLON {
  124632. /**
  124633. * block used to Generate a Worley Noise 3D Noise Pattern
  124634. */
  124635. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  124636. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  124637. manhattanDistance: boolean;
  124638. /**
  124639. * Creates a new WorleyNoise3DBlock
  124640. * @param name defines the block name
  124641. */
  124642. constructor(name: string);
  124643. /**
  124644. * Gets the current class name
  124645. * @returns the class name
  124646. */
  124647. getClassName(): string;
  124648. /**
  124649. * Gets the position input component
  124650. */
  124651. readonly position: NodeMaterialConnectionPoint;
  124652. /**
  124653. * Gets the jitter input component
  124654. */
  124655. readonly jitter: NodeMaterialConnectionPoint;
  124656. /**
  124657. * Gets the output component
  124658. */
  124659. readonly output: NodeMaterialConnectionPoint;
  124660. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124661. /**
  124662. * Exposes the properties to the UI?
  124663. */
  124664. protected _dumpPropertiesCode(): string;
  124665. /**
  124666. * Exposes the properties to the Seralize?
  124667. */
  124668. serialize(): any;
  124669. /**
  124670. * Exposes the properties to the deseralize?
  124671. */
  124672. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124673. }
  124674. }
  124675. declare module BABYLON {
  124676. /**
  124677. * block used to Generate a Simplex Perlin 3d Noise Pattern
  124678. */
  124679. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  124680. /**
  124681. * Creates a new SimplexPerlin3DBlock
  124682. * @param name defines the block name
  124683. */
  124684. constructor(name: string);
  124685. /**
  124686. * Gets the current class name
  124687. * @returns the class name
  124688. */
  124689. getClassName(): string;
  124690. /**
  124691. * Gets the position operand input component
  124692. */
  124693. readonly position: NodeMaterialConnectionPoint;
  124694. /**
  124695. * Gets the output component
  124696. */
  124697. readonly output: NodeMaterialConnectionPoint;
  124698. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124699. }
  124700. }
  124701. declare module BABYLON {
  124702. /**
  124703. * Effect Render Options
  124704. */
  124705. export interface IEffectRendererOptions {
  124706. /**
  124707. * Defines the vertices positions.
  124708. */
  124709. positions?: number[];
  124710. /**
  124711. * Defines the indices.
  124712. */
  124713. indices?: number[];
  124714. }
  124715. /**
  124716. * Helper class to render one or more effects
  124717. */
  124718. export class EffectRenderer {
  124719. private engine;
  124720. private static _DefaultOptions;
  124721. private _vertexBuffers;
  124722. private _indexBuffer;
  124723. private _ringBufferIndex;
  124724. private _ringScreenBuffer;
  124725. private _fullscreenViewport;
  124726. private _getNextFrameBuffer;
  124727. /**
  124728. * Creates an effect renderer
  124729. * @param engine the engine to use for rendering
  124730. * @param options defines the options of the effect renderer
  124731. */
  124732. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  124733. /**
  124734. * Sets the current viewport in normalized coordinates 0-1
  124735. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  124736. */
  124737. setViewport(viewport?: Viewport): void;
  124738. /**
  124739. * Binds the embedded attributes buffer to the effect.
  124740. * @param effect Defines the effect to bind the attributes for
  124741. */
  124742. bindBuffers(effect: Effect): void;
  124743. /**
  124744. * Sets the current effect wrapper to use during draw.
  124745. * The effect needs to be ready before calling this api.
  124746. * This also sets the default full screen position attribute.
  124747. * @param effectWrapper Defines the effect to draw with
  124748. */
  124749. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  124750. /**
  124751. * Draws a full screen quad.
  124752. */
  124753. draw(): void;
  124754. /**
  124755. * renders one or more effects to a specified texture
  124756. * @param effectWrappers list of effects to renderer
  124757. * @param outputTexture texture to draw to, if null it will render to the screen
  124758. */
  124759. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  124760. /**
  124761. * Disposes of the effect renderer
  124762. */
  124763. dispose(): void;
  124764. }
  124765. /**
  124766. * Options to create an EffectWrapper
  124767. */
  124768. interface EffectWrapperCreationOptions {
  124769. /**
  124770. * Engine to use to create the effect
  124771. */
  124772. engine: ThinEngine;
  124773. /**
  124774. * Fragment shader for the effect
  124775. */
  124776. fragmentShader: string;
  124777. /**
  124778. * Vertex shader for the effect
  124779. */
  124780. vertexShader?: string;
  124781. /**
  124782. * Attributes to use in the shader
  124783. */
  124784. attributeNames?: Array<string>;
  124785. /**
  124786. * Uniforms to use in the shader
  124787. */
  124788. uniformNames?: Array<string>;
  124789. /**
  124790. * Texture sampler names to use in the shader
  124791. */
  124792. samplerNames?: Array<string>;
  124793. /**
  124794. * The friendly name of the effect displayed in Spector.
  124795. */
  124796. name?: string;
  124797. }
  124798. /**
  124799. * Wraps an effect to be used for rendering
  124800. */
  124801. export class EffectWrapper {
  124802. /**
  124803. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  124804. */
  124805. onApplyObservable: Observable<{}>;
  124806. /**
  124807. * The underlying effect
  124808. */
  124809. effect: Effect;
  124810. /**
  124811. * Creates an effect to be renderer
  124812. * @param creationOptions options to create the effect
  124813. */
  124814. constructor(creationOptions: EffectWrapperCreationOptions);
  124815. /**
  124816. * Disposes of the effect wrapper
  124817. */
  124818. dispose(): void;
  124819. }
  124820. }
  124821. declare module BABYLON {
  124822. /**
  124823. * Helper class to push actions to a pool of workers.
  124824. */
  124825. export class WorkerPool implements IDisposable {
  124826. private _workerInfos;
  124827. private _pendingActions;
  124828. /**
  124829. * Constructor
  124830. * @param workers Array of workers to use for actions
  124831. */
  124832. constructor(workers: Array<Worker>);
  124833. /**
  124834. * Terminates all workers and clears any pending actions.
  124835. */
  124836. dispose(): void;
  124837. /**
  124838. * Pushes an action to the worker pool. If all the workers are active, the action will be
  124839. * pended until a worker has completed its action.
  124840. * @param action The action to perform. Call onComplete when the action is complete.
  124841. */
  124842. push(action: (worker: Worker, onComplete: () => void) => void): void;
  124843. private _execute;
  124844. }
  124845. }
  124846. declare module BABYLON {
  124847. /**
  124848. * Configuration for Draco compression
  124849. */
  124850. export interface IDracoCompressionConfiguration {
  124851. /**
  124852. * Configuration for the decoder.
  124853. */
  124854. decoder: {
  124855. /**
  124856. * The url to the WebAssembly module.
  124857. */
  124858. wasmUrl?: string;
  124859. /**
  124860. * The url to the WebAssembly binary.
  124861. */
  124862. wasmBinaryUrl?: string;
  124863. /**
  124864. * The url to the fallback JavaScript module.
  124865. */
  124866. fallbackUrl?: string;
  124867. };
  124868. }
  124869. /**
  124870. * Draco compression (https://google.github.io/draco/)
  124871. *
  124872. * This class wraps the Draco module.
  124873. *
  124874. * **Encoder**
  124875. *
  124876. * The encoder is not currently implemented.
  124877. *
  124878. * **Decoder**
  124879. *
  124880. * 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.
  124881. *
  124882. * To update the configuration, use the following code:
  124883. * ```javascript
  124884. * DracoCompression.Configuration = {
  124885. * decoder: {
  124886. * wasmUrl: "<url to the WebAssembly library>",
  124887. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  124888. * fallbackUrl: "<url to the fallback JavaScript library>",
  124889. * }
  124890. * };
  124891. * ```
  124892. *
  124893. * 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.
  124894. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  124895. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  124896. *
  124897. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  124898. * ```javascript
  124899. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  124900. * ```
  124901. *
  124902. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  124903. */
  124904. export class DracoCompression implements IDisposable {
  124905. private _workerPoolPromise?;
  124906. private _decoderModulePromise?;
  124907. /**
  124908. * The configuration. Defaults to the following urls:
  124909. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  124910. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  124911. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  124912. */
  124913. static Configuration: IDracoCompressionConfiguration;
  124914. /**
  124915. * Returns true if the decoder configuration is available.
  124916. */
  124917. static readonly DecoderAvailable: boolean;
  124918. /**
  124919. * Default number of workers to create when creating the draco compression object.
  124920. */
  124921. static DefaultNumWorkers: number;
  124922. private static GetDefaultNumWorkers;
  124923. private static _Default;
  124924. /**
  124925. * Default instance for the draco compression object.
  124926. */
  124927. static readonly Default: DracoCompression;
  124928. /**
  124929. * Constructor
  124930. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  124931. */
  124932. constructor(numWorkers?: number);
  124933. /**
  124934. * Stop all async operations and release resources.
  124935. */
  124936. dispose(): void;
  124937. /**
  124938. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  124939. * @returns a promise that resolves when ready
  124940. */
  124941. whenReadyAsync(): Promise<void>;
  124942. /**
  124943. * Decode Draco compressed mesh data to vertex data.
  124944. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  124945. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  124946. * @returns A promise that resolves with the decoded vertex data
  124947. */
  124948. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  124949. [kind: string]: number;
  124950. }): Promise<VertexData>;
  124951. }
  124952. }
  124953. declare module BABYLON {
  124954. /**
  124955. * Class for building Constructive Solid Geometry
  124956. */
  124957. export class CSG {
  124958. private polygons;
  124959. /**
  124960. * The world matrix
  124961. */
  124962. matrix: Matrix;
  124963. /**
  124964. * Stores the position
  124965. */
  124966. position: Vector3;
  124967. /**
  124968. * Stores the rotation
  124969. */
  124970. rotation: Vector3;
  124971. /**
  124972. * Stores the rotation quaternion
  124973. */
  124974. rotationQuaternion: Nullable<Quaternion>;
  124975. /**
  124976. * Stores the scaling vector
  124977. */
  124978. scaling: Vector3;
  124979. /**
  124980. * Convert the Mesh to CSG
  124981. * @param mesh The Mesh to convert to CSG
  124982. * @returns A new CSG from the Mesh
  124983. */
  124984. static FromMesh(mesh: Mesh): CSG;
  124985. /**
  124986. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  124987. * @param polygons Polygons used to construct a CSG solid
  124988. */
  124989. private static FromPolygons;
  124990. /**
  124991. * Clones, or makes a deep copy, of the CSG
  124992. * @returns A new CSG
  124993. */
  124994. clone(): CSG;
  124995. /**
  124996. * Unions this CSG with another CSG
  124997. * @param csg The CSG to union against this CSG
  124998. * @returns The unioned CSG
  124999. */
  125000. union(csg: CSG): CSG;
  125001. /**
  125002. * Unions this CSG with another CSG in place
  125003. * @param csg The CSG to union against this CSG
  125004. */
  125005. unionInPlace(csg: CSG): void;
  125006. /**
  125007. * Subtracts this CSG with another CSG
  125008. * @param csg The CSG to subtract against this CSG
  125009. * @returns A new CSG
  125010. */
  125011. subtract(csg: CSG): CSG;
  125012. /**
  125013. * Subtracts this CSG with another CSG in place
  125014. * @param csg The CSG to subtact against this CSG
  125015. */
  125016. subtractInPlace(csg: CSG): void;
  125017. /**
  125018. * Intersect this CSG with another CSG
  125019. * @param csg The CSG to intersect against this CSG
  125020. * @returns A new CSG
  125021. */
  125022. intersect(csg: CSG): CSG;
  125023. /**
  125024. * Intersects this CSG with another CSG in place
  125025. * @param csg The CSG to intersect against this CSG
  125026. */
  125027. intersectInPlace(csg: CSG): void;
  125028. /**
  125029. * Return a new CSG solid with solid and empty space switched. This solid is
  125030. * not modified.
  125031. * @returns A new CSG solid with solid and empty space switched
  125032. */
  125033. inverse(): CSG;
  125034. /**
  125035. * Inverses the CSG in place
  125036. */
  125037. inverseInPlace(): void;
  125038. /**
  125039. * This is used to keep meshes transformations so they can be restored
  125040. * when we build back a Babylon Mesh
  125041. * NB : All CSG operations are performed in world coordinates
  125042. * @param csg The CSG to copy the transform attributes from
  125043. * @returns This CSG
  125044. */
  125045. copyTransformAttributes(csg: CSG): CSG;
  125046. /**
  125047. * Build Raw mesh from CSG
  125048. * Coordinates here are in world space
  125049. * @param name The name of the mesh geometry
  125050. * @param scene The Scene
  125051. * @param keepSubMeshes Specifies if the submeshes should be kept
  125052. * @returns A new Mesh
  125053. */
  125054. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125055. /**
  125056. * Build Mesh from CSG taking material and transforms into account
  125057. * @param name The name of the Mesh
  125058. * @param material The material of the Mesh
  125059. * @param scene The Scene
  125060. * @param keepSubMeshes Specifies if submeshes should be kept
  125061. * @returns The new Mesh
  125062. */
  125063. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125064. }
  125065. }
  125066. declare module BABYLON {
  125067. /**
  125068. * Class used to create a trail following a mesh
  125069. */
  125070. export class TrailMesh extends Mesh {
  125071. private _generator;
  125072. private _autoStart;
  125073. private _running;
  125074. private _diameter;
  125075. private _length;
  125076. private _sectionPolygonPointsCount;
  125077. private _sectionVectors;
  125078. private _sectionNormalVectors;
  125079. private _beforeRenderObserver;
  125080. /**
  125081. * @constructor
  125082. * @param name The value used by scene.getMeshByName() to do a lookup.
  125083. * @param generator The mesh to generate a trail.
  125084. * @param scene The scene to add this mesh to.
  125085. * @param diameter Diameter of trailing mesh. Default is 1.
  125086. * @param length Length of trailing mesh. Default is 60.
  125087. * @param autoStart Automatically start trailing mesh. Default true.
  125088. */
  125089. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  125090. /**
  125091. * "TrailMesh"
  125092. * @returns "TrailMesh"
  125093. */
  125094. getClassName(): string;
  125095. private _createMesh;
  125096. /**
  125097. * Start trailing mesh.
  125098. */
  125099. start(): void;
  125100. /**
  125101. * Stop trailing mesh.
  125102. */
  125103. stop(): void;
  125104. /**
  125105. * Update trailing mesh geometry.
  125106. */
  125107. update(): void;
  125108. /**
  125109. * Returns a new TrailMesh object.
  125110. * @param name is a string, the name given to the new mesh
  125111. * @param newGenerator use new generator object for cloned trail mesh
  125112. * @returns a new mesh
  125113. */
  125114. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  125115. /**
  125116. * Serializes this trail mesh
  125117. * @param serializationObject object to write serialization to
  125118. */
  125119. serialize(serializationObject: any): void;
  125120. /**
  125121. * Parses a serialized trail mesh
  125122. * @param parsedMesh the serialized mesh
  125123. * @param scene the scene to create the trail mesh in
  125124. * @returns the created trail mesh
  125125. */
  125126. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  125127. }
  125128. }
  125129. declare module BABYLON {
  125130. /**
  125131. * Class containing static functions to help procedurally build meshes
  125132. */
  125133. export class TiledBoxBuilder {
  125134. /**
  125135. * Creates a box mesh
  125136. * 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)
  125137. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125138. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125139. * * 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
  125140. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125141. * @param name defines the name of the mesh
  125142. * @param options defines the options used to create the mesh
  125143. * @param scene defines the hosting scene
  125144. * @returns the box mesh
  125145. */
  125146. static CreateTiledBox(name: string, options: {
  125147. pattern?: number;
  125148. width?: number;
  125149. height?: number;
  125150. depth?: number;
  125151. tileSize?: number;
  125152. tileWidth?: number;
  125153. tileHeight?: number;
  125154. alignHorizontal?: number;
  125155. alignVertical?: number;
  125156. faceUV?: Vector4[];
  125157. faceColors?: Color4[];
  125158. sideOrientation?: number;
  125159. updatable?: boolean;
  125160. }, scene?: Nullable<Scene>): Mesh;
  125161. }
  125162. }
  125163. declare module BABYLON {
  125164. /**
  125165. * Class containing static functions to help procedurally build meshes
  125166. */
  125167. export class TorusKnotBuilder {
  125168. /**
  125169. * Creates a torus knot mesh
  125170. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125171. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125172. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125173. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125174. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125175. * * 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
  125176. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125177. * @param name defines the name of the mesh
  125178. * @param options defines the options used to create the mesh
  125179. * @param scene defines the hosting scene
  125180. * @returns the torus knot mesh
  125181. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125182. */
  125183. static CreateTorusKnot(name: string, options: {
  125184. radius?: number;
  125185. tube?: number;
  125186. radialSegments?: number;
  125187. tubularSegments?: number;
  125188. p?: number;
  125189. q?: number;
  125190. updatable?: boolean;
  125191. sideOrientation?: number;
  125192. frontUVs?: Vector4;
  125193. backUVs?: Vector4;
  125194. }, scene: any): Mesh;
  125195. }
  125196. }
  125197. declare module BABYLON {
  125198. /**
  125199. * Polygon
  125200. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  125201. */
  125202. export class Polygon {
  125203. /**
  125204. * Creates a rectangle
  125205. * @param xmin bottom X coord
  125206. * @param ymin bottom Y coord
  125207. * @param xmax top X coord
  125208. * @param ymax top Y coord
  125209. * @returns points that make the resulting rectation
  125210. */
  125211. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  125212. /**
  125213. * Creates a circle
  125214. * @param radius radius of circle
  125215. * @param cx scale in x
  125216. * @param cy scale in y
  125217. * @param numberOfSides number of sides that make up the circle
  125218. * @returns points that make the resulting circle
  125219. */
  125220. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  125221. /**
  125222. * Creates a polygon from input string
  125223. * @param input Input polygon data
  125224. * @returns the parsed points
  125225. */
  125226. static Parse(input: string): Vector2[];
  125227. /**
  125228. * Starts building a polygon from x and y coordinates
  125229. * @param x x coordinate
  125230. * @param y y coordinate
  125231. * @returns the started path2
  125232. */
  125233. static StartingAt(x: number, y: number): Path2;
  125234. }
  125235. /**
  125236. * Builds a polygon
  125237. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  125238. */
  125239. export class PolygonMeshBuilder {
  125240. private _points;
  125241. private _outlinepoints;
  125242. private _holes;
  125243. private _name;
  125244. private _scene;
  125245. private _epoints;
  125246. private _eholes;
  125247. private _addToepoint;
  125248. /**
  125249. * Babylon reference to the earcut plugin.
  125250. */
  125251. bjsEarcut: any;
  125252. /**
  125253. * Creates a PolygonMeshBuilder
  125254. * @param name name of the builder
  125255. * @param contours Path of the polygon
  125256. * @param scene scene to add to when creating the mesh
  125257. * @param earcutInjection can be used to inject your own earcut reference
  125258. */
  125259. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  125260. /**
  125261. * Adds a whole within the polygon
  125262. * @param hole Array of points defining the hole
  125263. * @returns this
  125264. */
  125265. addHole(hole: Vector2[]): PolygonMeshBuilder;
  125266. /**
  125267. * Creates the polygon
  125268. * @param updatable If the mesh should be updatable
  125269. * @param depth The depth of the mesh created
  125270. * @returns the created mesh
  125271. */
  125272. build(updatable?: boolean, depth?: number): Mesh;
  125273. /**
  125274. * Creates the polygon
  125275. * @param depth The depth of the mesh created
  125276. * @returns the created VertexData
  125277. */
  125278. buildVertexData(depth?: number): VertexData;
  125279. /**
  125280. * Adds a side to the polygon
  125281. * @param positions points that make the polygon
  125282. * @param normals normals of the polygon
  125283. * @param uvs uvs of the polygon
  125284. * @param indices indices of the polygon
  125285. * @param bounds bounds of the polygon
  125286. * @param points points of the polygon
  125287. * @param depth depth of the polygon
  125288. * @param flip flip of the polygon
  125289. */
  125290. private addSide;
  125291. }
  125292. }
  125293. declare module BABYLON {
  125294. /**
  125295. * Class containing static functions to help procedurally build meshes
  125296. */
  125297. export class PolygonBuilder {
  125298. /**
  125299. * Creates a polygon mesh
  125300. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125301. * * 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
  125302. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125303. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125304. * * 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)
  125305. * * Remember you can only change the shape positions, not their number when updating a polygon
  125306. * @param name defines the name of the mesh
  125307. * @param options defines the options used to create the mesh
  125308. * @param scene defines the hosting scene
  125309. * @param earcutInjection can be used to inject your own earcut reference
  125310. * @returns the polygon mesh
  125311. */
  125312. static CreatePolygon(name: string, options: {
  125313. shape: Vector3[];
  125314. holes?: Vector3[][];
  125315. depth?: number;
  125316. faceUV?: Vector4[];
  125317. faceColors?: Color4[];
  125318. updatable?: boolean;
  125319. sideOrientation?: number;
  125320. frontUVs?: Vector4;
  125321. backUVs?: Vector4;
  125322. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125323. /**
  125324. * Creates an extruded polygon mesh, with depth in the Y direction.
  125325. * * 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)
  125326. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125327. * @param name defines the name of the mesh
  125328. * @param options defines the options used to create the mesh
  125329. * @param scene defines the hosting scene
  125330. * @param earcutInjection can be used to inject your own earcut reference
  125331. * @returns the polygon mesh
  125332. */
  125333. static ExtrudePolygon(name: string, options: {
  125334. shape: Vector3[];
  125335. holes?: Vector3[][];
  125336. depth?: number;
  125337. faceUV?: Vector4[];
  125338. faceColors?: Color4[];
  125339. updatable?: boolean;
  125340. sideOrientation?: number;
  125341. frontUVs?: Vector4;
  125342. backUVs?: Vector4;
  125343. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125344. }
  125345. }
  125346. declare module BABYLON {
  125347. /**
  125348. * Class containing static functions to help procedurally build meshes
  125349. */
  125350. export class LatheBuilder {
  125351. /**
  125352. * Creates lathe mesh.
  125353. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125354. * * 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
  125355. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125356. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125357. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125358. * * 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
  125359. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125360. * * 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
  125361. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125362. * * 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
  125363. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125364. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125365. * @param name defines the name of the mesh
  125366. * @param options defines the options used to create the mesh
  125367. * @param scene defines the hosting scene
  125368. * @returns the lathe mesh
  125369. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125370. */
  125371. static CreateLathe(name: string, options: {
  125372. shape: Vector3[];
  125373. radius?: number;
  125374. tessellation?: number;
  125375. clip?: number;
  125376. arc?: number;
  125377. closed?: boolean;
  125378. updatable?: boolean;
  125379. sideOrientation?: number;
  125380. frontUVs?: Vector4;
  125381. backUVs?: Vector4;
  125382. cap?: number;
  125383. invertUV?: boolean;
  125384. }, scene?: Nullable<Scene>): Mesh;
  125385. }
  125386. }
  125387. declare module BABYLON {
  125388. /**
  125389. * Class containing static functions to help procedurally build meshes
  125390. */
  125391. export class TiledPlaneBuilder {
  125392. /**
  125393. * Creates a tiled plane mesh
  125394. * * The parameter `pattern` will, depending on value, do nothing or
  125395. * * * flip (reflect about central vertical) alternate tiles across and up
  125396. * * * flip every tile on alternate rows
  125397. * * * rotate (180 degs) alternate tiles across and up
  125398. * * * rotate every tile on alternate rows
  125399. * * * flip and rotate alternate tiles across and up
  125400. * * * flip and rotate every tile on alternate rows
  125401. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  125402. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  125403. * * 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
  125404. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125405. * * 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)
  125406. * * 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)
  125407. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125408. * @param name defines the name of the mesh
  125409. * @param options defines the options used to create the mesh
  125410. * @param scene defines the hosting scene
  125411. * @returns the box mesh
  125412. */
  125413. static CreateTiledPlane(name: string, options: {
  125414. pattern?: number;
  125415. tileSize?: number;
  125416. tileWidth?: number;
  125417. tileHeight?: number;
  125418. size?: number;
  125419. width?: number;
  125420. height?: number;
  125421. alignHorizontal?: number;
  125422. alignVertical?: number;
  125423. sideOrientation?: number;
  125424. frontUVs?: Vector4;
  125425. backUVs?: Vector4;
  125426. updatable?: boolean;
  125427. }, scene?: Nullable<Scene>): Mesh;
  125428. }
  125429. }
  125430. declare module BABYLON {
  125431. /**
  125432. * Class containing static functions to help procedurally build meshes
  125433. */
  125434. export class TubeBuilder {
  125435. /**
  125436. * Creates a tube mesh.
  125437. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125438. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125439. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125440. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125441. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125442. * * 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)
  125443. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125444. * * 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
  125445. * * 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
  125446. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125447. * * 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
  125448. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125449. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125450. * @param name defines the name of the mesh
  125451. * @param options defines the options used to create the mesh
  125452. * @param scene defines the hosting scene
  125453. * @returns the tube mesh
  125454. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125455. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125456. */
  125457. static CreateTube(name: string, options: {
  125458. path: Vector3[];
  125459. radius?: number;
  125460. tessellation?: number;
  125461. radiusFunction?: {
  125462. (i: number, distance: number): number;
  125463. };
  125464. cap?: number;
  125465. arc?: number;
  125466. updatable?: boolean;
  125467. sideOrientation?: number;
  125468. frontUVs?: Vector4;
  125469. backUVs?: Vector4;
  125470. instance?: Mesh;
  125471. invertUV?: boolean;
  125472. }, scene?: Nullable<Scene>): Mesh;
  125473. }
  125474. }
  125475. declare module BABYLON {
  125476. /**
  125477. * Class containing static functions to help procedurally build meshes
  125478. */
  125479. export class IcoSphereBuilder {
  125480. /**
  125481. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125482. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125483. * * 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`)
  125484. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125485. * * 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
  125486. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125487. * * 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
  125488. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125489. * @param name defines the name of the mesh
  125490. * @param options defines the options used to create the mesh
  125491. * @param scene defines the hosting scene
  125492. * @returns the icosahedron mesh
  125493. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125494. */
  125495. static CreateIcoSphere(name: string, options: {
  125496. radius?: number;
  125497. radiusX?: number;
  125498. radiusY?: number;
  125499. radiusZ?: number;
  125500. flat?: boolean;
  125501. subdivisions?: number;
  125502. sideOrientation?: number;
  125503. frontUVs?: Vector4;
  125504. backUVs?: Vector4;
  125505. updatable?: boolean;
  125506. }, scene?: Nullable<Scene>): Mesh;
  125507. }
  125508. }
  125509. declare module BABYLON {
  125510. /**
  125511. * Class containing static functions to help procedurally build meshes
  125512. */
  125513. export class DecalBuilder {
  125514. /**
  125515. * Creates a decal mesh.
  125516. * 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
  125517. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125518. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125519. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125520. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125521. * @param name defines the name of the mesh
  125522. * @param sourceMesh defines the mesh where the decal must be applied
  125523. * @param options defines the options used to create the mesh
  125524. * @param scene defines the hosting scene
  125525. * @returns the decal mesh
  125526. * @see https://doc.babylonjs.com/how_to/decals
  125527. */
  125528. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125529. position?: Vector3;
  125530. normal?: Vector3;
  125531. size?: Vector3;
  125532. angle?: number;
  125533. }): Mesh;
  125534. }
  125535. }
  125536. declare module BABYLON {
  125537. /**
  125538. * Class containing static functions to help procedurally build meshes
  125539. */
  125540. export class MeshBuilder {
  125541. /**
  125542. * Creates a box mesh
  125543. * * The parameter `size` sets the size (float) of each box side (default 1)
  125544. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  125545. * * 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)
  125546. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125547. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125548. * * 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
  125549. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125550. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125551. * @param name defines the name of the mesh
  125552. * @param options defines the options used to create the mesh
  125553. * @param scene defines the hosting scene
  125554. * @returns the box mesh
  125555. */
  125556. static CreateBox(name: string, options: {
  125557. size?: number;
  125558. width?: number;
  125559. height?: number;
  125560. depth?: number;
  125561. faceUV?: Vector4[];
  125562. faceColors?: Color4[];
  125563. sideOrientation?: number;
  125564. frontUVs?: Vector4;
  125565. backUVs?: Vector4;
  125566. updatable?: boolean;
  125567. }, scene?: Nullable<Scene>): Mesh;
  125568. /**
  125569. * Creates a tiled box mesh
  125570. * * faceTiles sets the pattern, tile size and number of tiles for a face
  125571. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125572. * @param name defines the name of the mesh
  125573. * @param options defines the options used to create the mesh
  125574. * @param scene defines the hosting scene
  125575. * @returns the tiled box mesh
  125576. */
  125577. static CreateTiledBox(name: string, options: {
  125578. pattern?: number;
  125579. size?: number;
  125580. width?: number;
  125581. height?: number;
  125582. depth: number;
  125583. tileSize?: number;
  125584. tileWidth?: number;
  125585. tileHeight?: number;
  125586. faceUV?: Vector4[];
  125587. faceColors?: Color4[];
  125588. alignHorizontal?: number;
  125589. alignVertical?: number;
  125590. sideOrientation?: number;
  125591. updatable?: boolean;
  125592. }, scene?: Nullable<Scene>): Mesh;
  125593. /**
  125594. * Creates a sphere mesh
  125595. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  125596. * * 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`)
  125597. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  125598. * * 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
  125599. * * 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)
  125600. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125601. * * 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
  125602. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125603. * @param name defines the name of the mesh
  125604. * @param options defines the options used to create the mesh
  125605. * @param scene defines the hosting scene
  125606. * @returns the sphere mesh
  125607. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  125608. */
  125609. static CreateSphere(name: string, options: {
  125610. segments?: number;
  125611. diameter?: number;
  125612. diameterX?: number;
  125613. diameterY?: number;
  125614. diameterZ?: number;
  125615. arc?: number;
  125616. slice?: number;
  125617. sideOrientation?: number;
  125618. frontUVs?: Vector4;
  125619. backUVs?: Vector4;
  125620. updatable?: boolean;
  125621. }, scene?: Nullable<Scene>): Mesh;
  125622. /**
  125623. * Creates a plane polygonal mesh. By default, this is a disc
  125624. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  125625. * * 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
  125626. * * 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
  125627. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125628. * * 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
  125629. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125630. * @param name defines the name of the mesh
  125631. * @param options defines the options used to create the mesh
  125632. * @param scene defines the hosting scene
  125633. * @returns the plane polygonal mesh
  125634. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  125635. */
  125636. static CreateDisc(name: string, options: {
  125637. radius?: number;
  125638. tessellation?: number;
  125639. arc?: number;
  125640. updatable?: boolean;
  125641. sideOrientation?: number;
  125642. frontUVs?: Vector4;
  125643. backUVs?: Vector4;
  125644. }, scene?: Nullable<Scene>): Mesh;
  125645. /**
  125646. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125647. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125648. * * 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`)
  125649. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125650. * * 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
  125651. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125652. * * 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
  125653. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125654. * @param name defines the name of the mesh
  125655. * @param options defines the options used to create the mesh
  125656. * @param scene defines the hosting scene
  125657. * @returns the icosahedron mesh
  125658. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125659. */
  125660. static CreateIcoSphere(name: string, options: {
  125661. radius?: number;
  125662. radiusX?: number;
  125663. radiusY?: number;
  125664. radiusZ?: number;
  125665. flat?: boolean;
  125666. subdivisions?: number;
  125667. sideOrientation?: number;
  125668. frontUVs?: Vector4;
  125669. backUVs?: Vector4;
  125670. updatable?: boolean;
  125671. }, scene?: Nullable<Scene>): Mesh;
  125672. /**
  125673. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125674. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  125675. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  125676. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  125677. * * 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
  125678. * * 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
  125679. * * 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
  125680. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125681. * * 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
  125682. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125683. * * 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
  125684. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  125685. * * 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
  125686. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  125687. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125688. * @param name defines the name of the mesh
  125689. * @param options defines the options used to create the mesh
  125690. * @param scene defines the hosting scene
  125691. * @returns the ribbon mesh
  125692. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  125693. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125694. */
  125695. static CreateRibbon(name: string, options: {
  125696. pathArray: Vector3[][];
  125697. closeArray?: boolean;
  125698. closePath?: boolean;
  125699. offset?: number;
  125700. updatable?: boolean;
  125701. sideOrientation?: number;
  125702. frontUVs?: Vector4;
  125703. backUVs?: Vector4;
  125704. instance?: Mesh;
  125705. invertUV?: boolean;
  125706. uvs?: Vector2[];
  125707. colors?: Color4[];
  125708. }, scene?: Nullable<Scene>): Mesh;
  125709. /**
  125710. * Creates a cylinder or a cone mesh
  125711. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  125712. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  125713. * * 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.
  125714. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  125715. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  125716. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  125717. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  125718. * * 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).
  125719. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  125720. * * 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).
  125721. * * 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
  125722. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  125723. * * 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
  125724. * * 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.
  125725. * * If `enclose` is false, a ring surface is one element.
  125726. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  125727. * * 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
  125728. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125729. * * 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
  125730. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125731. * @param name defines the name of the mesh
  125732. * @param options defines the options used to create the mesh
  125733. * @param scene defines the hosting scene
  125734. * @returns the cylinder mesh
  125735. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  125736. */
  125737. static CreateCylinder(name: string, options: {
  125738. height?: number;
  125739. diameterTop?: number;
  125740. diameterBottom?: number;
  125741. diameter?: number;
  125742. tessellation?: number;
  125743. subdivisions?: number;
  125744. arc?: number;
  125745. faceColors?: Color4[];
  125746. faceUV?: Vector4[];
  125747. updatable?: boolean;
  125748. hasRings?: boolean;
  125749. enclose?: boolean;
  125750. cap?: number;
  125751. sideOrientation?: number;
  125752. frontUVs?: Vector4;
  125753. backUVs?: Vector4;
  125754. }, scene?: Nullable<Scene>): Mesh;
  125755. /**
  125756. * Creates a torus mesh
  125757. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  125758. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  125759. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  125760. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125761. * * 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
  125762. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125763. * @param name defines the name of the mesh
  125764. * @param options defines the options used to create the mesh
  125765. * @param scene defines the hosting scene
  125766. * @returns the torus mesh
  125767. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  125768. */
  125769. static CreateTorus(name: string, options: {
  125770. diameter?: number;
  125771. thickness?: number;
  125772. tessellation?: number;
  125773. updatable?: boolean;
  125774. sideOrientation?: number;
  125775. frontUVs?: Vector4;
  125776. backUVs?: Vector4;
  125777. }, scene?: Nullable<Scene>): Mesh;
  125778. /**
  125779. * Creates a torus knot mesh
  125780. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125781. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125782. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125783. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125784. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125785. * * 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
  125786. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125787. * @param name defines the name of the mesh
  125788. * @param options defines the options used to create the mesh
  125789. * @param scene defines the hosting scene
  125790. * @returns the torus knot mesh
  125791. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125792. */
  125793. static CreateTorusKnot(name: string, options: {
  125794. radius?: number;
  125795. tube?: number;
  125796. radialSegments?: number;
  125797. tubularSegments?: number;
  125798. p?: number;
  125799. q?: number;
  125800. updatable?: boolean;
  125801. sideOrientation?: number;
  125802. frontUVs?: Vector4;
  125803. backUVs?: Vector4;
  125804. }, scene?: Nullable<Scene>): Mesh;
  125805. /**
  125806. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  125807. * * 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
  125808. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  125809. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  125810. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  125811. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  125812. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  125813. * * 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
  125814. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  125815. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125816. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  125817. * @param name defines the name of the new line system
  125818. * @param options defines the options used to create the line system
  125819. * @param scene defines the hosting scene
  125820. * @returns a new line system mesh
  125821. */
  125822. static CreateLineSystem(name: string, options: {
  125823. lines: Vector3[][];
  125824. updatable?: boolean;
  125825. instance?: Nullable<LinesMesh>;
  125826. colors?: Nullable<Color4[][]>;
  125827. useVertexAlpha?: boolean;
  125828. }, scene: Nullable<Scene>): LinesMesh;
  125829. /**
  125830. * Creates a line mesh
  125831. * 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
  125832. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  125833. * * The parameter `points` is an array successive Vector3
  125834. * * 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
  125835. * * The optional parameter `colors` is an array of successive Color4, one per line point
  125836. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  125837. * * When updating an instance, remember that only point positions can change, not the number of points
  125838. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125839. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  125840. * @param name defines the name of the new line system
  125841. * @param options defines the options used to create the line system
  125842. * @param scene defines the hosting scene
  125843. * @returns a new line mesh
  125844. */
  125845. static CreateLines(name: string, options: {
  125846. points: Vector3[];
  125847. updatable?: boolean;
  125848. instance?: Nullable<LinesMesh>;
  125849. colors?: Color4[];
  125850. useVertexAlpha?: boolean;
  125851. }, scene?: Nullable<Scene>): LinesMesh;
  125852. /**
  125853. * Creates a dashed line mesh
  125854. * * 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
  125855. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  125856. * * The parameter `points` is an array successive Vector3
  125857. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  125858. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  125859. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  125860. * * 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
  125861. * * When updating an instance, remember that only point positions can change, not the number of points
  125862. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125863. * @param name defines the name of the mesh
  125864. * @param options defines the options used to create the mesh
  125865. * @param scene defines the hosting scene
  125866. * @returns the dashed line mesh
  125867. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  125868. */
  125869. static CreateDashedLines(name: string, options: {
  125870. points: Vector3[];
  125871. dashSize?: number;
  125872. gapSize?: number;
  125873. dashNb?: number;
  125874. updatable?: boolean;
  125875. instance?: LinesMesh;
  125876. }, scene?: Nullable<Scene>): LinesMesh;
  125877. /**
  125878. * 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.
  125879. * * 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.
  125880. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  125881. * * 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.
  125882. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  125883. * * 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
  125884. * * 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
  125885. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  125886. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125887. * * 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
  125888. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  125889. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125890. * @param name defines the name of the mesh
  125891. * @param options defines the options used to create the mesh
  125892. * @param scene defines the hosting scene
  125893. * @returns the extruded shape mesh
  125894. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125895. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  125896. */
  125897. static ExtrudeShape(name: string, options: {
  125898. shape: Vector3[];
  125899. path: Vector3[];
  125900. scale?: number;
  125901. rotation?: number;
  125902. cap?: number;
  125903. updatable?: boolean;
  125904. sideOrientation?: number;
  125905. frontUVs?: Vector4;
  125906. backUVs?: Vector4;
  125907. instance?: Mesh;
  125908. invertUV?: boolean;
  125909. }, scene?: Nullable<Scene>): Mesh;
  125910. /**
  125911. * Creates an custom extruded shape mesh.
  125912. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  125913. * * 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.
  125914. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  125915. * * 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
  125916. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  125917. * * 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
  125918. * * It must returns a float value that will be the scale value applied to the shape on each path point
  125919. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  125920. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  125921. * * 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
  125922. * * 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
  125923. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  125924. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125925. * * 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
  125926. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125927. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125928. * @param name defines the name of the mesh
  125929. * @param options defines the options used to create the mesh
  125930. * @param scene defines the hosting scene
  125931. * @returns the custom extruded shape mesh
  125932. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  125933. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125934. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  125935. */
  125936. static ExtrudeShapeCustom(name: string, options: {
  125937. shape: Vector3[];
  125938. path: Vector3[];
  125939. scaleFunction?: any;
  125940. rotationFunction?: any;
  125941. ribbonCloseArray?: boolean;
  125942. ribbonClosePath?: boolean;
  125943. cap?: number;
  125944. updatable?: boolean;
  125945. sideOrientation?: number;
  125946. frontUVs?: Vector4;
  125947. backUVs?: Vector4;
  125948. instance?: Mesh;
  125949. invertUV?: boolean;
  125950. }, scene?: Nullable<Scene>): Mesh;
  125951. /**
  125952. * Creates lathe mesh.
  125953. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125954. * * 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
  125955. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125956. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125957. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125958. * * 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
  125959. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125960. * * 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
  125961. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125962. * * 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
  125963. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125964. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125965. * @param name defines the name of the mesh
  125966. * @param options defines the options used to create the mesh
  125967. * @param scene defines the hosting scene
  125968. * @returns the lathe mesh
  125969. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125970. */
  125971. static CreateLathe(name: string, options: {
  125972. shape: Vector3[];
  125973. radius?: number;
  125974. tessellation?: number;
  125975. clip?: number;
  125976. arc?: number;
  125977. closed?: boolean;
  125978. updatable?: boolean;
  125979. sideOrientation?: number;
  125980. frontUVs?: Vector4;
  125981. backUVs?: Vector4;
  125982. cap?: number;
  125983. invertUV?: boolean;
  125984. }, scene?: Nullable<Scene>): Mesh;
  125985. /**
  125986. * Creates a tiled plane mesh
  125987. * * You can set a limited pattern arrangement with the tiles
  125988. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125989. * * 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
  125990. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125991. * @param name defines the name of the mesh
  125992. * @param options defines the options used to create the mesh
  125993. * @param scene defines the hosting scene
  125994. * @returns the plane mesh
  125995. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  125996. */
  125997. static CreateTiledPlane(name: string, options: {
  125998. pattern?: number;
  125999. tileSize?: number;
  126000. tileWidth?: number;
  126001. tileHeight?: number;
  126002. size?: number;
  126003. width?: number;
  126004. height?: number;
  126005. alignHorizontal?: number;
  126006. alignVertical?: number;
  126007. sideOrientation?: number;
  126008. frontUVs?: Vector4;
  126009. backUVs?: Vector4;
  126010. updatable?: boolean;
  126011. }, scene?: Nullable<Scene>): Mesh;
  126012. /**
  126013. * Creates a plane mesh
  126014. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  126015. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  126016. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  126017. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126018. * * 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
  126019. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126020. * @param name defines the name of the mesh
  126021. * @param options defines the options used to create the mesh
  126022. * @param scene defines the hosting scene
  126023. * @returns the plane mesh
  126024. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126025. */
  126026. static CreatePlane(name: string, options: {
  126027. size?: number;
  126028. width?: number;
  126029. height?: number;
  126030. sideOrientation?: number;
  126031. frontUVs?: Vector4;
  126032. backUVs?: Vector4;
  126033. updatable?: boolean;
  126034. sourcePlane?: Plane;
  126035. }, scene?: Nullable<Scene>): Mesh;
  126036. /**
  126037. * Creates a ground mesh
  126038. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  126039. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  126040. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126041. * @param name defines the name of the mesh
  126042. * @param options defines the options used to create the mesh
  126043. * @param scene defines the hosting scene
  126044. * @returns the ground mesh
  126045. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  126046. */
  126047. static CreateGround(name: string, options: {
  126048. width?: number;
  126049. height?: number;
  126050. subdivisions?: number;
  126051. subdivisionsX?: number;
  126052. subdivisionsY?: number;
  126053. updatable?: boolean;
  126054. }, scene?: Nullable<Scene>): Mesh;
  126055. /**
  126056. * Creates a tiled ground mesh
  126057. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  126058. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  126059. * * 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
  126060. * * 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
  126061. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126062. * @param name defines the name of the mesh
  126063. * @param options defines the options used to create the mesh
  126064. * @param scene defines the hosting scene
  126065. * @returns the tiled ground mesh
  126066. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  126067. */
  126068. static CreateTiledGround(name: string, options: {
  126069. xmin: number;
  126070. zmin: number;
  126071. xmax: number;
  126072. zmax: number;
  126073. subdivisions?: {
  126074. w: number;
  126075. h: number;
  126076. };
  126077. precision?: {
  126078. w: number;
  126079. h: number;
  126080. };
  126081. updatable?: boolean;
  126082. }, scene?: Nullable<Scene>): Mesh;
  126083. /**
  126084. * Creates a ground mesh from a height map
  126085. * * The parameter `url` sets the URL of the height map image resource.
  126086. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  126087. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  126088. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  126089. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  126090. * * 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.
  126091. * * 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).
  126092. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  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 url defines the url to the height map
  126096. * @param options defines the options used to create the mesh
  126097. * @param scene defines the hosting scene
  126098. * @returns the ground mesh
  126099. * @see https://doc.babylonjs.com/babylon101/height_map
  126100. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  126101. */
  126102. static CreateGroundFromHeightMap(name: string, url: string, options: {
  126103. width?: number;
  126104. height?: number;
  126105. subdivisions?: number;
  126106. minHeight?: number;
  126107. maxHeight?: number;
  126108. colorFilter?: Color3;
  126109. alphaFilter?: number;
  126110. updatable?: boolean;
  126111. onReady?: (mesh: GroundMesh) => void;
  126112. }, scene?: Nullable<Scene>): GroundMesh;
  126113. /**
  126114. * Creates a polygon mesh
  126115. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  126116. * * 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
  126117. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  126118. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126119. * * 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)
  126120. * * Remember you can only change the shape positions, not their number when updating a polygon
  126121. * @param name defines the name of the mesh
  126122. * @param options defines the options used to create the mesh
  126123. * @param scene defines the hosting scene
  126124. * @param earcutInjection can be used to inject your own earcut reference
  126125. * @returns the polygon mesh
  126126. */
  126127. static CreatePolygon(name: string, options: {
  126128. shape: Vector3[];
  126129. holes?: Vector3[][];
  126130. depth?: number;
  126131. faceUV?: Vector4[];
  126132. faceColors?: Color4[];
  126133. updatable?: boolean;
  126134. sideOrientation?: number;
  126135. frontUVs?: Vector4;
  126136. backUVs?: Vector4;
  126137. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126138. /**
  126139. * Creates an extruded polygon mesh, with depth in the Y direction.
  126140. * * 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)
  126141. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126142. * @param name defines the name of the mesh
  126143. * @param options defines the options used to create the mesh
  126144. * @param scene defines the hosting scene
  126145. * @param earcutInjection can be used to inject your own earcut reference
  126146. * @returns the polygon mesh
  126147. */
  126148. static ExtrudePolygon(name: string, options: {
  126149. shape: Vector3[];
  126150. holes?: Vector3[][];
  126151. depth?: number;
  126152. faceUV?: Vector4[];
  126153. faceColors?: Color4[];
  126154. updatable?: boolean;
  126155. sideOrientation?: number;
  126156. frontUVs?: Vector4;
  126157. backUVs?: Vector4;
  126158. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126159. /**
  126160. * Creates a tube mesh.
  126161. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126162. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  126163. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  126164. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  126165. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  126166. * * 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)
  126167. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  126168. * * 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
  126169. * * 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
  126170. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126171. * * 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
  126172. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126173. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126174. * @param name defines the name of the mesh
  126175. * @param options defines the options used to create the mesh
  126176. * @param scene defines the hosting scene
  126177. * @returns the tube mesh
  126178. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126179. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  126180. */
  126181. static CreateTube(name: string, options: {
  126182. path: Vector3[];
  126183. radius?: number;
  126184. tessellation?: number;
  126185. radiusFunction?: {
  126186. (i: number, distance: number): number;
  126187. };
  126188. cap?: number;
  126189. arc?: number;
  126190. updatable?: boolean;
  126191. sideOrientation?: number;
  126192. frontUVs?: Vector4;
  126193. backUVs?: Vector4;
  126194. instance?: Mesh;
  126195. invertUV?: boolean;
  126196. }, scene?: Nullable<Scene>): Mesh;
  126197. /**
  126198. * Creates a polyhedron mesh
  126199. * * 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
  126200. * * The parameter `size` (positive float, default 1) sets the polygon size
  126201. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  126202. * * 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`
  126203. * * 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
  126204. * * 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)`)
  126205. * * 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
  126206. * * 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
  126207. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126208. * * 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
  126209. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126210. * @param name defines the name of the mesh
  126211. * @param options defines the options used to create the mesh
  126212. * @param scene defines the hosting scene
  126213. * @returns the polyhedron mesh
  126214. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  126215. */
  126216. static CreatePolyhedron(name: string, options: {
  126217. type?: number;
  126218. size?: number;
  126219. sizeX?: number;
  126220. sizeY?: number;
  126221. sizeZ?: number;
  126222. custom?: any;
  126223. faceUV?: Vector4[];
  126224. faceColors?: Color4[];
  126225. flat?: boolean;
  126226. updatable?: boolean;
  126227. sideOrientation?: number;
  126228. frontUVs?: Vector4;
  126229. backUVs?: Vector4;
  126230. }, scene?: Nullable<Scene>): Mesh;
  126231. /**
  126232. * Creates a decal mesh.
  126233. * 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
  126234. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  126235. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  126236. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  126237. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  126238. * @param name defines the name of the mesh
  126239. * @param sourceMesh defines the mesh where the decal must be applied
  126240. * @param options defines the options used to create the mesh
  126241. * @param scene defines the hosting scene
  126242. * @returns the decal mesh
  126243. * @see https://doc.babylonjs.com/how_to/decals
  126244. */
  126245. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  126246. position?: Vector3;
  126247. normal?: Vector3;
  126248. size?: Vector3;
  126249. angle?: number;
  126250. }): Mesh;
  126251. }
  126252. }
  126253. declare module BABYLON {
  126254. /**
  126255. * A simplifier interface for future simplification implementations
  126256. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126257. */
  126258. export interface ISimplifier {
  126259. /**
  126260. * Simplification of a given mesh according to the given settings.
  126261. * Since this requires computation, it is assumed that the function runs async.
  126262. * @param settings The settings of the simplification, including quality and distance
  126263. * @param successCallback A callback that will be called after the mesh was simplified.
  126264. * @param errorCallback in case of an error, this callback will be called. optional.
  126265. */
  126266. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  126267. }
  126268. /**
  126269. * Expected simplification settings.
  126270. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  126271. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126272. */
  126273. export interface ISimplificationSettings {
  126274. /**
  126275. * Gets or sets the expected quality
  126276. */
  126277. quality: number;
  126278. /**
  126279. * Gets or sets the distance when this optimized version should be used
  126280. */
  126281. distance: number;
  126282. /**
  126283. * Gets an already optimized mesh
  126284. */
  126285. optimizeMesh?: boolean;
  126286. }
  126287. /**
  126288. * Class used to specify simplification options
  126289. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126290. */
  126291. export class SimplificationSettings implements ISimplificationSettings {
  126292. /** expected quality */
  126293. quality: number;
  126294. /** distance when this optimized version should be used */
  126295. distance: number;
  126296. /** already optimized mesh */
  126297. optimizeMesh?: boolean | undefined;
  126298. /**
  126299. * Creates a SimplificationSettings
  126300. * @param quality expected quality
  126301. * @param distance distance when this optimized version should be used
  126302. * @param optimizeMesh already optimized mesh
  126303. */
  126304. constructor(
  126305. /** expected quality */
  126306. quality: number,
  126307. /** distance when this optimized version should be used */
  126308. distance: number,
  126309. /** already optimized mesh */
  126310. optimizeMesh?: boolean | undefined);
  126311. }
  126312. /**
  126313. * Interface used to define a simplification task
  126314. */
  126315. export interface ISimplificationTask {
  126316. /**
  126317. * Array of settings
  126318. */
  126319. settings: Array<ISimplificationSettings>;
  126320. /**
  126321. * Simplification type
  126322. */
  126323. simplificationType: SimplificationType;
  126324. /**
  126325. * Mesh to simplify
  126326. */
  126327. mesh: Mesh;
  126328. /**
  126329. * Callback called on success
  126330. */
  126331. successCallback?: () => void;
  126332. /**
  126333. * Defines if parallel processing can be used
  126334. */
  126335. parallelProcessing: boolean;
  126336. }
  126337. /**
  126338. * Queue used to order the simplification tasks
  126339. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126340. */
  126341. export class SimplificationQueue {
  126342. private _simplificationArray;
  126343. /**
  126344. * Gets a boolean indicating that the process is still running
  126345. */
  126346. running: boolean;
  126347. /**
  126348. * Creates a new queue
  126349. */
  126350. constructor();
  126351. /**
  126352. * Adds a new simplification task
  126353. * @param task defines a task to add
  126354. */
  126355. addTask(task: ISimplificationTask): void;
  126356. /**
  126357. * Execute next task
  126358. */
  126359. executeNext(): void;
  126360. /**
  126361. * Execute a simplification task
  126362. * @param task defines the task to run
  126363. */
  126364. runSimplification(task: ISimplificationTask): void;
  126365. private getSimplifier;
  126366. }
  126367. /**
  126368. * The implemented types of simplification
  126369. * At the moment only Quadratic Error Decimation is implemented
  126370. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126371. */
  126372. export enum SimplificationType {
  126373. /** Quadratic error decimation */
  126374. QUADRATIC = 0
  126375. }
  126376. }
  126377. declare module BABYLON {
  126378. interface Scene {
  126379. /** @hidden (Backing field) */
  126380. _simplificationQueue: SimplificationQueue;
  126381. /**
  126382. * Gets or sets the simplification queue attached to the scene
  126383. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126384. */
  126385. simplificationQueue: SimplificationQueue;
  126386. }
  126387. interface Mesh {
  126388. /**
  126389. * Simplify the mesh according to the given array of settings.
  126390. * Function will return immediately and will simplify async
  126391. * @param settings a collection of simplification settings
  126392. * @param parallelProcessing should all levels calculate parallel or one after the other
  126393. * @param simplificationType the type of simplification to run
  126394. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  126395. * @returns the current mesh
  126396. */
  126397. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  126398. }
  126399. /**
  126400. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  126401. * created in a scene
  126402. */
  126403. export class SimplicationQueueSceneComponent implements ISceneComponent {
  126404. /**
  126405. * The component name helpfull to identify the component in the list of scene components.
  126406. */
  126407. readonly name: string;
  126408. /**
  126409. * The scene the component belongs to.
  126410. */
  126411. scene: Scene;
  126412. /**
  126413. * Creates a new instance of the component for the given scene
  126414. * @param scene Defines the scene to register the component in
  126415. */
  126416. constructor(scene: Scene);
  126417. /**
  126418. * Registers the component in a given scene
  126419. */
  126420. register(): void;
  126421. /**
  126422. * Rebuilds the elements related to this component in case of
  126423. * context lost for instance.
  126424. */
  126425. rebuild(): void;
  126426. /**
  126427. * Disposes the component and the associated ressources
  126428. */
  126429. dispose(): void;
  126430. private _beforeCameraUpdate;
  126431. }
  126432. }
  126433. declare module BABYLON {
  126434. /**
  126435. * Navigation plugin interface to add navigation constrained by a navigation mesh
  126436. */
  126437. export interface INavigationEnginePlugin {
  126438. /**
  126439. * plugin name
  126440. */
  126441. name: string;
  126442. /**
  126443. * Creates a navigation mesh
  126444. * @param meshes array of all the geometry used to compute the navigatio mesh
  126445. * @param parameters bunch of parameters used to filter geometry
  126446. */
  126447. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126448. /**
  126449. * Create a navigation mesh debug mesh
  126450. * @param scene is where the mesh will be added
  126451. * @returns debug display mesh
  126452. */
  126453. createDebugNavMesh(scene: Scene): Mesh;
  126454. /**
  126455. * Get a navigation mesh constrained position, closest to the parameter position
  126456. * @param position world position
  126457. * @returns the closest point to position constrained by the navigation mesh
  126458. */
  126459. getClosestPoint(position: Vector3): Vector3;
  126460. /**
  126461. * Get a navigation mesh constrained position, within a particular radius
  126462. * @param position world position
  126463. * @param maxRadius the maximum distance to the constrained world position
  126464. * @returns the closest point to position constrained by the navigation mesh
  126465. */
  126466. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126467. /**
  126468. * Compute the final position from a segment made of destination-position
  126469. * @param position world position
  126470. * @param destination world position
  126471. * @returns the resulting point along the navmesh
  126472. */
  126473. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126474. /**
  126475. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126476. * @param start world position
  126477. * @param end world position
  126478. * @returns array containing world position composing the path
  126479. */
  126480. computePath(start: Vector3, end: Vector3): Vector3[];
  126481. /**
  126482. * If this plugin is supported
  126483. * @returns true if plugin is supported
  126484. */
  126485. isSupported(): boolean;
  126486. /**
  126487. * Create a new Crowd so you can add agents
  126488. * @param maxAgents the maximum agent count in the crowd
  126489. * @param maxAgentRadius the maximum radius an agent can have
  126490. * @param scene to attach the crowd to
  126491. * @returns the crowd you can add agents to
  126492. */
  126493. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126494. /**
  126495. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126496. * The queries will try to find a solution within those bounds
  126497. * default is (1,1,1)
  126498. * @param extent x,y,z value that define the extent around the queries point of reference
  126499. */
  126500. setDefaultQueryExtent(extent: Vector3): void;
  126501. /**
  126502. * Get the Bounding box extent specified by setDefaultQueryExtent
  126503. * @returns the box extent values
  126504. */
  126505. getDefaultQueryExtent(): Vector3;
  126506. /**
  126507. * Release all resources
  126508. */
  126509. dispose(): void;
  126510. }
  126511. /**
  126512. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  126513. */
  126514. export interface ICrowd {
  126515. /**
  126516. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126517. * You can attach anything to that node. The node position is updated in the scene update tick.
  126518. * @param pos world position that will be constrained by the navigation mesh
  126519. * @param parameters agent parameters
  126520. * @param transform hooked to the agent that will be update by the scene
  126521. * @returns agent index
  126522. */
  126523. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126524. /**
  126525. * Returns the agent position in world space
  126526. * @param index agent index returned by addAgent
  126527. * @returns world space position
  126528. */
  126529. getAgentPosition(index: number): Vector3;
  126530. /**
  126531. * Gets the agent velocity in world space
  126532. * @param index agent index returned by addAgent
  126533. * @returns world space velocity
  126534. */
  126535. getAgentVelocity(index: number): Vector3;
  126536. /**
  126537. * remove a particular agent previously created
  126538. * @param index agent index returned by addAgent
  126539. */
  126540. removeAgent(index: number): void;
  126541. /**
  126542. * get the list of all agents attached to this crowd
  126543. * @returns list of agent indices
  126544. */
  126545. getAgents(): number[];
  126546. /**
  126547. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126548. * @param deltaTime in seconds
  126549. */
  126550. update(deltaTime: number): void;
  126551. /**
  126552. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126553. * @param index agent index returned by addAgent
  126554. * @param destination targeted world position
  126555. */
  126556. agentGoto(index: number, destination: Vector3): void;
  126557. /**
  126558. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126559. * The queries will try to find a solution within those bounds
  126560. * default is (1,1,1)
  126561. * @param extent x,y,z value that define the extent around the queries point of reference
  126562. */
  126563. setDefaultQueryExtent(extent: Vector3): void;
  126564. /**
  126565. * Get the Bounding box extent specified by setDefaultQueryExtent
  126566. * @returns the box extent values
  126567. */
  126568. getDefaultQueryExtent(): Vector3;
  126569. /**
  126570. * Release all resources
  126571. */
  126572. dispose(): void;
  126573. }
  126574. /**
  126575. * Configures an agent
  126576. */
  126577. export interface IAgentParameters {
  126578. /**
  126579. * Agent radius. [Limit: >= 0]
  126580. */
  126581. radius: number;
  126582. /**
  126583. * Agent height. [Limit: > 0]
  126584. */
  126585. height: number;
  126586. /**
  126587. * Maximum allowed acceleration. [Limit: >= 0]
  126588. */
  126589. maxAcceleration: number;
  126590. /**
  126591. * Maximum allowed speed. [Limit: >= 0]
  126592. */
  126593. maxSpeed: number;
  126594. /**
  126595. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  126596. */
  126597. collisionQueryRange: number;
  126598. /**
  126599. * The path visibility optimization range. [Limit: > 0]
  126600. */
  126601. pathOptimizationRange: number;
  126602. /**
  126603. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  126604. */
  126605. separationWeight: number;
  126606. }
  126607. /**
  126608. * Configures the navigation mesh creation
  126609. */
  126610. export interface INavMeshParameters {
  126611. /**
  126612. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  126613. */
  126614. cs: number;
  126615. /**
  126616. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  126617. */
  126618. ch: number;
  126619. /**
  126620. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  126621. */
  126622. walkableSlopeAngle: number;
  126623. /**
  126624. * Minimum floor to 'ceiling' height that will still allow the floor area to
  126625. * be considered walkable. [Limit: >= 3] [Units: vx]
  126626. */
  126627. walkableHeight: number;
  126628. /**
  126629. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  126630. */
  126631. walkableClimb: number;
  126632. /**
  126633. * The distance to erode/shrink the walkable area of the heightfield away from
  126634. * obstructions. [Limit: >=0] [Units: vx]
  126635. */
  126636. walkableRadius: number;
  126637. /**
  126638. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  126639. */
  126640. maxEdgeLen: number;
  126641. /**
  126642. * The maximum distance a simplfied contour's border edges should deviate
  126643. * the original raw contour. [Limit: >=0] [Units: vx]
  126644. */
  126645. maxSimplificationError: number;
  126646. /**
  126647. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  126648. */
  126649. minRegionArea: number;
  126650. /**
  126651. * Any regions with a span count smaller than this value will, if possible,
  126652. * be merged with larger regions. [Limit: >=0] [Units: vx]
  126653. */
  126654. mergeRegionArea: number;
  126655. /**
  126656. * The maximum number of vertices allowed for polygons generated during the
  126657. * contour to polygon conversion process. [Limit: >= 3]
  126658. */
  126659. maxVertsPerPoly: number;
  126660. /**
  126661. * Sets the sampling distance to use when generating the detail mesh.
  126662. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  126663. */
  126664. detailSampleDist: number;
  126665. /**
  126666. * The maximum distance the detail mesh surface should deviate from heightfield
  126667. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  126668. */
  126669. detailSampleMaxError: number;
  126670. }
  126671. }
  126672. declare module BABYLON {
  126673. /**
  126674. * RecastJS navigation plugin
  126675. */
  126676. export class RecastJSPlugin implements INavigationEnginePlugin {
  126677. /**
  126678. * Reference to the Recast library
  126679. */
  126680. bjsRECAST: any;
  126681. /**
  126682. * plugin name
  126683. */
  126684. name: string;
  126685. /**
  126686. * the first navmesh created. We might extend this to support multiple navmeshes
  126687. */
  126688. navMesh: any;
  126689. /**
  126690. * Initializes the recastJS plugin
  126691. * @param recastInjection can be used to inject your own recast reference
  126692. */
  126693. constructor(recastInjection?: any);
  126694. /**
  126695. * Creates a navigation mesh
  126696. * @param meshes array of all the geometry used to compute the navigatio mesh
  126697. * @param parameters bunch of parameters used to filter geometry
  126698. */
  126699. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126700. /**
  126701. * Create a navigation mesh debug mesh
  126702. * @param scene is where the mesh will be added
  126703. * @returns debug display mesh
  126704. */
  126705. createDebugNavMesh(scene: Scene): Mesh;
  126706. /**
  126707. * Get a navigation mesh constrained position, closest to the parameter position
  126708. * @param position world position
  126709. * @returns the closest point to position constrained by the navigation mesh
  126710. */
  126711. getClosestPoint(position: Vector3): Vector3;
  126712. /**
  126713. * Get a navigation mesh constrained position, within a particular radius
  126714. * @param position world position
  126715. * @param maxRadius the maximum distance to the constrained world position
  126716. * @returns the closest point to position constrained by the navigation mesh
  126717. */
  126718. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126719. /**
  126720. * Compute the final position from a segment made of destination-position
  126721. * @param position world position
  126722. * @param destination world position
  126723. * @returns the resulting point along the navmesh
  126724. */
  126725. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126726. /**
  126727. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126728. * @param start world position
  126729. * @param end world position
  126730. * @returns array containing world position composing the path
  126731. */
  126732. computePath(start: Vector3, end: Vector3): Vector3[];
  126733. /**
  126734. * Create a new Crowd so you can add agents
  126735. * @param maxAgents the maximum agent count in the crowd
  126736. * @param maxAgentRadius the maximum radius an agent can have
  126737. * @param scene to attach the crowd to
  126738. * @returns the crowd you can add agents to
  126739. */
  126740. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126741. /**
  126742. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126743. * The queries will try to find a solution within those bounds
  126744. * default is (1,1,1)
  126745. * @param extent x,y,z value that define the extent around the queries point of reference
  126746. */
  126747. setDefaultQueryExtent(extent: Vector3): void;
  126748. /**
  126749. * Get the Bounding box extent specified by setDefaultQueryExtent
  126750. * @returns the box extent values
  126751. */
  126752. getDefaultQueryExtent(): Vector3;
  126753. /**
  126754. * Disposes
  126755. */
  126756. dispose(): void;
  126757. /**
  126758. * If this plugin is supported
  126759. * @returns true if plugin is supported
  126760. */
  126761. isSupported(): boolean;
  126762. }
  126763. /**
  126764. * Recast detour crowd implementation
  126765. */
  126766. export class RecastJSCrowd implements ICrowd {
  126767. /**
  126768. * Recast/detour plugin
  126769. */
  126770. bjsRECASTPlugin: RecastJSPlugin;
  126771. /**
  126772. * Link to the detour crowd
  126773. */
  126774. recastCrowd: any;
  126775. /**
  126776. * One transform per agent
  126777. */
  126778. transforms: TransformNode[];
  126779. /**
  126780. * All agents created
  126781. */
  126782. agents: number[];
  126783. /**
  126784. * Link to the scene is kept to unregister the crowd from the scene
  126785. */
  126786. private _scene;
  126787. /**
  126788. * Observer for crowd updates
  126789. */
  126790. private _onBeforeAnimationsObserver;
  126791. /**
  126792. * Constructor
  126793. * @param plugin recastJS plugin
  126794. * @param maxAgents the maximum agent count in the crowd
  126795. * @param maxAgentRadius the maximum radius an agent can have
  126796. * @param scene to attach the crowd to
  126797. * @returns the crowd you can add agents to
  126798. */
  126799. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  126800. /**
  126801. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126802. * You can attach anything to that node. The node position is updated in the scene update tick.
  126803. * @param pos world position that will be constrained by the navigation mesh
  126804. * @param parameters agent parameters
  126805. * @param transform hooked to the agent that will be update by the scene
  126806. * @returns agent index
  126807. */
  126808. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126809. /**
  126810. * Returns the agent position in world space
  126811. * @param index agent index returned by addAgent
  126812. * @returns world space position
  126813. */
  126814. getAgentPosition(index: number): Vector3;
  126815. /**
  126816. * Returns the agent velocity in world space
  126817. * @param index agent index returned by addAgent
  126818. * @returns world space velocity
  126819. */
  126820. getAgentVelocity(index: number): Vector3;
  126821. /**
  126822. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126823. * @param index agent index returned by addAgent
  126824. * @param destination targeted world position
  126825. */
  126826. agentGoto(index: number, destination: Vector3): void;
  126827. /**
  126828. * remove a particular agent previously created
  126829. * @param index agent index returned by addAgent
  126830. */
  126831. removeAgent(index: number): void;
  126832. /**
  126833. * get the list of all agents attached to this crowd
  126834. * @returns list of agent indices
  126835. */
  126836. getAgents(): number[];
  126837. /**
  126838. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126839. * @param deltaTime in seconds
  126840. */
  126841. update(deltaTime: number): void;
  126842. /**
  126843. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126844. * The queries will try to find a solution within those bounds
  126845. * default is (1,1,1)
  126846. * @param extent x,y,z value that define the extent around the queries point of reference
  126847. */
  126848. setDefaultQueryExtent(extent: Vector3): void;
  126849. /**
  126850. * Get the Bounding box extent specified by setDefaultQueryExtent
  126851. * @returns the box extent values
  126852. */
  126853. getDefaultQueryExtent(): Vector3;
  126854. /**
  126855. * Release all resources
  126856. */
  126857. dispose(): void;
  126858. }
  126859. }
  126860. declare module BABYLON {
  126861. /**
  126862. * Class used to enable access to IndexedDB
  126863. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  126864. */
  126865. export class Database implements IOfflineProvider {
  126866. private _callbackManifestChecked;
  126867. private _currentSceneUrl;
  126868. private _db;
  126869. private _enableSceneOffline;
  126870. private _enableTexturesOffline;
  126871. private _manifestVersionFound;
  126872. private _mustUpdateRessources;
  126873. private _hasReachedQuota;
  126874. private _isSupported;
  126875. private _idbFactory;
  126876. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  126877. private static IsUASupportingBlobStorage;
  126878. /**
  126879. * Gets a boolean indicating if Database storate is enabled (off by default)
  126880. */
  126881. static IDBStorageEnabled: boolean;
  126882. /**
  126883. * Gets a boolean indicating if scene must be saved in the database
  126884. */
  126885. readonly enableSceneOffline: boolean;
  126886. /**
  126887. * Gets a boolean indicating if textures must be saved in the database
  126888. */
  126889. readonly enableTexturesOffline: boolean;
  126890. /**
  126891. * Creates a new Database
  126892. * @param urlToScene defines the url to load the scene
  126893. * @param callbackManifestChecked defines the callback to use when manifest is checked
  126894. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  126895. */
  126896. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  126897. private static _ParseURL;
  126898. private static _ReturnFullUrlLocation;
  126899. private _checkManifestFile;
  126900. /**
  126901. * Open the database and make it available
  126902. * @param successCallback defines the callback to call on success
  126903. * @param errorCallback defines the callback to call on error
  126904. */
  126905. open(successCallback: () => void, errorCallback: () => void): void;
  126906. /**
  126907. * Loads an image from the database
  126908. * @param url defines the url to load from
  126909. * @param image defines the target DOM image
  126910. */
  126911. loadImage(url: string, image: HTMLImageElement): void;
  126912. private _loadImageFromDBAsync;
  126913. private _saveImageIntoDBAsync;
  126914. private _checkVersionFromDB;
  126915. private _loadVersionFromDBAsync;
  126916. private _saveVersionIntoDBAsync;
  126917. /**
  126918. * Loads a file from database
  126919. * @param url defines the URL to load from
  126920. * @param sceneLoaded defines a callback to call on success
  126921. * @param progressCallBack defines a callback to call when progress changed
  126922. * @param errorCallback defines a callback to call on error
  126923. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  126924. */
  126925. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  126926. private _loadFileAsync;
  126927. private _saveFileAsync;
  126928. /**
  126929. * Validates if xhr data is correct
  126930. * @param xhr defines the request to validate
  126931. * @param dataType defines the expected data type
  126932. * @returns true if data is correct
  126933. */
  126934. private static _ValidateXHRData;
  126935. }
  126936. }
  126937. declare module BABYLON {
  126938. /** @hidden */
  126939. export var gpuUpdateParticlesPixelShader: {
  126940. name: string;
  126941. shader: string;
  126942. };
  126943. }
  126944. declare module BABYLON {
  126945. /** @hidden */
  126946. export var gpuUpdateParticlesVertexShader: {
  126947. name: string;
  126948. shader: string;
  126949. };
  126950. }
  126951. declare module BABYLON {
  126952. /** @hidden */
  126953. export var clipPlaneFragmentDeclaration2: {
  126954. name: string;
  126955. shader: string;
  126956. };
  126957. }
  126958. declare module BABYLON {
  126959. /** @hidden */
  126960. export var gpuRenderParticlesPixelShader: {
  126961. name: string;
  126962. shader: string;
  126963. };
  126964. }
  126965. declare module BABYLON {
  126966. /** @hidden */
  126967. export var clipPlaneVertexDeclaration2: {
  126968. name: string;
  126969. shader: string;
  126970. };
  126971. }
  126972. declare module BABYLON {
  126973. /** @hidden */
  126974. export var gpuRenderParticlesVertexShader: {
  126975. name: string;
  126976. shader: string;
  126977. };
  126978. }
  126979. declare module BABYLON {
  126980. /**
  126981. * This represents a GPU particle system in Babylon
  126982. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  126983. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  126984. */
  126985. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  126986. /**
  126987. * The layer mask we are rendering the particles through.
  126988. */
  126989. layerMask: number;
  126990. private _capacity;
  126991. private _activeCount;
  126992. private _currentActiveCount;
  126993. private _accumulatedCount;
  126994. private _renderEffect;
  126995. private _updateEffect;
  126996. private _buffer0;
  126997. private _buffer1;
  126998. private _spriteBuffer;
  126999. private _updateVAO;
  127000. private _renderVAO;
  127001. private _targetIndex;
  127002. private _sourceBuffer;
  127003. private _targetBuffer;
  127004. private _engine;
  127005. private _currentRenderId;
  127006. private _started;
  127007. private _stopped;
  127008. private _timeDelta;
  127009. private _randomTexture;
  127010. private _randomTexture2;
  127011. private _attributesStrideSize;
  127012. private _updateEffectOptions;
  127013. private _randomTextureSize;
  127014. private _actualFrame;
  127015. private readonly _rawTextureWidth;
  127016. /**
  127017. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  127018. */
  127019. static readonly IsSupported: boolean;
  127020. /**
  127021. * An event triggered when the system is disposed.
  127022. */
  127023. onDisposeObservable: Observable<GPUParticleSystem>;
  127024. /**
  127025. * Gets the maximum number of particles active at the same time.
  127026. * @returns The max number of active particles.
  127027. */
  127028. getCapacity(): number;
  127029. /**
  127030. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  127031. * to override the particles.
  127032. */
  127033. forceDepthWrite: boolean;
  127034. /**
  127035. * Gets or set the number of active particles
  127036. */
  127037. activeParticleCount: number;
  127038. private _preWarmDone;
  127039. /**
  127040. * Is this system ready to be used/rendered
  127041. * @return true if the system is ready
  127042. */
  127043. isReady(): boolean;
  127044. /**
  127045. * Gets if the system has been started. (Note: this will still be true after stop is called)
  127046. * @returns True if it has been started, otherwise false.
  127047. */
  127048. isStarted(): boolean;
  127049. /**
  127050. * Starts the particle system and begins to emit
  127051. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  127052. */
  127053. start(delay?: number): void;
  127054. /**
  127055. * Stops the particle system.
  127056. */
  127057. stop(): void;
  127058. /**
  127059. * Remove all active particles
  127060. */
  127061. reset(): void;
  127062. /**
  127063. * Returns the string "GPUParticleSystem"
  127064. * @returns a string containing the class name
  127065. */
  127066. getClassName(): string;
  127067. private _colorGradientsTexture;
  127068. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  127069. /**
  127070. * Adds a new color gradient
  127071. * @param gradient defines the gradient to use (between 0 and 1)
  127072. * @param color1 defines the color to affect to the specified gradient
  127073. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  127074. * @returns the current particle system
  127075. */
  127076. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  127077. /**
  127078. * Remove a specific color gradient
  127079. * @param gradient defines the gradient to remove
  127080. * @returns the current particle system
  127081. */
  127082. removeColorGradient(gradient: number): GPUParticleSystem;
  127083. private _angularSpeedGradientsTexture;
  127084. private _sizeGradientsTexture;
  127085. private _velocityGradientsTexture;
  127086. private _limitVelocityGradientsTexture;
  127087. private _dragGradientsTexture;
  127088. private _addFactorGradient;
  127089. /**
  127090. * Adds a new size gradient
  127091. * @param gradient defines the gradient to use (between 0 and 1)
  127092. * @param factor defines the size factor to affect to the specified gradient
  127093. * @returns the current particle system
  127094. */
  127095. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  127096. /**
  127097. * Remove a specific size gradient
  127098. * @param gradient defines the gradient to remove
  127099. * @returns the current particle system
  127100. */
  127101. removeSizeGradient(gradient: number): GPUParticleSystem;
  127102. /**
  127103. * Adds a new angular speed gradient
  127104. * @param gradient defines the gradient to use (between 0 and 1)
  127105. * @param factor defines the angular speed to affect to the specified gradient
  127106. * @returns the current particle system
  127107. */
  127108. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  127109. /**
  127110. * Remove a specific angular speed gradient
  127111. * @param gradient defines the gradient to remove
  127112. * @returns the current particle system
  127113. */
  127114. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  127115. /**
  127116. * Adds a new velocity gradient
  127117. * @param gradient defines the gradient to use (between 0 and 1)
  127118. * @param factor defines the velocity to affect to the specified gradient
  127119. * @returns the current particle system
  127120. */
  127121. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127122. /**
  127123. * Remove a specific velocity gradient
  127124. * @param gradient defines the gradient to remove
  127125. * @returns the current particle system
  127126. */
  127127. removeVelocityGradient(gradient: number): GPUParticleSystem;
  127128. /**
  127129. * Adds a new limit velocity gradient
  127130. * @param gradient defines the gradient to use (between 0 and 1)
  127131. * @param factor defines the limit velocity value to affect to the specified gradient
  127132. * @returns the current particle system
  127133. */
  127134. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127135. /**
  127136. * Remove a specific limit velocity gradient
  127137. * @param gradient defines the gradient to remove
  127138. * @returns the current particle system
  127139. */
  127140. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  127141. /**
  127142. * Adds a new drag gradient
  127143. * @param gradient defines the gradient to use (between 0 and 1)
  127144. * @param factor defines the drag value to affect to the specified gradient
  127145. * @returns the current particle system
  127146. */
  127147. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  127148. /**
  127149. * Remove a specific drag gradient
  127150. * @param gradient defines the gradient to remove
  127151. * @returns the current particle system
  127152. */
  127153. removeDragGradient(gradient: number): GPUParticleSystem;
  127154. /**
  127155. * Not supported by GPUParticleSystem
  127156. * @param gradient defines the gradient to use (between 0 and 1)
  127157. * @param factor defines the emit rate value to affect to the specified gradient
  127158. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127159. * @returns the current particle system
  127160. */
  127161. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127162. /**
  127163. * Not supported by GPUParticleSystem
  127164. * @param gradient defines the gradient to remove
  127165. * @returns the current particle system
  127166. */
  127167. removeEmitRateGradient(gradient: number): IParticleSystem;
  127168. /**
  127169. * Not supported by GPUParticleSystem
  127170. * @param gradient defines the gradient to use (between 0 and 1)
  127171. * @param factor defines the start size value to affect to the specified gradient
  127172. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127173. * @returns the current particle system
  127174. */
  127175. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127176. /**
  127177. * Not supported by GPUParticleSystem
  127178. * @param gradient defines the gradient to remove
  127179. * @returns the current particle system
  127180. */
  127181. removeStartSizeGradient(gradient: number): IParticleSystem;
  127182. /**
  127183. * Not supported by GPUParticleSystem
  127184. * @param gradient defines the gradient to use (between 0 and 1)
  127185. * @param min defines the color remap minimal range
  127186. * @param max defines the color remap maximal range
  127187. * @returns the current particle system
  127188. */
  127189. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127190. /**
  127191. * Not supported by GPUParticleSystem
  127192. * @param gradient defines the gradient to remove
  127193. * @returns the current particle system
  127194. */
  127195. removeColorRemapGradient(): IParticleSystem;
  127196. /**
  127197. * Not supported by GPUParticleSystem
  127198. * @param gradient defines the gradient to use (between 0 and 1)
  127199. * @param min defines the alpha remap minimal range
  127200. * @param max defines the alpha remap maximal range
  127201. * @returns the current particle system
  127202. */
  127203. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127204. /**
  127205. * Not supported by GPUParticleSystem
  127206. * @param gradient defines the gradient to remove
  127207. * @returns the current particle system
  127208. */
  127209. removeAlphaRemapGradient(): IParticleSystem;
  127210. /**
  127211. * Not supported by GPUParticleSystem
  127212. * @param gradient defines the gradient to use (between 0 and 1)
  127213. * @param color defines the color to affect to the specified gradient
  127214. * @returns the current particle system
  127215. */
  127216. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  127217. /**
  127218. * Not supported by GPUParticleSystem
  127219. * @param gradient defines the gradient to remove
  127220. * @returns the current particle system
  127221. */
  127222. removeRampGradient(): IParticleSystem;
  127223. /**
  127224. * Not supported by GPUParticleSystem
  127225. * @returns the list of ramp gradients
  127226. */
  127227. getRampGradients(): Nullable<Array<Color3Gradient>>;
  127228. /**
  127229. * Not supported by GPUParticleSystem
  127230. * Gets or sets a boolean indicating that ramp gradients must be used
  127231. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  127232. */
  127233. useRampGradients: boolean;
  127234. /**
  127235. * Not supported by GPUParticleSystem
  127236. * @param gradient defines the gradient to use (between 0 and 1)
  127237. * @param factor defines the life time factor to affect to the specified gradient
  127238. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127239. * @returns the current particle system
  127240. */
  127241. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127242. /**
  127243. * Not supported by GPUParticleSystem
  127244. * @param gradient defines the gradient to remove
  127245. * @returns the current particle system
  127246. */
  127247. removeLifeTimeGradient(gradient: number): IParticleSystem;
  127248. /**
  127249. * Instantiates a GPU particle system.
  127250. * 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.
  127251. * @param name The name of the particle system
  127252. * @param options The options used to create the system
  127253. * @param scene The scene the particle system belongs to
  127254. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  127255. */
  127256. constructor(name: string, options: Partial<{
  127257. capacity: number;
  127258. randomTextureSize: number;
  127259. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  127260. protected _reset(): void;
  127261. private _createUpdateVAO;
  127262. private _createRenderVAO;
  127263. private _initialize;
  127264. /** @hidden */
  127265. _recreateUpdateEffect(): void;
  127266. /** @hidden */
  127267. _recreateRenderEffect(): void;
  127268. /**
  127269. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  127270. * @param preWarm defines if we are in the pre-warmimg phase
  127271. */
  127272. animate(preWarm?: boolean): void;
  127273. private _createFactorGradientTexture;
  127274. private _createSizeGradientTexture;
  127275. private _createAngularSpeedGradientTexture;
  127276. private _createVelocityGradientTexture;
  127277. private _createLimitVelocityGradientTexture;
  127278. private _createDragGradientTexture;
  127279. private _createColorGradientTexture;
  127280. /**
  127281. * Renders the particle system in its current state
  127282. * @param preWarm defines if the system should only update the particles but not render them
  127283. * @returns the current number of particles
  127284. */
  127285. render(preWarm?: boolean): number;
  127286. /**
  127287. * Rebuilds the particle system
  127288. */
  127289. rebuild(): void;
  127290. private _releaseBuffers;
  127291. private _releaseVAOs;
  127292. /**
  127293. * Disposes the particle system and free the associated resources
  127294. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  127295. */
  127296. dispose(disposeTexture?: boolean): void;
  127297. /**
  127298. * Clones the particle system.
  127299. * @param name The name of the cloned object
  127300. * @param newEmitter The new emitter to use
  127301. * @returns the cloned particle system
  127302. */
  127303. clone(name: string, newEmitter: any): GPUParticleSystem;
  127304. /**
  127305. * Serializes the particle system to a JSON object.
  127306. * @returns the JSON object
  127307. */
  127308. serialize(): any;
  127309. /**
  127310. * Parses a JSON object to create a GPU particle system.
  127311. * @param parsedParticleSystem The JSON object to parse
  127312. * @param scene The scene to create the particle system in
  127313. * @param rootUrl The root url to use to load external dependencies like texture
  127314. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  127315. * @returns the parsed GPU particle system
  127316. */
  127317. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  127318. }
  127319. }
  127320. declare module BABYLON {
  127321. /**
  127322. * Represents a set of particle systems working together to create a specific effect
  127323. */
  127324. export class ParticleSystemSet implements IDisposable {
  127325. /**
  127326. * Gets or sets base Assets URL
  127327. */
  127328. static BaseAssetsUrl: string;
  127329. private _emitterCreationOptions;
  127330. private _emitterNode;
  127331. /**
  127332. * Gets the particle system list
  127333. */
  127334. systems: IParticleSystem[];
  127335. /**
  127336. * Gets the emitter node used with this set
  127337. */
  127338. readonly emitterNode: Nullable<TransformNode>;
  127339. /**
  127340. * Creates a new emitter mesh as a sphere
  127341. * @param options defines the options used to create the sphere
  127342. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  127343. * @param scene defines the hosting scene
  127344. */
  127345. setEmitterAsSphere(options: {
  127346. diameter: number;
  127347. segments: number;
  127348. color: Color3;
  127349. }, renderingGroupId: number, scene: Scene): void;
  127350. /**
  127351. * Starts all particle systems of the set
  127352. * @param emitter defines an optional mesh to use as emitter for the particle systems
  127353. */
  127354. start(emitter?: AbstractMesh): void;
  127355. /**
  127356. * Release all associated resources
  127357. */
  127358. dispose(): void;
  127359. /**
  127360. * Serialize the set into a JSON compatible object
  127361. * @returns a JSON compatible representation of the set
  127362. */
  127363. serialize(): any;
  127364. /**
  127365. * Parse a new ParticleSystemSet from a serialized source
  127366. * @param data defines a JSON compatible representation of the set
  127367. * @param scene defines the hosting scene
  127368. * @param gpu defines if we want GPU particles or CPU particles
  127369. * @returns a new ParticleSystemSet
  127370. */
  127371. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  127372. }
  127373. }
  127374. declare module BABYLON {
  127375. /**
  127376. * This class is made for on one-liner static method to help creating particle system set.
  127377. */
  127378. export class ParticleHelper {
  127379. /**
  127380. * Gets or sets base Assets URL
  127381. */
  127382. static BaseAssetsUrl: string;
  127383. /**
  127384. * Create a default particle system that you can tweak
  127385. * @param emitter defines the emitter to use
  127386. * @param capacity defines the system capacity (default is 500 particles)
  127387. * @param scene defines the hosting scene
  127388. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  127389. * @returns the new Particle system
  127390. */
  127391. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  127392. /**
  127393. * This is the main static method (one-liner) of this helper to create different particle systems
  127394. * @param type This string represents the type to the particle system to create
  127395. * @param scene The scene where the particle system should live
  127396. * @param gpu If the system will use gpu
  127397. * @returns the ParticleSystemSet created
  127398. */
  127399. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  127400. /**
  127401. * Static function used to export a particle system to a ParticleSystemSet variable.
  127402. * Please note that the emitter shape is not exported
  127403. * @param systems defines the particle systems to export
  127404. * @returns the created particle system set
  127405. */
  127406. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  127407. }
  127408. }
  127409. declare module BABYLON {
  127410. interface Engine {
  127411. /**
  127412. * Create an effect to use with particle systems.
  127413. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  127414. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  127415. * @param uniformsNames defines a list of attribute names
  127416. * @param samplers defines an array of string used to represent textures
  127417. * @param defines defines the string containing the defines to use to compile the shaders
  127418. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  127419. * @param onCompiled defines a function to call when the effect creation is successful
  127420. * @param onError defines a function to call when the effect creation has failed
  127421. * @returns the new Effect
  127422. */
  127423. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  127424. }
  127425. interface Mesh {
  127426. /**
  127427. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  127428. * @returns an array of IParticleSystem
  127429. */
  127430. getEmittedParticleSystems(): IParticleSystem[];
  127431. /**
  127432. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  127433. * @returns an array of IParticleSystem
  127434. */
  127435. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  127436. }
  127437. /**
  127438. * @hidden
  127439. */
  127440. export var _IDoNeedToBeInTheBuild: number;
  127441. }
  127442. declare module BABYLON {
  127443. /** Defines the 4 color options */
  127444. export enum PointColor {
  127445. /** color value */
  127446. Color = 2,
  127447. /** uv value */
  127448. UV = 1,
  127449. /** random value */
  127450. Random = 0,
  127451. /** stated value */
  127452. Stated = 3
  127453. }
  127454. /**
  127455. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  127456. * 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.
  127457. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  127458. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  127459. *
  127460. * Full documentation here : TO BE ENTERED
  127461. */
  127462. export class PointsCloudSystem implements IDisposable {
  127463. /**
  127464. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  127465. * Example : var p = SPS.particles[i];
  127466. */
  127467. particles: CloudPoint[];
  127468. /**
  127469. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  127470. */
  127471. nbParticles: number;
  127472. /**
  127473. * This a counter for your own usage. It's not set by any SPS functions.
  127474. */
  127475. counter: number;
  127476. /**
  127477. * The PCS name. This name is also given to the underlying mesh.
  127478. */
  127479. name: string;
  127480. /**
  127481. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  127482. */
  127483. mesh: Mesh;
  127484. /**
  127485. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  127486. * Please read :
  127487. */
  127488. vars: any;
  127489. /**
  127490. * @hidden
  127491. */
  127492. _size: number;
  127493. private _scene;
  127494. private _promises;
  127495. private _positions;
  127496. private _indices;
  127497. private _normals;
  127498. private _colors;
  127499. private _uvs;
  127500. private _indices32;
  127501. private _positions32;
  127502. private _colors32;
  127503. private _uvs32;
  127504. private _updatable;
  127505. private _isVisibilityBoxLocked;
  127506. private _alwaysVisible;
  127507. private _groups;
  127508. private _groupCounter;
  127509. private _computeParticleColor;
  127510. private _computeParticleTexture;
  127511. private _computeParticleRotation;
  127512. private _computeBoundingBox;
  127513. private _isReady;
  127514. /**
  127515. * Creates a PCS (Points Cloud System) object
  127516. * @param name (String) is the PCS name, this will be the underlying mesh name
  127517. * @param pointSize (number) is the size for each point
  127518. * @param scene (Scene) is the scene in which the PCS is added
  127519. * @param options defines the options of the PCS e.g.
  127520. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  127521. */
  127522. constructor(name: string, pointSize: number, scene: Scene, options?: {
  127523. updatable?: boolean;
  127524. });
  127525. /**
  127526. * Builds the PCS underlying mesh. Returns a standard Mesh.
  127527. * If no points were added to the PCS, the returned mesh is just a single point.
  127528. * @returns a promise for the created mesh
  127529. */
  127530. buildMeshAsync(): Promise<Mesh>;
  127531. /**
  127532. * @hidden
  127533. */
  127534. private _buildMesh;
  127535. private _addParticle;
  127536. private _randomUnitVector;
  127537. private _getColorIndicesForCoord;
  127538. private _setPointsColorOrUV;
  127539. private _colorFromTexture;
  127540. private _calculateDensity;
  127541. /**
  127542. * Adds points to the PCS in random positions within a unit sphere
  127543. * @param nb (positive integer) the number of particles to be created from this model
  127544. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  127545. * @returns the number of groups in the system
  127546. */
  127547. addPoints(nb: number, pointFunction?: any): number;
  127548. /**
  127549. * Adds points to the PCS from the surface of the model shape
  127550. * @param mesh is any Mesh object that will be used as a surface model for the points
  127551. * @param nb (positive integer) the number of particles to be created from this model
  127552. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127553. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127554. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127555. * @returns the number of groups in the system
  127556. */
  127557. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127558. /**
  127559. * Adds points to the PCS inside the model shape
  127560. * @param mesh is any Mesh object that will be used as a surface model for the points
  127561. * @param nb (positive integer) the number of particles to be created from this model
  127562. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127563. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127564. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127565. * @returns the number of groups in the system
  127566. */
  127567. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127568. /**
  127569. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  127570. * This method calls `updateParticle()` for each particle of the SPS.
  127571. * For an animated SPS, it is usually called within the render loop.
  127572. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  127573. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  127574. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  127575. * @returns the PCS.
  127576. */
  127577. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  127578. /**
  127579. * Disposes the PCS.
  127580. */
  127581. dispose(): void;
  127582. /**
  127583. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  127584. * doc :
  127585. * @returns the PCS.
  127586. */
  127587. refreshVisibleSize(): PointsCloudSystem;
  127588. /**
  127589. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  127590. * @param size the size (float) of the visibility box
  127591. * note : this doesn't lock the PCS mesh bounding box.
  127592. * doc :
  127593. */
  127594. setVisibilityBox(size: number): void;
  127595. /**
  127596. * Gets whether the PCS is always visible or not
  127597. * doc :
  127598. */
  127599. /**
  127600. * Sets the PCS as always visible or not
  127601. * doc :
  127602. */
  127603. isAlwaysVisible: boolean;
  127604. /**
  127605. * Tells to `setParticles()` to compute the particle rotations or not
  127606. * Default value : false. The PCS is faster when it's set to false
  127607. * Note : particle rotations are only applied to parent particles
  127608. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  127609. */
  127610. computeParticleRotation: boolean;
  127611. /**
  127612. * Tells to `setParticles()` to compute the particle colors or not.
  127613. * Default value : true. The PCS is faster when it's set to false.
  127614. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127615. */
  127616. /**
  127617. * Gets if `setParticles()` computes the particle colors or not.
  127618. * Default value : false. The PCS is faster when it's set to false.
  127619. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127620. */
  127621. computeParticleColor: boolean;
  127622. /**
  127623. * Gets if `setParticles()` computes the particle textures or not.
  127624. * Default value : false. The PCS is faster when it's set to false.
  127625. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  127626. */
  127627. computeParticleTexture: boolean;
  127628. /**
  127629. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  127630. */
  127631. /**
  127632. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  127633. */
  127634. computeBoundingBox: boolean;
  127635. /**
  127636. * This function does nothing. It may be overwritten to set all the particle first values.
  127637. * The PCS doesn't call this function, you may have to call it by your own.
  127638. * doc :
  127639. */
  127640. initParticles(): void;
  127641. /**
  127642. * This function does nothing. It may be overwritten to recycle a particle
  127643. * The PCS doesn't call this function, you can to call it
  127644. * doc :
  127645. * @param particle The particle to recycle
  127646. * @returns the recycled particle
  127647. */
  127648. recycleParticle(particle: CloudPoint): CloudPoint;
  127649. /**
  127650. * Updates a particle : this function should be overwritten by the user.
  127651. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  127652. * doc :
  127653. * @example : just set a particle position or velocity and recycle conditions
  127654. * @param particle The particle to update
  127655. * @returns the updated particle
  127656. */
  127657. updateParticle(particle: CloudPoint): CloudPoint;
  127658. /**
  127659. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  127660. * This does nothing and may be overwritten by the user.
  127661. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  127662. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  127663. * @param update the boolean update value actually passed to setParticles()
  127664. */
  127665. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  127666. /**
  127667. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  127668. * This will be passed three parameters.
  127669. * This does nothing and may be overwritten by the user.
  127670. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  127671. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  127672. * @param update the boolean update value actually passed to setParticles()
  127673. */
  127674. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  127675. }
  127676. }
  127677. declare module BABYLON {
  127678. /**
  127679. * Represents one particle of a points cloud system.
  127680. */
  127681. export class CloudPoint {
  127682. /**
  127683. * particle global index
  127684. */
  127685. idx: number;
  127686. /**
  127687. * The color of the particle
  127688. */
  127689. color: Nullable<Color4>;
  127690. /**
  127691. * The world space position of the particle.
  127692. */
  127693. position: Vector3;
  127694. /**
  127695. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  127696. */
  127697. rotation: Vector3;
  127698. /**
  127699. * The world space rotation quaternion of the particle.
  127700. */
  127701. rotationQuaternion: Nullable<Quaternion>;
  127702. /**
  127703. * The uv of the particle.
  127704. */
  127705. uv: Nullable<Vector2>;
  127706. /**
  127707. * The current speed of the particle.
  127708. */
  127709. velocity: Vector3;
  127710. /**
  127711. * The pivot point in the particle local space.
  127712. */
  127713. pivot: Vector3;
  127714. /**
  127715. * Must the particle be translated from its pivot point in its local space ?
  127716. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  127717. * Default : false
  127718. */
  127719. translateFromPivot: boolean;
  127720. /**
  127721. * Index of this particle in the global "positions" array (Internal use)
  127722. * @hidden
  127723. */
  127724. _pos: number;
  127725. /**
  127726. * @hidden Index of this particle in the global "indices" array (Internal use)
  127727. */
  127728. _ind: number;
  127729. /**
  127730. * Group this particle belongs to
  127731. */
  127732. _group: PointsGroup;
  127733. /**
  127734. * Group id of this particle
  127735. */
  127736. groupId: number;
  127737. /**
  127738. * Index of the particle in its group id (Internal use)
  127739. */
  127740. idxInGroup: number;
  127741. /**
  127742. * @hidden Particle BoundingInfo object (Internal use)
  127743. */
  127744. _boundingInfo: BoundingInfo;
  127745. /**
  127746. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  127747. */
  127748. _pcs: PointsCloudSystem;
  127749. /**
  127750. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  127751. */
  127752. _stillInvisible: boolean;
  127753. /**
  127754. * @hidden Last computed particle rotation matrix
  127755. */
  127756. _rotationMatrix: number[];
  127757. /**
  127758. * Parent particle Id, if any.
  127759. * Default null.
  127760. */
  127761. parentId: Nullable<number>;
  127762. /**
  127763. * @hidden Internal global position in the PCS.
  127764. */
  127765. _globalPosition: Vector3;
  127766. /**
  127767. * Creates a Point Cloud object.
  127768. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  127769. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  127770. * @param group (PointsGroup) is the group the particle belongs to
  127771. * @param groupId (integer) is the group identifier in the PCS.
  127772. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  127773. * @param pcs defines the PCS it is associated to
  127774. */
  127775. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  127776. /**
  127777. * get point size
  127778. */
  127779. /**
  127780. * Set point size
  127781. */
  127782. size: Vector3;
  127783. /**
  127784. * Legacy support, changed quaternion to rotationQuaternion
  127785. */
  127786. /**
  127787. * Legacy support, changed quaternion to rotationQuaternion
  127788. */
  127789. quaternion: Nullable<Quaternion>;
  127790. /**
  127791. * Returns a boolean. True if the particle intersects a mesh, else false
  127792. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  127793. * @param target is the object (point or mesh) what the intersection is computed against
  127794. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  127795. * @returns true if it intersects
  127796. */
  127797. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  127798. /**
  127799. * get the rotation matrix of the particle
  127800. * @hidden
  127801. */
  127802. getRotationMatrix(m: Matrix): void;
  127803. }
  127804. /**
  127805. * Represents a group of points in a points cloud system
  127806. * * PCS internal tool, don't use it manually.
  127807. */
  127808. export class PointsGroup {
  127809. /**
  127810. * The group id
  127811. * @hidden
  127812. */
  127813. groupID: number;
  127814. /**
  127815. * image data for group (internal use)
  127816. * @hidden
  127817. */
  127818. _groupImageData: Nullable<ArrayBufferView>;
  127819. /**
  127820. * Image Width (internal use)
  127821. * @hidden
  127822. */
  127823. _groupImgWidth: number;
  127824. /**
  127825. * Image Height (internal use)
  127826. * @hidden
  127827. */
  127828. _groupImgHeight: number;
  127829. /**
  127830. * Custom position function (internal use)
  127831. * @hidden
  127832. */
  127833. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  127834. /**
  127835. * density per facet for surface points
  127836. * @hidden
  127837. */
  127838. _groupDensity: number[];
  127839. /**
  127840. * Only when points are colored by texture carries pointer to texture list array
  127841. * @hidden
  127842. */
  127843. _textureNb: number;
  127844. /**
  127845. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  127846. * PCS internal tool, don't use it manually.
  127847. * @hidden
  127848. */
  127849. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  127850. }
  127851. }
  127852. declare module BABYLON {
  127853. interface Scene {
  127854. /** @hidden (Backing field) */
  127855. _physicsEngine: Nullable<IPhysicsEngine>;
  127856. /**
  127857. * Gets the current physics engine
  127858. * @returns a IPhysicsEngine or null if none attached
  127859. */
  127860. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  127861. /**
  127862. * Enables physics to the current scene
  127863. * @param gravity defines the scene's gravity for the physics engine
  127864. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  127865. * @return a boolean indicating if the physics engine was initialized
  127866. */
  127867. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  127868. /**
  127869. * Disables and disposes the physics engine associated with the scene
  127870. */
  127871. disablePhysicsEngine(): void;
  127872. /**
  127873. * Gets a boolean indicating if there is an active physics engine
  127874. * @returns a boolean indicating if there is an active physics engine
  127875. */
  127876. isPhysicsEnabled(): boolean;
  127877. /**
  127878. * Deletes a physics compound impostor
  127879. * @param compound defines the compound to delete
  127880. */
  127881. deleteCompoundImpostor(compound: any): void;
  127882. /**
  127883. * An event triggered when physic simulation is about to be run
  127884. */
  127885. onBeforePhysicsObservable: Observable<Scene>;
  127886. /**
  127887. * An event triggered when physic simulation has been done
  127888. */
  127889. onAfterPhysicsObservable: Observable<Scene>;
  127890. }
  127891. interface AbstractMesh {
  127892. /** @hidden */
  127893. _physicsImpostor: Nullable<PhysicsImpostor>;
  127894. /**
  127895. * Gets or sets impostor used for physic simulation
  127896. * @see http://doc.babylonjs.com/features/physics_engine
  127897. */
  127898. physicsImpostor: Nullable<PhysicsImpostor>;
  127899. /**
  127900. * Gets the current physics impostor
  127901. * @see http://doc.babylonjs.com/features/physics_engine
  127902. * @returns a physics impostor or null
  127903. */
  127904. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  127905. /** Apply a physic impulse to the mesh
  127906. * @param force defines the force to apply
  127907. * @param contactPoint defines where to apply the force
  127908. * @returns the current mesh
  127909. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  127910. */
  127911. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  127912. /**
  127913. * Creates a physic joint between two meshes
  127914. * @param otherMesh defines the other mesh to use
  127915. * @param pivot1 defines the pivot to use on this mesh
  127916. * @param pivot2 defines the pivot to use on the other mesh
  127917. * @param options defines additional options (can be plugin dependent)
  127918. * @returns the current mesh
  127919. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  127920. */
  127921. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  127922. /** @hidden */
  127923. _disposePhysicsObserver: Nullable<Observer<Node>>;
  127924. }
  127925. /**
  127926. * Defines the physics engine scene component responsible to manage a physics engine
  127927. */
  127928. export class PhysicsEngineSceneComponent implements ISceneComponent {
  127929. /**
  127930. * The component name helpful to identify the component in the list of scene components.
  127931. */
  127932. readonly name: string;
  127933. /**
  127934. * The scene the component belongs to.
  127935. */
  127936. scene: Scene;
  127937. /**
  127938. * Creates a new instance of the component for the given scene
  127939. * @param scene Defines the scene to register the component in
  127940. */
  127941. constructor(scene: Scene);
  127942. /**
  127943. * Registers the component in a given scene
  127944. */
  127945. register(): void;
  127946. /**
  127947. * Rebuilds the elements related to this component in case of
  127948. * context lost for instance.
  127949. */
  127950. rebuild(): void;
  127951. /**
  127952. * Disposes the component and the associated ressources
  127953. */
  127954. dispose(): void;
  127955. }
  127956. }
  127957. declare module BABYLON {
  127958. /**
  127959. * A helper for physics simulations
  127960. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127961. */
  127962. export class PhysicsHelper {
  127963. private _scene;
  127964. private _physicsEngine;
  127965. /**
  127966. * Initializes the Physics helper
  127967. * @param scene Babylon.js scene
  127968. */
  127969. constructor(scene: Scene);
  127970. /**
  127971. * Applies a radial explosion impulse
  127972. * @param origin the origin of the explosion
  127973. * @param radiusOrEventOptions the radius or the options of radial explosion
  127974. * @param strength the explosion strength
  127975. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127976. * @returns A physics radial explosion event, or null
  127977. */
  127978. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  127979. /**
  127980. * Applies a radial explosion force
  127981. * @param origin the origin of the explosion
  127982. * @param radiusOrEventOptions the radius or the options of radial explosion
  127983. * @param strength the explosion strength
  127984. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127985. * @returns A physics radial explosion event, or null
  127986. */
  127987. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  127988. /**
  127989. * Creates a gravitational field
  127990. * @param origin the origin of the explosion
  127991. * @param radiusOrEventOptions the radius or the options of radial explosion
  127992. * @param strength the explosion strength
  127993. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127994. * @returns A physics gravitational field event, or null
  127995. */
  127996. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  127997. /**
  127998. * Creates a physics updraft event
  127999. * @param origin the origin of the updraft
  128000. * @param radiusOrEventOptions the radius or the options of the updraft
  128001. * @param strength the strength of the updraft
  128002. * @param height the height of the updraft
  128003. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  128004. * @returns A physics updraft event, or null
  128005. */
  128006. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  128007. /**
  128008. * Creates a physics vortex event
  128009. * @param origin the of the vortex
  128010. * @param radiusOrEventOptions the radius or the options of the vortex
  128011. * @param strength the strength of the vortex
  128012. * @param height the height of the vortex
  128013. * @returns a Physics vortex event, or null
  128014. * A physics vortex event or null
  128015. */
  128016. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  128017. }
  128018. /**
  128019. * Represents a physics radial explosion event
  128020. */
  128021. class PhysicsRadialExplosionEvent {
  128022. private _scene;
  128023. private _options;
  128024. private _sphere;
  128025. private _dataFetched;
  128026. /**
  128027. * Initializes a radial explosioin event
  128028. * @param _scene BabylonJS scene
  128029. * @param _options The options for the vortex event
  128030. */
  128031. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  128032. /**
  128033. * Returns the data related to the radial explosion event (sphere).
  128034. * @returns The radial explosion event data
  128035. */
  128036. getData(): PhysicsRadialExplosionEventData;
  128037. /**
  128038. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  128039. * @param impostor A physics imposter
  128040. * @param origin the origin of the explosion
  128041. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  128042. */
  128043. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  128044. /**
  128045. * Triggers affecterd impostors callbacks
  128046. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  128047. */
  128048. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  128049. /**
  128050. * Disposes the sphere.
  128051. * @param force Specifies if the sphere should be disposed by force
  128052. */
  128053. dispose(force?: boolean): void;
  128054. /*** Helpers ***/
  128055. private _prepareSphere;
  128056. private _intersectsWithSphere;
  128057. }
  128058. /**
  128059. * Represents a gravitational field event
  128060. */
  128061. class PhysicsGravitationalFieldEvent {
  128062. private _physicsHelper;
  128063. private _scene;
  128064. private _origin;
  128065. private _options;
  128066. private _tickCallback;
  128067. private _sphere;
  128068. private _dataFetched;
  128069. /**
  128070. * Initializes the physics gravitational field event
  128071. * @param _physicsHelper A physics helper
  128072. * @param _scene BabylonJS scene
  128073. * @param _origin The origin position of the gravitational field event
  128074. * @param _options The options for the vortex event
  128075. */
  128076. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  128077. /**
  128078. * Returns the data related to the gravitational field event (sphere).
  128079. * @returns A gravitational field event
  128080. */
  128081. getData(): PhysicsGravitationalFieldEventData;
  128082. /**
  128083. * Enables the gravitational field.
  128084. */
  128085. enable(): void;
  128086. /**
  128087. * Disables the gravitational field.
  128088. */
  128089. disable(): void;
  128090. /**
  128091. * Disposes the sphere.
  128092. * @param force The force to dispose from the gravitational field event
  128093. */
  128094. dispose(force?: boolean): void;
  128095. private _tick;
  128096. }
  128097. /**
  128098. * Represents a physics updraft event
  128099. */
  128100. class PhysicsUpdraftEvent {
  128101. private _scene;
  128102. private _origin;
  128103. private _options;
  128104. private _physicsEngine;
  128105. private _originTop;
  128106. private _originDirection;
  128107. private _tickCallback;
  128108. private _cylinder;
  128109. private _cylinderPosition;
  128110. private _dataFetched;
  128111. /**
  128112. * Initializes the physics updraft event
  128113. * @param _scene BabylonJS scene
  128114. * @param _origin The origin position of the updraft
  128115. * @param _options The options for the updraft event
  128116. */
  128117. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  128118. /**
  128119. * Returns the data related to the updraft event (cylinder).
  128120. * @returns A physics updraft event
  128121. */
  128122. getData(): PhysicsUpdraftEventData;
  128123. /**
  128124. * Enables the updraft.
  128125. */
  128126. enable(): void;
  128127. /**
  128128. * Disables the updraft.
  128129. */
  128130. disable(): void;
  128131. /**
  128132. * Disposes the cylinder.
  128133. * @param force Specifies if the updraft should be disposed by force
  128134. */
  128135. dispose(force?: boolean): void;
  128136. private getImpostorHitData;
  128137. private _tick;
  128138. /*** Helpers ***/
  128139. private _prepareCylinder;
  128140. private _intersectsWithCylinder;
  128141. }
  128142. /**
  128143. * Represents a physics vortex event
  128144. */
  128145. class PhysicsVortexEvent {
  128146. private _scene;
  128147. private _origin;
  128148. private _options;
  128149. private _physicsEngine;
  128150. private _originTop;
  128151. private _tickCallback;
  128152. private _cylinder;
  128153. private _cylinderPosition;
  128154. private _dataFetched;
  128155. /**
  128156. * Initializes the physics vortex event
  128157. * @param _scene The BabylonJS scene
  128158. * @param _origin The origin position of the vortex
  128159. * @param _options The options for the vortex event
  128160. */
  128161. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  128162. /**
  128163. * Returns the data related to the vortex event (cylinder).
  128164. * @returns The physics vortex event data
  128165. */
  128166. getData(): PhysicsVortexEventData;
  128167. /**
  128168. * Enables the vortex.
  128169. */
  128170. enable(): void;
  128171. /**
  128172. * Disables the cortex.
  128173. */
  128174. disable(): void;
  128175. /**
  128176. * Disposes the sphere.
  128177. * @param force
  128178. */
  128179. dispose(force?: boolean): void;
  128180. private getImpostorHitData;
  128181. private _tick;
  128182. /*** Helpers ***/
  128183. private _prepareCylinder;
  128184. private _intersectsWithCylinder;
  128185. }
  128186. /**
  128187. * Options fot the radial explosion event
  128188. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128189. */
  128190. export class PhysicsRadialExplosionEventOptions {
  128191. /**
  128192. * The radius of the sphere for the radial explosion.
  128193. */
  128194. radius: number;
  128195. /**
  128196. * The strenth of the explosion.
  128197. */
  128198. strength: number;
  128199. /**
  128200. * The strenght of the force in correspondence to the distance of the affected object
  128201. */
  128202. falloff: PhysicsRadialImpulseFalloff;
  128203. /**
  128204. * Sphere options for the radial explosion.
  128205. */
  128206. sphere: {
  128207. segments: number;
  128208. diameter: number;
  128209. };
  128210. /**
  128211. * Sphere options for the radial explosion.
  128212. */
  128213. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  128214. }
  128215. /**
  128216. * Options fot the updraft event
  128217. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128218. */
  128219. export class PhysicsUpdraftEventOptions {
  128220. /**
  128221. * The radius of the cylinder for the vortex
  128222. */
  128223. radius: number;
  128224. /**
  128225. * The strenth of the updraft.
  128226. */
  128227. strength: number;
  128228. /**
  128229. * The height of the cylinder for the updraft.
  128230. */
  128231. height: number;
  128232. /**
  128233. * The mode for the the updraft.
  128234. */
  128235. updraftMode: PhysicsUpdraftMode;
  128236. }
  128237. /**
  128238. * Options fot the vortex event
  128239. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128240. */
  128241. export class PhysicsVortexEventOptions {
  128242. /**
  128243. * The radius of the cylinder for the vortex
  128244. */
  128245. radius: number;
  128246. /**
  128247. * The strenth of the vortex.
  128248. */
  128249. strength: number;
  128250. /**
  128251. * The height of the cylinder for the vortex.
  128252. */
  128253. height: number;
  128254. /**
  128255. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  128256. */
  128257. centripetalForceThreshold: number;
  128258. /**
  128259. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  128260. */
  128261. centripetalForceMultiplier: number;
  128262. /**
  128263. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  128264. */
  128265. centrifugalForceMultiplier: number;
  128266. /**
  128267. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  128268. */
  128269. updraftForceMultiplier: number;
  128270. }
  128271. /**
  128272. * The strenght of the force in correspondence to the distance of the affected object
  128273. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128274. */
  128275. export enum PhysicsRadialImpulseFalloff {
  128276. /** Defines that impulse is constant in strength across it's whole radius */
  128277. Constant = 0,
  128278. /** Defines that impulse gets weaker if it's further from the origin */
  128279. Linear = 1
  128280. }
  128281. /**
  128282. * The strength of the force in correspondence to the distance of the affected object
  128283. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128284. */
  128285. export enum PhysicsUpdraftMode {
  128286. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  128287. Center = 0,
  128288. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  128289. Perpendicular = 1
  128290. }
  128291. /**
  128292. * Interface for a physics hit data
  128293. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128294. */
  128295. export interface PhysicsHitData {
  128296. /**
  128297. * The force applied at the contact point
  128298. */
  128299. force: Vector3;
  128300. /**
  128301. * The contact point
  128302. */
  128303. contactPoint: Vector3;
  128304. /**
  128305. * The distance from the origin to the contact point
  128306. */
  128307. distanceFromOrigin: number;
  128308. }
  128309. /**
  128310. * Interface for radial explosion event data
  128311. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128312. */
  128313. export interface PhysicsRadialExplosionEventData {
  128314. /**
  128315. * A sphere used for the radial explosion event
  128316. */
  128317. sphere: Mesh;
  128318. }
  128319. /**
  128320. * Interface for gravitational field event data
  128321. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128322. */
  128323. export interface PhysicsGravitationalFieldEventData {
  128324. /**
  128325. * A sphere mesh used for the gravitational field event
  128326. */
  128327. sphere: Mesh;
  128328. }
  128329. /**
  128330. * Interface for updraft event data
  128331. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128332. */
  128333. export interface PhysicsUpdraftEventData {
  128334. /**
  128335. * A cylinder used for the updraft event
  128336. */
  128337. cylinder: Mesh;
  128338. }
  128339. /**
  128340. * Interface for vortex event data
  128341. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128342. */
  128343. export interface PhysicsVortexEventData {
  128344. /**
  128345. * A cylinder used for the vortex event
  128346. */
  128347. cylinder: Mesh;
  128348. }
  128349. /**
  128350. * Interface for an affected physics impostor
  128351. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128352. */
  128353. export interface PhysicsAffectedImpostorWithData {
  128354. /**
  128355. * The impostor affected by the effect
  128356. */
  128357. impostor: PhysicsImpostor;
  128358. /**
  128359. * The data about the hit/horce from the explosion
  128360. */
  128361. hitData: PhysicsHitData;
  128362. }
  128363. }
  128364. declare module BABYLON {
  128365. /** @hidden */
  128366. export var blackAndWhitePixelShader: {
  128367. name: string;
  128368. shader: string;
  128369. };
  128370. }
  128371. declare module BABYLON {
  128372. /**
  128373. * Post process used to render in black and white
  128374. */
  128375. export class BlackAndWhitePostProcess extends PostProcess {
  128376. /**
  128377. * Linear about to convert he result to black and white (default: 1)
  128378. */
  128379. degree: number;
  128380. /**
  128381. * Creates a black and white post process
  128382. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  128383. * @param name The name of the effect.
  128384. * @param options The required width/height ratio to downsize to before computing the render pass.
  128385. * @param camera The camera to apply the render pass to.
  128386. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128387. * @param engine The engine which the post process will be applied. (default: current engine)
  128388. * @param reusable If the post process can be reused on the same frame. (default: false)
  128389. */
  128390. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128391. }
  128392. }
  128393. declare module BABYLON {
  128394. /**
  128395. * This represents a set of one or more post processes in Babylon.
  128396. * A post process can be used to apply a shader to a texture after it is rendered.
  128397. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128398. */
  128399. export class PostProcessRenderEffect {
  128400. private _postProcesses;
  128401. private _getPostProcesses;
  128402. private _singleInstance;
  128403. private _cameras;
  128404. private _indicesForCamera;
  128405. /**
  128406. * Name of the effect
  128407. * @hidden
  128408. */
  128409. _name: string;
  128410. /**
  128411. * Instantiates a post process render effect.
  128412. * A post process can be used to apply a shader to a texture after it is rendered.
  128413. * @param engine The engine the effect is tied to
  128414. * @param name The name of the effect
  128415. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  128416. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  128417. */
  128418. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  128419. /**
  128420. * Checks if all the post processes in the effect are supported.
  128421. */
  128422. readonly isSupported: boolean;
  128423. /**
  128424. * Updates the current state of the effect
  128425. * @hidden
  128426. */
  128427. _update(): void;
  128428. /**
  128429. * Attaches the effect on cameras
  128430. * @param cameras The camera to attach to.
  128431. * @hidden
  128432. */
  128433. _attachCameras(cameras: Camera): void;
  128434. /**
  128435. * Attaches the effect on cameras
  128436. * @param cameras The camera to attach to.
  128437. * @hidden
  128438. */
  128439. _attachCameras(cameras: Camera[]): void;
  128440. /**
  128441. * Detaches the effect on cameras
  128442. * @param cameras The camera to detatch from.
  128443. * @hidden
  128444. */
  128445. _detachCameras(cameras: Camera): void;
  128446. /**
  128447. * Detatches the effect on cameras
  128448. * @param cameras The camera to detatch from.
  128449. * @hidden
  128450. */
  128451. _detachCameras(cameras: Camera[]): void;
  128452. /**
  128453. * Enables the effect on given cameras
  128454. * @param cameras The camera to enable.
  128455. * @hidden
  128456. */
  128457. _enable(cameras: Camera): void;
  128458. /**
  128459. * Enables the effect on given cameras
  128460. * @param cameras The camera to enable.
  128461. * @hidden
  128462. */
  128463. _enable(cameras: Nullable<Camera[]>): void;
  128464. /**
  128465. * Disables the effect on the given cameras
  128466. * @param cameras The camera to disable.
  128467. * @hidden
  128468. */
  128469. _disable(cameras: Camera): void;
  128470. /**
  128471. * Disables the effect on the given cameras
  128472. * @param cameras The camera to disable.
  128473. * @hidden
  128474. */
  128475. _disable(cameras: Nullable<Camera[]>): void;
  128476. /**
  128477. * Gets a list of the post processes contained in the effect.
  128478. * @param camera The camera to get the post processes on.
  128479. * @returns The list of the post processes in the effect.
  128480. */
  128481. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  128482. }
  128483. }
  128484. declare module BABYLON {
  128485. /** @hidden */
  128486. export var extractHighlightsPixelShader: {
  128487. name: string;
  128488. shader: string;
  128489. };
  128490. }
  128491. declare module BABYLON {
  128492. /**
  128493. * 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.
  128494. */
  128495. export class ExtractHighlightsPostProcess extends PostProcess {
  128496. /**
  128497. * The luminance threshold, pixels below this value will be set to black.
  128498. */
  128499. threshold: number;
  128500. /** @hidden */
  128501. _exposure: number;
  128502. /**
  128503. * Post process which has the input texture to be used when performing highlight extraction
  128504. * @hidden
  128505. */
  128506. _inputPostProcess: Nullable<PostProcess>;
  128507. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128508. }
  128509. }
  128510. declare module BABYLON {
  128511. /** @hidden */
  128512. export var bloomMergePixelShader: {
  128513. name: string;
  128514. shader: string;
  128515. };
  128516. }
  128517. declare module BABYLON {
  128518. /**
  128519. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128520. */
  128521. export class BloomMergePostProcess extends PostProcess {
  128522. /** Weight of the bloom to be added to the original input. */
  128523. weight: number;
  128524. /**
  128525. * Creates a new instance of @see BloomMergePostProcess
  128526. * @param name The name of the effect.
  128527. * @param originalFromInput Post process which's input will be used for the merge.
  128528. * @param blurred Blurred highlights post process which's output will be used.
  128529. * @param weight Weight of the bloom to be added to the original input.
  128530. * @param options The required width/height ratio to downsize to before computing the render pass.
  128531. * @param camera The camera to apply the render pass to.
  128532. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128533. * @param engine The engine which the post process will be applied. (default: current engine)
  128534. * @param reusable If the post process can be reused on the same frame. (default: false)
  128535. * @param textureType Type of textures used when performing the post process. (default: 0)
  128536. * @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)
  128537. */
  128538. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  128539. /** Weight of the bloom to be added to the original input. */
  128540. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128541. }
  128542. }
  128543. declare module BABYLON {
  128544. /**
  128545. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  128546. */
  128547. export class BloomEffect extends PostProcessRenderEffect {
  128548. private bloomScale;
  128549. /**
  128550. * @hidden Internal
  128551. */
  128552. _effects: Array<PostProcess>;
  128553. /**
  128554. * @hidden Internal
  128555. */
  128556. _downscale: ExtractHighlightsPostProcess;
  128557. private _blurX;
  128558. private _blurY;
  128559. private _merge;
  128560. /**
  128561. * The luminance threshold to find bright areas of the image to bloom.
  128562. */
  128563. threshold: number;
  128564. /**
  128565. * The strength of the bloom.
  128566. */
  128567. weight: number;
  128568. /**
  128569. * Specifies the size of the bloom blur kernel, relative to the final output size
  128570. */
  128571. kernel: number;
  128572. /**
  128573. * Creates a new instance of @see BloomEffect
  128574. * @param scene The scene the effect belongs to.
  128575. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  128576. * @param bloomKernel The size of the kernel to be used when applying the blur.
  128577. * @param bloomWeight The the strength of bloom.
  128578. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128579. * @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)
  128580. */
  128581. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  128582. /**
  128583. * Disposes each of the internal effects for a given camera.
  128584. * @param camera The camera to dispose the effect on.
  128585. */
  128586. disposeEffects(camera: Camera): void;
  128587. /**
  128588. * @hidden Internal
  128589. */
  128590. _updateEffects(): void;
  128591. /**
  128592. * Internal
  128593. * @returns if all the contained post processes are ready.
  128594. * @hidden
  128595. */
  128596. _isReady(): boolean;
  128597. }
  128598. }
  128599. declare module BABYLON {
  128600. /** @hidden */
  128601. export var chromaticAberrationPixelShader: {
  128602. name: string;
  128603. shader: string;
  128604. };
  128605. }
  128606. declare module BABYLON {
  128607. /**
  128608. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  128609. */
  128610. export class ChromaticAberrationPostProcess extends PostProcess {
  128611. /**
  128612. * The amount of seperation of rgb channels (default: 30)
  128613. */
  128614. aberrationAmount: number;
  128615. /**
  128616. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  128617. */
  128618. radialIntensity: number;
  128619. /**
  128620. * 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))
  128621. */
  128622. direction: Vector2;
  128623. /**
  128624. * 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))
  128625. */
  128626. centerPosition: Vector2;
  128627. /**
  128628. * Creates a new instance ChromaticAberrationPostProcess
  128629. * @param name The name of the effect.
  128630. * @param screenWidth The width of the screen to apply the effect on.
  128631. * @param screenHeight The height of the screen to apply the effect on.
  128632. * @param options The required width/height ratio to downsize to before computing the render pass.
  128633. * @param camera The camera to apply the render pass to.
  128634. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128635. * @param engine The engine which the post process will be applied. (default: current engine)
  128636. * @param reusable If the post process can be reused on the same frame. (default: false)
  128637. * @param textureType Type of textures used when performing the post process. (default: 0)
  128638. * @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)
  128639. */
  128640. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128641. }
  128642. }
  128643. declare module BABYLON {
  128644. /** @hidden */
  128645. export var circleOfConfusionPixelShader: {
  128646. name: string;
  128647. shader: string;
  128648. };
  128649. }
  128650. declare module BABYLON {
  128651. /**
  128652. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  128653. */
  128654. export class CircleOfConfusionPostProcess extends PostProcess {
  128655. /**
  128656. * 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.
  128657. */
  128658. lensSize: number;
  128659. /**
  128660. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  128661. */
  128662. fStop: number;
  128663. /**
  128664. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  128665. */
  128666. focusDistance: number;
  128667. /**
  128668. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  128669. */
  128670. focalLength: number;
  128671. private _depthTexture;
  128672. /**
  128673. * Creates a new instance CircleOfConfusionPostProcess
  128674. * @param name The name of the effect.
  128675. * @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.
  128676. * @param options The required width/height ratio to downsize to before computing the render pass.
  128677. * @param camera The camera to apply the render pass to.
  128678. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128679. * @param engine The engine which the post process will be applied. (default: current engine)
  128680. * @param reusable If the post process can be reused on the same frame. (default: false)
  128681. * @param textureType Type of textures used when performing the post process. (default: 0)
  128682. * @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)
  128683. */
  128684. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128685. /**
  128686. * 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.
  128687. */
  128688. depthTexture: RenderTargetTexture;
  128689. }
  128690. }
  128691. declare module BABYLON {
  128692. /** @hidden */
  128693. export var colorCorrectionPixelShader: {
  128694. name: string;
  128695. shader: string;
  128696. };
  128697. }
  128698. declare module BABYLON {
  128699. /**
  128700. *
  128701. * This post-process allows the modification of rendered colors by using
  128702. * a 'look-up table' (LUT). This effect is also called Color Grading.
  128703. *
  128704. * The object needs to be provided an url to a texture containing the color
  128705. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  128706. * Use an image editing software to tweak the LUT to match your needs.
  128707. *
  128708. * For an example of a color LUT, see here:
  128709. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  128710. * For explanations on color grading, see here:
  128711. * @see http://udn.epicgames.com/Three/ColorGrading.html
  128712. *
  128713. */
  128714. export class ColorCorrectionPostProcess extends PostProcess {
  128715. private _colorTableTexture;
  128716. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128717. }
  128718. }
  128719. declare module BABYLON {
  128720. /** @hidden */
  128721. export var convolutionPixelShader: {
  128722. name: string;
  128723. shader: string;
  128724. };
  128725. }
  128726. declare module BABYLON {
  128727. /**
  128728. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  128729. * input texture to perform effects such as edge detection or sharpening
  128730. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128731. */
  128732. export class ConvolutionPostProcess extends PostProcess {
  128733. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  128734. kernel: number[];
  128735. /**
  128736. * Creates a new instance ConvolutionPostProcess
  128737. * @param name The name of the effect.
  128738. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  128739. * @param options The required width/height ratio to downsize to before computing the render pass.
  128740. * @param camera The camera to apply the render pass to.
  128741. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128742. * @param engine The engine which the post process will be applied. (default: current engine)
  128743. * @param reusable If the post process can be reused on the same frame. (default: false)
  128744. * @param textureType Type of textures used when performing the post process. (default: 0)
  128745. */
  128746. constructor(name: string,
  128747. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  128748. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128749. /**
  128750. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128751. */
  128752. static EdgeDetect0Kernel: number[];
  128753. /**
  128754. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128755. */
  128756. static EdgeDetect1Kernel: number[];
  128757. /**
  128758. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128759. */
  128760. static EdgeDetect2Kernel: number[];
  128761. /**
  128762. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128763. */
  128764. static SharpenKernel: number[];
  128765. /**
  128766. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128767. */
  128768. static EmbossKernel: number[];
  128769. /**
  128770. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128771. */
  128772. static GaussianKernel: number[];
  128773. }
  128774. }
  128775. declare module BABYLON {
  128776. /**
  128777. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  128778. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  128779. * based on samples that have a large difference in distance than the center pixel.
  128780. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  128781. */
  128782. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  128783. direction: Vector2;
  128784. /**
  128785. * Creates a new instance CircleOfConfusionPostProcess
  128786. * @param name The name of the effect.
  128787. * @param scene The scene the effect belongs to.
  128788. * @param direction The direction the blur should be applied.
  128789. * @param kernel The size of the kernel used to blur.
  128790. * @param options The required width/height ratio to downsize to before computing the render pass.
  128791. * @param camera The camera to apply the render pass to.
  128792. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  128793. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  128794. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128795. * @param engine The engine which the post process will be applied. (default: current engine)
  128796. * @param reusable If the post process can be reused on the same frame. (default: false)
  128797. * @param textureType Type of textures used when performing the post process. (default: 0)
  128798. * @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)
  128799. */
  128800. 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);
  128801. }
  128802. }
  128803. declare module BABYLON {
  128804. /** @hidden */
  128805. export var depthOfFieldMergePixelShader: {
  128806. name: string;
  128807. shader: string;
  128808. };
  128809. }
  128810. declare module BABYLON {
  128811. /**
  128812. * Options to be set when merging outputs from the default pipeline.
  128813. */
  128814. export class DepthOfFieldMergePostProcessOptions {
  128815. /**
  128816. * The original image to merge on top of
  128817. */
  128818. originalFromInput: PostProcess;
  128819. /**
  128820. * Parameters to perform the merge of the depth of field effect
  128821. */
  128822. depthOfField?: {
  128823. circleOfConfusion: PostProcess;
  128824. blurSteps: Array<PostProcess>;
  128825. };
  128826. /**
  128827. * Parameters to perform the merge of bloom effect
  128828. */
  128829. bloom?: {
  128830. blurred: PostProcess;
  128831. weight: number;
  128832. };
  128833. }
  128834. /**
  128835. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128836. */
  128837. export class DepthOfFieldMergePostProcess extends PostProcess {
  128838. private blurSteps;
  128839. /**
  128840. * Creates a new instance of DepthOfFieldMergePostProcess
  128841. * @param name The name of the effect.
  128842. * @param originalFromInput Post process which's input will be used for the merge.
  128843. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  128844. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  128845. * @param options The required width/height ratio to downsize to before computing the render pass.
  128846. * @param camera The camera to apply the render pass to.
  128847. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128848. * @param engine The engine which the post process will be applied. (default: current engine)
  128849. * @param reusable If the post process can be reused on the same frame. (default: false)
  128850. * @param textureType Type of textures used when performing the post process. (default: 0)
  128851. * @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)
  128852. */
  128853. 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);
  128854. /**
  128855. * Updates the effect with the current post process compile time values and recompiles the shader.
  128856. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  128857. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  128858. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  128859. * @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
  128860. * @param onCompiled Called when the shader has been compiled.
  128861. * @param onError Called if there is an error when compiling a shader.
  128862. */
  128863. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  128864. }
  128865. }
  128866. declare module BABYLON {
  128867. /**
  128868. * Specifies the level of max blur that should be applied when using the depth of field effect
  128869. */
  128870. export enum DepthOfFieldEffectBlurLevel {
  128871. /**
  128872. * Subtle blur
  128873. */
  128874. Low = 0,
  128875. /**
  128876. * Medium blur
  128877. */
  128878. Medium = 1,
  128879. /**
  128880. * Large blur
  128881. */
  128882. High = 2
  128883. }
  128884. /**
  128885. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  128886. */
  128887. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  128888. private _circleOfConfusion;
  128889. /**
  128890. * @hidden Internal, blurs from high to low
  128891. */
  128892. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  128893. private _depthOfFieldBlurY;
  128894. private _dofMerge;
  128895. /**
  128896. * @hidden Internal post processes in depth of field effect
  128897. */
  128898. _effects: Array<PostProcess>;
  128899. /**
  128900. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  128901. */
  128902. focalLength: number;
  128903. /**
  128904. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  128905. */
  128906. fStop: number;
  128907. /**
  128908. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  128909. */
  128910. focusDistance: number;
  128911. /**
  128912. * 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.
  128913. */
  128914. lensSize: number;
  128915. /**
  128916. * Creates a new instance DepthOfFieldEffect
  128917. * @param scene The scene the effect belongs to.
  128918. * @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.
  128919. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128920. * @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)
  128921. */
  128922. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  128923. /**
  128924. * Get the current class name of the current effet
  128925. * @returns "DepthOfFieldEffect"
  128926. */
  128927. getClassName(): string;
  128928. /**
  128929. * 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.
  128930. */
  128931. depthTexture: RenderTargetTexture;
  128932. /**
  128933. * Disposes each of the internal effects for a given camera.
  128934. * @param camera The camera to dispose the effect on.
  128935. */
  128936. disposeEffects(camera: Camera): void;
  128937. /**
  128938. * @hidden Internal
  128939. */
  128940. _updateEffects(): void;
  128941. /**
  128942. * Internal
  128943. * @returns if all the contained post processes are ready.
  128944. * @hidden
  128945. */
  128946. _isReady(): boolean;
  128947. }
  128948. }
  128949. declare module BABYLON {
  128950. /** @hidden */
  128951. export var displayPassPixelShader: {
  128952. name: string;
  128953. shader: string;
  128954. };
  128955. }
  128956. declare module BABYLON {
  128957. /**
  128958. * DisplayPassPostProcess which produces an output the same as it's input
  128959. */
  128960. export class DisplayPassPostProcess extends PostProcess {
  128961. /**
  128962. * Creates the DisplayPassPostProcess
  128963. * @param name The name of the effect.
  128964. * @param options The required width/height ratio to downsize to before computing the render pass.
  128965. * @param camera The camera to apply the render pass to.
  128966. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128967. * @param engine The engine which the post process will be applied. (default: current engine)
  128968. * @param reusable If the post process can be reused on the same frame. (default: false)
  128969. */
  128970. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128971. }
  128972. }
  128973. declare module BABYLON {
  128974. /** @hidden */
  128975. export var filterPixelShader: {
  128976. name: string;
  128977. shader: string;
  128978. };
  128979. }
  128980. declare module BABYLON {
  128981. /**
  128982. * Applies a kernel filter to the image
  128983. */
  128984. export class FilterPostProcess extends PostProcess {
  128985. /** The matrix to be applied to the image */
  128986. kernelMatrix: Matrix;
  128987. /**
  128988. *
  128989. * @param name The name of the effect.
  128990. * @param kernelMatrix The matrix to be applied to the image
  128991. * @param options The required width/height ratio to downsize to before computing the render pass.
  128992. * @param camera The camera to apply the render pass to.
  128993. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128994. * @param engine The engine which the post process will be applied. (default: current engine)
  128995. * @param reusable If the post process can be reused on the same frame. (default: false)
  128996. */
  128997. constructor(name: string,
  128998. /** The matrix to be applied to the image */
  128999. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129000. }
  129001. }
  129002. declare module BABYLON {
  129003. /** @hidden */
  129004. export var fxaaPixelShader: {
  129005. name: string;
  129006. shader: string;
  129007. };
  129008. }
  129009. declare module BABYLON {
  129010. /** @hidden */
  129011. export var fxaaVertexShader: {
  129012. name: string;
  129013. shader: string;
  129014. };
  129015. }
  129016. declare module BABYLON {
  129017. /**
  129018. * Fxaa post process
  129019. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  129020. */
  129021. export class FxaaPostProcess extends PostProcess {
  129022. /** @hidden */
  129023. texelWidth: number;
  129024. /** @hidden */
  129025. texelHeight: number;
  129026. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129027. private _getDefines;
  129028. }
  129029. }
  129030. declare module BABYLON {
  129031. /** @hidden */
  129032. export var grainPixelShader: {
  129033. name: string;
  129034. shader: string;
  129035. };
  129036. }
  129037. declare module BABYLON {
  129038. /**
  129039. * The GrainPostProcess adds noise to the image at mid luminance levels
  129040. */
  129041. export class GrainPostProcess extends PostProcess {
  129042. /**
  129043. * The intensity of the grain added (default: 30)
  129044. */
  129045. intensity: number;
  129046. /**
  129047. * If the grain should be randomized on every frame
  129048. */
  129049. animated: boolean;
  129050. /**
  129051. * Creates a new instance of @see GrainPostProcess
  129052. * @param name The name of the effect.
  129053. * @param options The required width/height ratio to downsize to before computing the render pass.
  129054. * @param camera The camera to apply the render pass to.
  129055. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129056. * @param engine The engine which the post process will be applied. (default: current engine)
  129057. * @param reusable If the post process can be reused on the same frame. (default: false)
  129058. * @param textureType Type of textures used when performing the post process. (default: 0)
  129059. * @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)
  129060. */
  129061. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129062. }
  129063. }
  129064. declare module BABYLON {
  129065. /** @hidden */
  129066. export var highlightsPixelShader: {
  129067. name: string;
  129068. shader: string;
  129069. };
  129070. }
  129071. declare module BABYLON {
  129072. /**
  129073. * Extracts highlights from the image
  129074. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129075. */
  129076. export class HighlightsPostProcess extends PostProcess {
  129077. /**
  129078. * Extracts highlights from the image
  129079. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129080. * @param name The name of the effect.
  129081. * @param options The required width/height ratio to downsize to before computing the render pass.
  129082. * @param camera The camera to apply the render pass to.
  129083. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129084. * @param engine The engine which the post process will be applied. (default: current engine)
  129085. * @param reusable If the post process can be reused on the same frame. (default: false)
  129086. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  129087. */
  129088. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129089. }
  129090. }
  129091. declare module BABYLON {
  129092. /** @hidden */
  129093. export var mrtFragmentDeclaration: {
  129094. name: string;
  129095. shader: string;
  129096. };
  129097. }
  129098. declare module BABYLON {
  129099. /** @hidden */
  129100. export var geometryPixelShader: {
  129101. name: string;
  129102. shader: string;
  129103. };
  129104. }
  129105. declare module BABYLON {
  129106. /** @hidden */
  129107. export var geometryVertexShader: {
  129108. name: string;
  129109. shader: string;
  129110. };
  129111. }
  129112. declare module BABYLON {
  129113. /** @hidden */
  129114. interface ISavedTransformationMatrix {
  129115. world: Matrix;
  129116. viewProjection: Matrix;
  129117. }
  129118. /**
  129119. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  129120. */
  129121. export class GeometryBufferRenderer {
  129122. /**
  129123. * Constant used to retrieve the position texture index in the G-Buffer textures array
  129124. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  129125. */
  129126. static readonly POSITION_TEXTURE_TYPE: number;
  129127. /**
  129128. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  129129. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  129130. */
  129131. static readonly VELOCITY_TEXTURE_TYPE: number;
  129132. /**
  129133. * Dictionary used to store the previous transformation matrices of each rendered mesh
  129134. * in order to compute objects velocities when enableVelocity is set to "true"
  129135. * @hidden
  129136. */
  129137. _previousTransformationMatrices: {
  129138. [index: number]: ISavedTransformationMatrix;
  129139. };
  129140. /**
  129141. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  129142. * in order to compute objects velocities when enableVelocity is set to "true"
  129143. * @hidden
  129144. */
  129145. _previousBonesTransformationMatrices: {
  129146. [index: number]: Float32Array;
  129147. };
  129148. /**
  129149. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  129150. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  129151. */
  129152. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  129153. private _scene;
  129154. private _multiRenderTarget;
  129155. private _ratio;
  129156. private _enablePosition;
  129157. private _enableVelocity;
  129158. private _positionIndex;
  129159. private _velocityIndex;
  129160. protected _effect: Effect;
  129161. protected _cachedDefines: string;
  129162. /**
  129163. * Set the render list (meshes to be rendered) used in the G buffer.
  129164. */
  129165. renderList: Mesh[];
  129166. /**
  129167. * Gets wether or not G buffer are supported by the running hardware.
  129168. * This requires draw buffer supports
  129169. */
  129170. readonly isSupported: boolean;
  129171. /**
  129172. * Returns the index of the given texture type in the G-Buffer textures array
  129173. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  129174. * @returns the index of the given texture type in the G-Buffer textures array
  129175. */
  129176. getTextureIndex(textureType: number): number;
  129177. /**
  129178. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  129179. */
  129180. /**
  129181. * Sets whether or not objects positions are enabled for the G buffer.
  129182. */
  129183. enablePosition: boolean;
  129184. /**
  129185. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  129186. */
  129187. /**
  129188. * Sets wether or not objects velocities are enabled for the G buffer.
  129189. */
  129190. enableVelocity: boolean;
  129191. /**
  129192. * Gets the scene associated with the buffer.
  129193. */
  129194. readonly scene: Scene;
  129195. /**
  129196. * Gets the ratio used by the buffer during its creation.
  129197. * How big is the buffer related to the main canvas.
  129198. */
  129199. readonly ratio: number;
  129200. /** @hidden */
  129201. static _SceneComponentInitialization: (scene: Scene) => void;
  129202. /**
  129203. * Creates a new G Buffer for the scene
  129204. * @param scene The scene the buffer belongs to
  129205. * @param ratio How big is the buffer related to the main canvas.
  129206. */
  129207. constructor(scene: Scene, ratio?: number);
  129208. /**
  129209. * Checks wether everything is ready to render a submesh to the G buffer.
  129210. * @param subMesh the submesh to check readiness for
  129211. * @param useInstances is the mesh drawn using instance or not
  129212. * @returns true if ready otherwise false
  129213. */
  129214. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129215. /**
  129216. * Gets the current underlying G Buffer.
  129217. * @returns the buffer
  129218. */
  129219. getGBuffer(): MultiRenderTarget;
  129220. /**
  129221. * Gets the number of samples used to render the buffer (anti aliasing).
  129222. */
  129223. /**
  129224. * Sets the number of samples used to render the buffer (anti aliasing).
  129225. */
  129226. samples: number;
  129227. /**
  129228. * Disposes the renderer and frees up associated resources.
  129229. */
  129230. dispose(): void;
  129231. protected _createRenderTargets(): void;
  129232. private _copyBonesTransformationMatrices;
  129233. }
  129234. }
  129235. declare module BABYLON {
  129236. interface Scene {
  129237. /** @hidden (Backing field) */
  129238. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129239. /**
  129240. * Gets or Sets the current geometry buffer associated to the scene.
  129241. */
  129242. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129243. /**
  129244. * Enables a GeometryBufferRender and associates it with the scene
  129245. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  129246. * @returns the GeometryBufferRenderer
  129247. */
  129248. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  129249. /**
  129250. * Disables the GeometryBufferRender associated with the scene
  129251. */
  129252. disableGeometryBufferRenderer(): void;
  129253. }
  129254. /**
  129255. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  129256. * in several rendering techniques.
  129257. */
  129258. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  129259. /**
  129260. * The component name helpful to identify the component in the list of scene components.
  129261. */
  129262. readonly name: string;
  129263. /**
  129264. * The scene the component belongs to.
  129265. */
  129266. scene: Scene;
  129267. /**
  129268. * Creates a new instance of the component for the given scene
  129269. * @param scene Defines the scene to register the component in
  129270. */
  129271. constructor(scene: Scene);
  129272. /**
  129273. * Registers the component in a given scene
  129274. */
  129275. register(): void;
  129276. /**
  129277. * Rebuilds the elements related to this component in case of
  129278. * context lost for instance.
  129279. */
  129280. rebuild(): void;
  129281. /**
  129282. * Disposes the component and the associated ressources
  129283. */
  129284. dispose(): void;
  129285. private _gatherRenderTargets;
  129286. }
  129287. }
  129288. declare module BABYLON {
  129289. /** @hidden */
  129290. export var motionBlurPixelShader: {
  129291. name: string;
  129292. shader: string;
  129293. };
  129294. }
  129295. declare module BABYLON {
  129296. /**
  129297. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  129298. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  129299. * As an example, all you have to do is to create the post-process:
  129300. * var mb = new BABYLON.MotionBlurPostProcess(
  129301. * 'mb', // The name of the effect.
  129302. * scene, // The scene containing the objects to blur according to their velocity.
  129303. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  129304. * camera // The camera to apply the render pass to.
  129305. * );
  129306. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  129307. */
  129308. export class MotionBlurPostProcess extends PostProcess {
  129309. /**
  129310. * Defines how much the image is blurred by the movement. Default value is equal to 1
  129311. */
  129312. motionStrength: number;
  129313. /**
  129314. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  129315. */
  129316. /**
  129317. * Sets the number of iterations to be used for motion blur quality
  129318. */
  129319. motionBlurSamples: number;
  129320. private _motionBlurSamples;
  129321. private _geometryBufferRenderer;
  129322. /**
  129323. * Creates a new instance MotionBlurPostProcess
  129324. * @param name The name of the effect.
  129325. * @param scene The scene containing the objects to blur according to their velocity.
  129326. * @param options The required width/height ratio to downsize to before computing the render pass.
  129327. * @param camera The camera to apply the render pass to.
  129328. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129329. * @param engine The engine which the post process will be applied. (default: current engine)
  129330. * @param reusable If the post process can be reused on the same frame. (default: false)
  129331. * @param textureType Type of textures used when performing the post process. (default: 0)
  129332. * @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)
  129333. */
  129334. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129335. /**
  129336. * Excludes the given skinned mesh from computing bones velocities.
  129337. * 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.
  129338. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  129339. */
  129340. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129341. /**
  129342. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  129343. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  129344. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  129345. */
  129346. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129347. /**
  129348. * Disposes the post process.
  129349. * @param camera The camera to dispose the post process on.
  129350. */
  129351. dispose(camera?: Camera): void;
  129352. }
  129353. }
  129354. declare module BABYLON {
  129355. /** @hidden */
  129356. export var refractionPixelShader: {
  129357. name: string;
  129358. shader: string;
  129359. };
  129360. }
  129361. declare module BABYLON {
  129362. /**
  129363. * Post process which applies a refractin texture
  129364. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129365. */
  129366. export class RefractionPostProcess extends PostProcess {
  129367. /** the base color of the refraction (used to taint the rendering) */
  129368. color: Color3;
  129369. /** simulated refraction depth */
  129370. depth: number;
  129371. /** the coefficient of the base color (0 to remove base color tainting) */
  129372. colorLevel: number;
  129373. private _refTexture;
  129374. private _ownRefractionTexture;
  129375. /**
  129376. * Gets or sets the refraction texture
  129377. * Please note that you are responsible for disposing the texture if you set it manually
  129378. */
  129379. refractionTexture: Texture;
  129380. /**
  129381. * Initializes the RefractionPostProcess
  129382. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129383. * @param name The name of the effect.
  129384. * @param refractionTextureUrl Url of the refraction texture to use
  129385. * @param color the base color of the refraction (used to taint the rendering)
  129386. * @param depth simulated refraction depth
  129387. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  129388. * @param camera The camera to apply the render pass to.
  129389. * @param options The required width/height ratio to downsize to before computing the render pass.
  129390. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129391. * @param engine The engine which the post process will be applied. (default: current engine)
  129392. * @param reusable If the post process can be reused on the same frame. (default: false)
  129393. */
  129394. constructor(name: string, refractionTextureUrl: string,
  129395. /** the base color of the refraction (used to taint the rendering) */
  129396. color: Color3,
  129397. /** simulated refraction depth */
  129398. depth: number,
  129399. /** the coefficient of the base color (0 to remove base color tainting) */
  129400. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129401. /**
  129402. * Disposes of the post process
  129403. * @param camera Camera to dispose post process on
  129404. */
  129405. dispose(camera: Camera): void;
  129406. }
  129407. }
  129408. declare module BABYLON {
  129409. /** @hidden */
  129410. export var sharpenPixelShader: {
  129411. name: string;
  129412. shader: string;
  129413. };
  129414. }
  129415. declare module BABYLON {
  129416. /**
  129417. * The SharpenPostProcess applies a sharpen kernel to every pixel
  129418. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  129419. */
  129420. export class SharpenPostProcess extends PostProcess {
  129421. /**
  129422. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  129423. */
  129424. colorAmount: number;
  129425. /**
  129426. * How much sharpness should be applied (default: 0.3)
  129427. */
  129428. edgeAmount: number;
  129429. /**
  129430. * Creates a new instance ConvolutionPostProcess
  129431. * @param name The name of the effect.
  129432. * @param options The required width/height ratio to downsize to before computing the render pass.
  129433. * @param camera The camera to apply the render pass to.
  129434. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129435. * @param engine The engine which the post process will be applied. (default: current engine)
  129436. * @param reusable If the post process can be reused on the same frame. (default: false)
  129437. * @param textureType Type of textures used when performing the post process. (default: 0)
  129438. * @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)
  129439. */
  129440. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129441. }
  129442. }
  129443. declare module BABYLON {
  129444. /**
  129445. * PostProcessRenderPipeline
  129446. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129447. */
  129448. export class PostProcessRenderPipeline {
  129449. private engine;
  129450. private _renderEffects;
  129451. private _renderEffectsForIsolatedPass;
  129452. /**
  129453. * List of inspectable custom properties (used by the Inspector)
  129454. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  129455. */
  129456. inspectableCustomProperties: IInspectable[];
  129457. /**
  129458. * @hidden
  129459. */
  129460. protected _cameras: Camera[];
  129461. /** @hidden */
  129462. _name: string;
  129463. /**
  129464. * Gets pipeline name
  129465. */
  129466. readonly name: string;
  129467. /** Gets the list of attached cameras */
  129468. readonly cameras: Camera[];
  129469. /**
  129470. * Initializes a PostProcessRenderPipeline
  129471. * @param engine engine to add the pipeline to
  129472. * @param name name of the pipeline
  129473. */
  129474. constructor(engine: Engine, name: string);
  129475. /**
  129476. * Gets the class name
  129477. * @returns "PostProcessRenderPipeline"
  129478. */
  129479. getClassName(): string;
  129480. /**
  129481. * If all the render effects in the pipeline are supported
  129482. */
  129483. readonly isSupported: boolean;
  129484. /**
  129485. * Adds an effect to the pipeline
  129486. * @param renderEffect the effect to add
  129487. */
  129488. addEffect(renderEffect: PostProcessRenderEffect): void;
  129489. /** @hidden */
  129490. _rebuild(): void;
  129491. /** @hidden */
  129492. _enableEffect(renderEffectName: string, cameras: Camera): void;
  129493. /** @hidden */
  129494. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  129495. /** @hidden */
  129496. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129497. /** @hidden */
  129498. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129499. /** @hidden */
  129500. _attachCameras(cameras: Camera, unique: boolean): void;
  129501. /** @hidden */
  129502. _attachCameras(cameras: Camera[], unique: boolean): void;
  129503. /** @hidden */
  129504. _detachCameras(cameras: Camera): void;
  129505. /** @hidden */
  129506. _detachCameras(cameras: Nullable<Camera[]>): void;
  129507. /** @hidden */
  129508. _update(): void;
  129509. /** @hidden */
  129510. _reset(): void;
  129511. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  129512. /**
  129513. * Disposes of the pipeline
  129514. */
  129515. dispose(): void;
  129516. }
  129517. }
  129518. declare module BABYLON {
  129519. /**
  129520. * PostProcessRenderPipelineManager class
  129521. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129522. */
  129523. export class PostProcessRenderPipelineManager {
  129524. private _renderPipelines;
  129525. /**
  129526. * Initializes a PostProcessRenderPipelineManager
  129527. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129528. */
  129529. constructor();
  129530. /**
  129531. * Gets the list of supported render pipelines
  129532. */
  129533. readonly supportedPipelines: PostProcessRenderPipeline[];
  129534. /**
  129535. * Adds a pipeline to the manager
  129536. * @param renderPipeline The pipeline to add
  129537. */
  129538. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  129539. /**
  129540. * Attaches a camera to the pipeline
  129541. * @param renderPipelineName The name of the pipeline to attach to
  129542. * @param cameras the camera to attach
  129543. * @param unique if the camera can be attached multiple times to the pipeline
  129544. */
  129545. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  129546. /**
  129547. * Detaches a camera from the pipeline
  129548. * @param renderPipelineName The name of the pipeline to detach from
  129549. * @param cameras the camera to detach
  129550. */
  129551. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  129552. /**
  129553. * Enables an effect by name on a pipeline
  129554. * @param renderPipelineName the name of the pipeline to enable the effect in
  129555. * @param renderEffectName the name of the effect to enable
  129556. * @param cameras the cameras that the effect should be enabled on
  129557. */
  129558. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129559. /**
  129560. * Disables an effect by name on a pipeline
  129561. * @param renderPipelineName the name of the pipeline to disable the effect in
  129562. * @param renderEffectName the name of the effect to disable
  129563. * @param cameras the cameras that the effect should be disabled on
  129564. */
  129565. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129566. /**
  129567. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  129568. */
  129569. update(): void;
  129570. /** @hidden */
  129571. _rebuild(): void;
  129572. /**
  129573. * Disposes of the manager and pipelines
  129574. */
  129575. dispose(): void;
  129576. }
  129577. }
  129578. declare module BABYLON {
  129579. interface Scene {
  129580. /** @hidden (Backing field) */
  129581. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129582. /**
  129583. * Gets the postprocess render pipeline manager
  129584. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129585. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129586. */
  129587. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129588. }
  129589. /**
  129590. * Defines the Render Pipeline scene component responsible to rendering pipelines
  129591. */
  129592. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  129593. /**
  129594. * The component name helpfull to identify the component in the list of scene components.
  129595. */
  129596. readonly name: string;
  129597. /**
  129598. * The scene the component belongs to.
  129599. */
  129600. scene: Scene;
  129601. /**
  129602. * Creates a new instance of the component for the given scene
  129603. * @param scene Defines the scene to register the component in
  129604. */
  129605. constructor(scene: Scene);
  129606. /**
  129607. * Registers the component in a given scene
  129608. */
  129609. register(): void;
  129610. /**
  129611. * Rebuilds the elements related to this component in case of
  129612. * context lost for instance.
  129613. */
  129614. rebuild(): void;
  129615. /**
  129616. * Disposes the component and the associated ressources
  129617. */
  129618. dispose(): void;
  129619. private _gatherRenderTargets;
  129620. }
  129621. }
  129622. declare module BABYLON {
  129623. /**
  129624. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  129625. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129626. */
  129627. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129628. private _scene;
  129629. private _camerasToBeAttached;
  129630. /**
  129631. * ID of the sharpen post process,
  129632. */
  129633. private readonly SharpenPostProcessId;
  129634. /**
  129635. * @ignore
  129636. * ID of the image processing post process;
  129637. */
  129638. readonly ImageProcessingPostProcessId: string;
  129639. /**
  129640. * @ignore
  129641. * ID of the Fast Approximate Anti-Aliasing post process;
  129642. */
  129643. readonly FxaaPostProcessId: string;
  129644. /**
  129645. * ID of the chromatic aberration post process,
  129646. */
  129647. private readonly ChromaticAberrationPostProcessId;
  129648. /**
  129649. * ID of the grain post process
  129650. */
  129651. private readonly GrainPostProcessId;
  129652. /**
  129653. * Sharpen post process which will apply a sharpen convolution to enhance edges
  129654. */
  129655. sharpen: SharpenPostProcess;
  129656. private _sharpenEffect;
  129657. private bloom;
  129658. /**
  129659. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  129660. */
  129661. depthOfField: DepthOfFieldEffect;
  129662. /**
  129663. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129664. */
  129665. fxaa: FxaaPostProcess;
  129666. /**
  129667. * Image post processing pass used to perform operations such as tone mapping or color grading.
  129668. */
  129669. imageProcessing: ImageProcessingPostProcess;
  129670. /**
  129671. * Chromatic aberration post process which will shift rgb colors in the image
  129672. */
  129673. chromaticAberration: ChromaticAberrationPostProcess;
  129674. private _chromaticAberrationEffect;
  129675. /**
  129676. * Grain post process which add noise to the image
  129677. */
  129678. grain: GrainPostProcess;
  129679. private _grainEffect;
  129680. /**
  129681. * Glow post process which adds a glow to emissive areas of the image
  129682. */
  129683. private _glowLayer;
  129684. /**
  129685. * Animations which can be used to tweak settings over a period of time
  129686. */
  129687. animations: Animation[];
  129688. private _imageProcessingConfigurationObserver;
  129689. private _sharpenEnabled;
  129690. private _bloomEnabled;
  129691. private _depthOfFieldEnabled;
  129692. private _depthOfFieldBlurLevel;
  129693. private _fxaaEnabled;
  129694. private _imageProcessingEnabled;
  129695. private _defaultPipelineTextureType;
  129696. private _bloomScale;
  129697. private _chromaticAberrationEnabled;
  129698. private _grainEnabled;
  129699. private _buildAllowed;
  129700. /**
  129701. * Gets active scene
  129702. */
  129703. readonly scene: Scene;
  129704. /**
  129705. * Enable or disable the sharpen process from the pipeline
  129706. */
  129707. sharpenEnabled: boolean;
  129708. private _resizeObserver;
  129709. private _hardwareScaleLevel;
  129710. private _bloomKernel;
  129711. /**
  129712. * Specifies the size of the bloom blur kernel, relative to the final output size
  129713. */
  129714. bloomKernel: number;
  129715. /**
  129716. * Specifies the weight of the bloom in the final rendering
  129717. */
  129718. private _bloomWeight;
  129719. /**
  129720. * Specifies the luma threshold for the area that will be blurred by the bloom
  129721. */
  129722. private _bloomThreshold;
  129723. private _hdr;
  129724. /**
  129725. * The strength of the bloom.
  129726. */
  129727. bloomWeight: number;
  129728. /**
  129729. * The strength of the bloom.
  129730. */
  129731. bloomThreshold: number;
  129732. /**
  129733. * The scale of the bloom, lower value will provide better performance.
  129734. */
  129735. bloomScale: number;
  129736. /**
  129737. * Enable or disable the bloom from the pipeline
  129738. */
  129739. bloomEnabled: boolean;
  129740. private _rebuildBloom;
  129741. /**
  129742. * If the depth of field is enabled.
  129743. */
  129744. depthOfFieldEnabled: boolean;
  129745. /**
  129746. * Blur level of the depth of field effect. (Higher blur will effect performance)
  129747. */
  129748. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  129749. /**
  129750. * If the anti aliasing is enabled.
  129751. */
  129752. fxaaEnabled: boolean;
  129753. private _samples;
  129754. /**
  129755. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129756. */
  129757. samples: number;
  129758. /**
  129759. * If image processing is enabled.
  129760. */
  129761. imageProcessingEnabled: boolean;
  129762. /**
  129763. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  129764. */
  129765. glowLayerEnabled: boolean;
  129766. /**
  129767. * Gets the glow layer (or null if not defined)
  129768. */
  129769. readonly glowLayer: Nullable<GlowLayer>;
  129770. /**
  129771. * Enable or disable the chromaticAberration process from the pipeline
  129772. */
  129773. chromaticAberrationEnabled: boolean;
  129774. /**
  129775. * Enable or disable the grain process from the pipeline
  129776. */
  129777. grainEnabled: boolean;
  129778. /**
  129779. * @constructor
  129780. * @param name - The rendering pipeline name (default: "")
  129781. * @param hdr - If high dynamic range textures should be used (default: true)
  129782. * @param scene - The scene linked to this pipeline (default: the last created scene)
  129783. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  129784. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  129785. */
  129786. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  129787. /**
  129788. * Get the class name
  129789. * @returns "DefaultRenderingPipeline"
  129790. */
  129791. getClassName(): string;
  129792. /**
  129793. * Force the compilation of the entire pipeline.
  129794. */
  129795. prepare(): void;
  129796. private _hasCleared;
  129797. private _prevPostProcess;
  129798. private _prevPrevPostProcess;
  129799. private _setAutoClearAndTextureSharing;
  129800. private _depthOfFieldSceneObserver;
  129801. private _buildPipeline;
  129802. private _disposePostProcesses;
  129803. /**
  129804. * Adds a camera to the pipeline
  129805. * @param camera the camera to be added
  129806. */
  129807. addCamera(camera: Camera): void;
  129808. /**
  129809. * Removes a camera from the pipeline
  129810. * @param camera the camera to remove
  129811. */
  129812. removeCamera(camera: Camera): void;
  129813. /**
  129814. * Dispose of the pipeline and stop all post processes
  129815. */
  129816. dispose(): void;
  129817. /**
  129818. * Serialize the rendering pipeline (Used when exporting)
  129819. * @returns the serialized object
  129820. */
  129821. serialize(): any;
  129822. /**
  129823. * Parse the serialized pipeline
  129824. * @param source Source pipeline.
  129825. * @param scene The scene to load the pipeline to.
  129826. * @param rootUrl The URL of the serialized pipeline.
  129827. * @returns An instantiated pipeline from the serialized object.
  129828. */
  129829. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  129830. }
  129831. }
  129832. declare module BABYLON {
  129833. /** @hidden */
  129834. export var lensHighlightsPixelShader: {
  129835. name: string;
  129836. shader: string;
  129837. };
  129838. }
  129839. declare module BABYLON {
  129840. /** @hidden */
  129841. export var depthOfFieldPixelShader: {
  129842. name: string;
  129843. shader: string;
  129844. };
  129845. }
  129846. declare module BABYLON {
  129847. /**
  129848. * BABYLON.JS Chromatic Aberration GLSL Shader
  129849. * Author: Olivier Guyot
  129850. * Separates very slightly R, G and B colors on the edges of the screen
  129851. * Inspired by Francois Tarlier & Martins Upitis
  129852. */
  129853. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  129854. /**
  129855. * @ignore
  129856. * The chromatic aberration PostProcess id in the pipeline
  129857. */
  129858. LensChromaticAberrationEffect: string;
  129859. /**
  129860. * @ignore
  129861. * The highlights enhancing PostProcess id in the pipeline
  129862. */
  129863. HighlightsEnhancingEffect: string;
  129864. /**
  129865. * @ignore
  129866. * The depth-of-field PostProcess id in the pipeline
  129867. */
  129868. LensDepthOfFieldEffect: string;
  129869. private _scene;
  129870. private _depthTexture;
  129871. private _grainTexture;
  129872. private _chromaticAberrationPostProcess;
  129873. private _highlightsPostProcess;
  129874. private _depthOfFieldPostProcess;
  129875. private _edgeBlur;
  129876. private _grainAmount;
  129877. private _chromaticAberration;
  129878. private _distortion;
  129879. private _highlightsGain;
  129880. private _highlightsThreshold;
  129881. private _dofDistance;
  129882. private _dofAperture;
  129883. private _dofDarken;
  129884. private _dofPentagon;
  129885. private _blurNoise;
  129886. /**
  129887. * @constructor
  129888. *
  129889. * Effect parameters are as follow:
  129890. * {
  129891. * chromatic_aberration: number; // from 0 to x (1 for realism)
  129892. * edge_blur: number; // from 0 to x (1 for realism)
  129893. * distortion: number; // from 0 to x (1 for realism)
  129894. * grain_amount: number; // from 0 to 1
  129895. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  129896. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  129897. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  129898. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  129899. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  129900. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  129901. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  129902. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  129903. * }
  129904. * Note: if an effect parameter is unset, effect is disabled
  129905. *
  129906. * @param name The rendering pipeline name
  129907. * @param parameters - An object containing all parameters (see above)
  129908. * @param scene The scene linked to this pipeline
  129909. * @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)
  129910. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129911. */
  129912. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  129913. /**
  129914. * Get the class name
  129915. * @returns "LensRenderingPipeline"
  129916. */
  129917. getClassName(): string;
  129918. /**
  129919. * Gets associated scene
  129920. */
  129921. readonly scene: Scene;
  129922. /**
  129923. * Gets or sets the edge blur
  129924. */
  129925. edgeBlur: number;
  129926. /**
  129927. * Gets or sets the grain amount
  129928. */
  129929. grainAmount: number;
  129930. /**
  129931. * Gets or sets the chromatic aberration amount
  129932. */
  129933. chromaticAberration: number;
  129934. /**
  129935. * Gets or sets the depth of field aperture
  129936. */
  129937. dofAperture: number;
  129938. /**
  129939. * Gets or sets the edge distortion
  129940. */
  129941. edgeDistortion: number;
  129942. /**
  129943. * Gets or sets the depth of field distortion
  129944. */
  129945. dofDistortion: number;
  129946. /**
  129947. * Gets or sets the darken out of focus amount
  129948. */
  129949. darkenOutOfFocus: number;
  129950. /**
  129951. * Gets or sets a boolean indicating if blur noise is enabled
  129952. */
  129953. blurNoise: boolean;
  129954. /**
  129955. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  129956. */
  129957. pentagonBokeh: boolean;
  129958. /**
  129959. * Gets or sets the highlight grain amount
  129960. */
  129961. highlightsGain: number;
  129962. /**
  129963. * Gets or sets the highlight threshold
  129964. */
  129965. highlightsThreshold: number;
  129966. /**
  129967. * Sets the amount of blur at the edges
  129968. * @param amount blur amount
  129969. */
  129970. setEdgeBlur(amount: number): void;
  129971. /**
  129972. * Sets edge blur to 0
  129973. */
  129974. disableEdgeBlur(): void;
  129975. /**
  129976. * Sets the amout of grain
  129977. * @param amount Amount of grain
  129978. */
  129979. setGrainAmount(amount: number): void;
  129980. /**
  129981. * Set grain amount to 0
  129982. */
  129983. disableGrain(): void;
  129984. /**
  129985. * Sets the chromatic aberration amount
  129986. * @param amount amount of chromatic aberration
  129987. */
  129988. setChromaticAberration(amount: number): void;
  129989. /**
  129990. * Sets chromatic aberration amount to 0
  129991. */
  129992. disableChromaticAberration(): void;
  129993. /**
  129994. * Sets the EdgeDistortion amount
  129995. * @param amount amount of EdgeDistortion
  129996. */
  129997. setEdgeDistortion(amount: number): void;
  129998. /**
  129999. * Sets edge distortion to 0
  130000. */
  130001. disableEdgeDistortion(): void;
  130002. /**
  130003. * Sets the FocusDistance amount
  130004. * @param amount amount of FocusDistance
  130005. */
  130006. setFocusDistance(amount: number): void;
  130007. /**
  130008. * Disables depth of field
  130009. */
  130010. disableDepthOfField(): void;
  130011. /**
  130012. * Sets the Aperture amount
  130013. * @param amount amount of Aperture
  130014. */
  130015. setAperture(amount: number): void;
  130016. /**
  130017. * Sets the DarkenOutOfFocus amount
  130018. * @param amount amount of DarkenOutOfFocus
  130019. */
  130020. setDarkenOutOfFocus(amount: number): void;
  130021. private _pentagonBokehIsEnabled;
  130022. /**
  130023. * Creates a pentagon bokeh effect
  130024. */
  130025. enablePentagonBokeh(): void;
  130026. /**
  130027. * Disables the pentagon bokeh effect
  130028. */
  130029. disablePentagonBokeh(): void;
  130030. /**
  130031. * Enables noise blur
  130032. */
  130033. enableNoiseBlur(): void;
  130034. /**
  130035. * Disables noise blur
  130036. */
  130037. disableNoiseBlur(): void;
  130038. /**
  130039. * Sets the HighlightsGain amount
  130040. * @param amount amount of HighlightsGain
  130041. */
  130042. setHighlightsGain(amount: number): void;
  130043. /**
  130044. * Sets the HighlightsThreshold amount
  130045. * @param amount amount of HighlightsThreshold
  130046. */
  130047. setHighlightsThreshold(amount: number): void;
  130048. /**
  130049. * Disables highlights
  130050. */
  130051. disableHighlights(): void;
  130052. /**
  130053. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  130054. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  130055. */
  130056. dispose(disableDepthRender?: boolean): void;
  130057. private _createChromaticAberrationPostProcess;
  130058. private _createHighlightsPostProcess;
  130059. private _createDepthOfFieldPostProcess;
  130060. private _createGrainTexture;
  130061. }
  130062. }
  130063. declare module BABYLON {
  130064. /** @hidden */
  130065. export var ssao2PixelShader: {
  130066. name: string;
  130067. shader: string;
  130068. };
  130069. }
  130070. declare module BABYLON {
  130071. /** @hidden */
  130072. export var ssaoCombinePixelShader: {
  130073. name: string;
  130074. shader: string;
  130075. };
  130076. }
  130077. declare module BABYLON {
  130078. /**
  130079. * Render pipeline to produce ssao effect
  130080. */
  130081. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  130082. /**
  130083. * @ignore
  130084. * The PassPostProcess id in the pipeline that contains the original scene color
  130085. */
  130086. SSAOOriginalSceneColorEffect: string;
  130087. /**
  130088. * @ignore
  130089. * The SSAO PostProcess id in the pipeline
  130090. */
  130091. SSAORenderEffect: string;
  130092. /**
  130093. * @ignore
  130094. * The horizontal blur PostProcess id in the pipeline
  130095. */
  130096. SSAOBlurHRenderEffect: string;
  130097. /**
  130098. * @ignore
  130099. * The vertical blur PostProcess id in the pipeline
  130100. */
  130101. SSAOBlurVRenderEffect: string;
  130102. /**
  130103. * @ignore
  130104. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130105. */
  130106. SSAOCombineRenderEffect: string;
  130107. /**
  130108. * The output strength of the SSAO post-process. Default value is 1.0.
  130109. */
  130110. totalStrength: number;
  130111. /**
  130112. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  130113. */
  130114. maxZ: number;
  130115. /**
  130116. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  130117. */
  130118. minZAspect: number;
  130119. private _samples;
  130120. /**
  130121. * Number of samples used for the SSAO calculations. Default value is 8
  130122. */
  130123. samples: number;
  130124. private _textureSamples;
  130125. /**
  130126. * Number of samples to use for antialiasing
  130127. */
  130128. textureSamples: number;
  130129. /**
  130130. * Ratio object used for SSAO ratio and blur ratio
  130131. */
  130132. private _ratio;
  130133. /**
  130134. * Dynamically generated sphere sampler.
  130135. */
  130136. private _sampleSphere;
  130137. /**
  130138. * Blur filter offsets
  130139. */
  130140. private _samplerOffsets;
  130141. private _expensiveBlur;
  130142. /**
  130143. * If bilateral blur should be used
  130144. */
  130145. expensiveBlur: boolean;
  130146. /**
  130147. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  130148. */
  130149. radius: number;
  130150. /**
  130151. * The base color of the SSAO post-process
  130152. * The final result is "base + ssao" between [0, 1]
  130153. */
  130154. base: number;
  130155. /**
  130156. * Support test.
  130157. */
  130158. static readonly IsSupported: boolean;
  130159. private _scene;
  130160. private _depthTexture;
  130161. private _normalTexture;
  130162. private _randomTexture;
  130163. private _originalColorPostProcess;
  130164. private _ssaoPostProcess;
  130165. private _blurHPostProcess;
  130166. private _blurVPostProcess;
  130167. private _ssaoCombinePostProcess;
  130168. /**
  130169. * Gets active scene
  130170. */
  130171. readonly scene: Scene;
  130172. /**
  130173. * @constructor
  130174. * @param name The rendering pipeline name
  130175. * @param scene The scene linked to this pipeline
  130176. * @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 }
  130177. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130178. */
  130179. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130180. /**
  130181. * Get the class name
  130182. * @returns "SSAO2RenderingPipeline"
  130183. */
  130184. getClassName(): string;
  130185. /**
  130186. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130187. */
  130188. dispose(disableGeometryBufferRenderer?: boolean): void;
  130189. private _createBlurPostProcess;
  130190. /** @hidden */
  130191. _rebuild(): void;
  130192. private _bits;
  130193. private _radicalInverse_VdC;
  130194. private _hammersley;
  130195. private _hemisphereSample_uniform;
  130196. private _generateHemisphere;
  130197. private _createSSAOPostProcess;
  130198. private _createSSAOCombinePostProcess;
  130199. private _createRandomTexture;
  130200. /**
  130201. * Serialize the rendering pipeline (Used when exporting)
  130202. * @returns the serialized object
  130203. */
  130204. serialize(): any;
  130205. /**
  130206. * Parse the serialized pipeline
  130207. * @param source Source pipeline.
  130208. * @param scene The scene to load the pipeline to.
  130209. * @param rootUrl The URL of the serialized pipeline.
  130210. * @returns An instantiated pipeline from the serialized object.
  130211. */
  130212. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  130213. }
  130214. }
  130215. declare module BABYLON {
  130216. /** @hidden */
  130217. export var ssaoPixelShader: {
  130218. name: string;
  130219. shader: string;
  130220. };
  130221. }
  130222. declare module BABYLON {
  130223. /**
  130224. * Render pipeline to produce ssao effect
  130225. */
  130226. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  130227. /**
  130228. * @ignore
  130229. * The PassPostProcess id in the pipeline that contains the original scene color
  130230. */
  130231. SSAOOriginalSceneColorEffect: string;
  130232. /**
  130233. * @ignore
  130234. * The SSAO PostProcess id in the pipeline
  130235. */
  130236. SSAORenderEffect: string;
  130237. /**
  130238. * @ignore
  130239. * The horizontal blur PostProcess id in the pipeline
  130240. */
  130241. SSAOBlurHRenderEffect: string;
  130242. /**
  130243. * @ignore
  130244. * The vertical blur PostProcess id in the pipeline
  130245. */
  130246. SSAOBlurVRenderEffect: string;
  130247. /**
  130248. * @ignore
  130249. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130250. */
  130251. SSAOCombineRenderEffect: string;
  130252. /**
  130253. * The output strength of the SSAO post-process. Default value is 1.0.
  130254. */
  130255. totalStrength: number;
  130256. /**
  130257. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  130258. */
  130259. radius: number;
  130260. /**
  130261. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  130262. * Must not be equal to fallOff and superior to fallOff.
  130263. * Default value is 0.0075
  130264. */
  130265. area: number;
  130266. /**
  130267. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  130268. * Must not be equal to area and inferior to area.
  130269. * Default value is 0.000001
  130270. */
  130271. fallOff: number;
  130272. /**
  130273. * The base color of the SSAO post-process
  130274. * The final result is "base + ssao" between [0, 1]
  130275. */
  130276. base: number;
  130277. private _scene;
  130278. private _depthTexture;
  130279. private _randomTexture;
  130280. private _originalColorPostProcess;
  130281. private _ssaoPostProcess;
  130282. private _blurHPostProcess;
  130283. private _blurVPostProcess;
  130284. private _ssaoCombinePostProcess;
  130285. private _firstUpdate;
  130286. /**
  130287. * Gets active scene
  130288. */
  130289. readonly scene: Scene;
  130290. /**
  130291. * @constructor
  130292. * @param name - The rendering pipeline name
  130293. * @param scene - The scene linked to this pipeline
  130294. * @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 }
  130295. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  130296. */
  130297. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130298. /**
  130299. * Get the class name
  130300. * @returns "SSAORenderingPipeline"
  130301. */
  130302. getClassName(): string;
  130303. /**
  130304. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130305. */
  130306. dispose(disableDepthRender?: boolean): void;
  130307. private _createBlurPostProcess;
  130308. /** @hidden */
  130309. _rebuild(): void;
  130310. private _createSSAOPostProcess;
  130311. private _createSSAOCombinePostProcess;
  130312. private _createRandomTexture;
  130313. }
  130314. }
  130315. declare module BABYLON {
  130316. /** @hidden */
  130317. export var standardPixelShader: {
  130318. name: string;
  130319. shader: string;
  130320. };
  130321. }
  130322. declare module BABYLON {
  130323. /**
  130324. * Standard rendering pipeline
  130325. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130326. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  130327. */
  130328. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  130329. /**
  130330. * Public members
  130331. */
  130332. /**
  130333. * Post-process which contains the original scene color before the pipeline applies all the effects
  130334. */
  130335. originalPostProcess: Nullable<PostProcess>;
  130336. /**
  130337. * Post-process used to down scale an image x4
  130338. */
  130339. downSampleX4PostProcess: Nullable<PostProcess>;
  130340. /**
  130341. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  130342. */
  130343. brightPassPostProcess: Nullable<PostProcess>;
  130344. /**
  130345. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  130346. */
  130347. blurHPostProcesses: PostProcess[];
  130348. /**
  130349. * Post-process array storing all the vertical blur post-processes used by the pipeline
  130350. */
  130351. blurVPostProcesses: PostProcess[];
  130352. /**
  130353. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  130354. */
  130355. textureAdderPostProcess: Nullable<PostProcess>;
  130356. /**
  130357. * Post-process used to create volumetric lighting effect
  130358. */
  130359. volumetricLightPostProcess: Nullable<PostProcess>;
  130360. /**
  130361. * Post-process used to smooth the previous volumetric light post-process on the X axis
  130362. */
  130363. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  130364. /**
  130365. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  130366. */
  130367. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  130368. /**
  130369. * Post-process used to merge the volumetric light effect and the real scene color
  130370. */
  130371. volumetricLightMergePostProces: Nullable<PostProcess>;
  130372. /**
  130373. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  130374. */
  130375. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  130376. /**
  130377. * Base post-process used to calculate the average luminance of the final image for HDR
  130378. */
  130379. luminancePostProcess: Nullable<PostProcess>;
  130380. /**
  130381. * Post-processes used to create down sample post-processes in order to get
  130382. * the average luminance of the final image for HDR
  130383. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  130384. */
  130385. luminanceDownSamplePostProcesses: PostProcess[];
  130386. /**
  130387. * Post-process used to create a HDR effect (light adaptation)
  130388. */
  130389. hdrPostProcess: Nullable<PostProcess>;
  130390. /**
  130391. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  130392. */
  130393. textureAdderFinalPostProcess: Nullable<PostProcess>;
  130394. /**
  130395. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  130396. */
  130397. lensFlareFinalPostProcess: Nullable<PostProcess>;
  130398. /**
  130399. * Post-process used to merge the final HDR post-process and the real scene color
  130400. */
  130401. hdrFinalPostProcess: Nullable<PostProcess>;
  130402. /**
  130403. * Post-process used to create a lens flare effect
  130404. */
  130405. lensFlarePostProcess: Nullable<PostProcess>;
  130406. /**
  130407. * Post-process that merges the result of the lens flare post-process and the real scene color
  130408. */
  130409. lensFlareComposePostProcess: Nullable<PostProcess>;
  130410. /**
  130411. * Post-process used to create a motion blur effect
  130412. */
  130413. motionBlurPostProcess: Nullable<PostProcess>;
  130414. /**
  130415. * Post-process used to create a depth of field effect
  130416. */
  130417. depthOfFieldPostProcess: Nullable<PostProcess>;
  130418. /**
  130419. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  130420. */
  130421. fxaaPostProcess: Nullable<FxaaPostProcess>;
  130422. /**
  130423. * Represents the brightness threshold in order to configure the illuminated surfaces
  130424. */
  130425. brightThreshold: number;
  130426. /**
  130427. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  130428. */
  130429. blurWidth: number;
  130430. /**
  130431. * Sets if the blur for highlighted surfaces must be only horizontal
  130432. */
  130433. horizontalBlur: boolean;
  130434. /**
  130435. * Gets the overall exposure used by the pipeline
  130436. */
  130437. /**
  130438. * Sets the overall exposure used by the pipeline
  130439. */
  130440. exposure: number;
  130441. /**
  130442. * Texture used typically to simulate "dirty" on camera lens
  130443. */
  130444. lensTexture: Nullable<Texture>;
  130445. /**
  130446. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  130447. */
  130448. volumetricLightCoefficient: number;
  130449. /**
  130450. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  130451. */
  130452. volumetricLightPower: number;
  130453. /**
  130454. * Used the set the blur intensity to smooth the volumetric lights
  130455. */
  130456. volumetricLightBlurScale: number;
  130457. /**
  130458. * Light (spot or directional) used to generate the volumetric lights rays
  130459. * The source light must have a shadow generate so the pipeline can get its
  130460. * depth map
  130461. */
  130462. sourceLight: Nullable<SpotLight | DirectionalLight>;
  130463. /**
  130464. * For eye adaptation, represents the minimum luminance the eye can see
  130465. */
  130466. hdrMinimumLuminance: number;
  130467. /**
  130468. * For eye adaptation, represents the decrease luminance speed
  130469. */
  130470. hdrDecreaseRate: number;
  130471. /**
  130472. * For eye adaptation, represents the increase luminance speed
  130473. */
  130474. hdrIncreaseRate: number;
  130475. /**
  130476. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130477. */
  130478. /**
  130479. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130480. */
  130481. hdrAutoExposure: boolean;
  130482. /**
  130483. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  130484. */
  130485. lensColorTexture: Nullable<Texture>;
  130486. /**
  130487. * The overall strengh for the lens flare effect
  130488. */
  130489. lensFlareStrength: number;
  130490. /**
  130491. * Dispersion coefficient for lens flare ghosts
  130492. */
  130493. lensFlareGhostDispersal: number;
  130494. /**
  130495. * Main lens flare halo width
  130496. */
  130497. lensFlareHaloWidth: number;
  130498. /**
  130499. * Based on the lens distortion effect, defines how much the lens flare result
  130500. * is distorted
  130501. */
  130502. lensFlareDistortionStrength: number;
  130503. /**
  130504. * Configures the blur intensity used for for lens flare (halo)
  130505. */
  130506. lensFlareBlurWidth: number;
  130507. /**
  130508. * Lens star texture must be used to simulate rays on the flares and is available
  130509. * in the documentation
  130510. */
  130511. lensStarTexture: Nullable<Texture>;
  130512. /**
  130513. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  130514. * flare effect by taking account of the dirt texture
  130515. */
  130516. lensFlareDirtTexture: Nullable<Texture>;
  130517. /**
  130518. * Represents the focal length for the depth of field effect
  130519. */
  130520. depthOfFieldDistance: number;
  130521. /**
  130522. * Represents the blur intensity for the blurred part of the depth of field effect
  130523. */
  130524. depthOfFieldBlurWidth: number;
  130525. /**
  130526. * Gets how much the image is blurred by the movement while using the motion blur post-process
  130527. */
  130528. /**
  130529. * Sets how much the image is blurred by the movement while using the motion blur post-process
  130530. */
  130531. motionStrength: number;
  130532. /**
  130533. * Gets wether or not the motion blur post-process is object based or screen based.
  130534. */
  130535. /**
  130536. * Sets wether or not the motion blur post-process should be object based or screen based
  130537. */
  130538. objectBasedMotionBlur: boolean;
  130539. /**
  130540. * List of animations for the pipeline (IAnimatable implementation)
  130541. */
  130542. animations: Animation[];
  130543. /**
  130544. * Private members
  130545. */
  130546. private _scene;
  130547. private _currentDepthOfFieldSource;
  130548. private _basePostProcess;
  130549. private _fixedExposure;
  130550. private _currentExposure;
  130551. private _hdrAutoExposure;
  130552. private _hdrCurrentLuminance;
  130553. private _motionStrength;
  130554. private _isObjectBasedMotionBlur;
  130555. private _floatTextureType;
  130556. private _camerasToBeAttached;
  130557. private _ratio;
  130558. private _bloomEnabled;
  130559. private _depthOfFieldEnabled;
  130560. private _vlsEnabled;
  130561. private _lensFlareEnabled;
  130562. private _hdrEnabled;
  130563. private _motionBlurEnabled;
  130564. private _fxaaEnabled;
  130565. private _motionBlurSamples;
  130566. private _volumetricLightStepsCount;
  130567. private _samples;
  130568. /**
  130569. * @ignore
  130570. * Specifies if the bloom pipeline is enabled
  130571. */
  130572. BloomEnabled: boolean;
  130573. /**
  130574. * @ignore
  130575. * Specifies if the depth of field pipeline is enabed
  130576. */
  130577. DepthOfFieldEnabled: boolean;
  130578. /**
  130579. * @ignore
  130580. * Specifies if the lens flare pipeline is enabed
  130581. */
  130582. LensFlareEnabled: boolean;
  130583. /**
  130584. * @ignore
  130585. * Specifies if the HDR pipeline is enabled
  130586. */
  130587. HDREnabled: boolean;
  130588. /**
  130589. * @ignore
  130590. * Specifies if the volumetric lights scattering effect is enabled
  130591. */
  130592. VLSEnabled: boolean;
  130593. /**
  130594. * @ignore
  130595. * Specifies if the motion blur effect is enabled
  130596. */
  130597. MotionBlurEnabled: boolean;
  130598. /**
  130599. * Specifies if anti-aliasing is enabled
  130600. */
  130601. fxaaEnabled: boolean;
  130602. /**
  130603. * Specifies the number of steps used to calculate the volumetric lights
  130604. * Typically in interval [50, 200]
  130605. */
  130606. volumetricLightStepsCount: number;
  130607. /**
  130608. * Specifies the number of samples used for the motion blur effect
  130609. * Typically in interval [16, 64]
  130610. */
  130611. motionBlurSamples: number;
  130612. /**
  130613. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130614. */
  130615. samples: number;
  130616. /**
  130617. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130618. * @constructor
  130619. * @param name The rendering pipeline name
  130620. * @param scene The scene linked to this pipeline
  130621. * @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)
  130622. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  130623. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130624. */
  130625. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  130626. private _buildPipeline;
  130627. private _createDownSampleX4PostProcess;
  130628. private _createBrightPassPostProcess;
  130629. private _createBlurPostProcesses;
  130630. private _createTextureAdderPostProcess;
  130631. private _createVolumetricLightPostProcess;
  130632. private _createLuminancePostProcesses;
  130633. private _createHdrPostProcess;
  130634. private _createLensFlarePostProcess;
  130635. private _createDepthOfFieldPostProcess;
  130636. private _createMotionBlurPostProcess;
  130637. private _getDepthTexture;
  130638. private _disposePostProcesses;
  130639. /**
  130640. * Dispose of the pipeline and stop all post processes
  130641. */
  130642. dispose(): void;
  130643. /**
  130644. * Serialize the rendering pipeline (Used when exporting)
  130645. * @returns the serialized object
  130646. */
  130647. serialize(): any;
  130648. /**
  130649. * Parse the serialized pipeline
  130650. * @param source Source pipeline.
  130651. * @param scene The scene to load the pipeline to.
  130652. * @param rootUrl The URL of the serialized pipeline.
  130653. * @returns An instantiated pipeline from the serialized object.
  130654. */
  130655. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  130656. /**
  130657. * Luminance steps
  130658. */
  130659. static LuminanceSteps: number;
  130660. }
  130661. }
  130662. declare module BABYLON {
  130663. /** @hidden */
  130664. export var tonemapPixelShader: {
  130665. name: string;
  130666. shader: string;
  130667. };
  130668. }
  130669. declare module BABYLON {
  130670. /** Defines operator used for tonemapping */
  130671. export enum TonemappingOperator {
  130672. /** Hable */
  130673. Hable = 0,
  130674. /** Reinhard */
  130675. Reinhard = 1,
  130676. /** HejiDawson */
  130677. HejiDawson = 2,
  130678. /** Photographic */
  130679. Photographic = 3
  130680. }
  130681. /**
  130682. * Defines a post process to apply tone mapping
  130683. */
  130684. export class TonemapPostProcess extends PostProcess {
  130685. private _operator;
  130686. /** Defines the required exposure adjustement */
  130687. exposureAdjustment: number;
  130688. /**
  130689. * Creates a new TonemapPostProcess
  130690. * @param name defines the name of the postprocess
  130691. * @param _operator defines the operator to use
  130692. * @param exposureAdjustment defines the required exposure adjustement
  130693. * @param camera defines the camera to use (can be null)
  130694. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  130695. * @param engine defines the hosting engine (can be ignore if camera is set)
  130696. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  130697. */
  130698. constructor(name: string, _operator: TonemappingOperator,
  130699. /** Defines the required exposure adjustement */
  130700. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  130701. }
  130702. }
  130703. declare module BABYLON {
  130704. /** @hidden */
  130705. export var depthVertexShader: {
  130706. name: string;
  130707. shader: string;
  130708. };
  130709. }
  130710. declare module BABYLON {
  130711. /** @hidden */
  130712. export var volumetricLightScatteringPixelShader: {
  130713. name: string;
  130714. shader: string;
  130715. };
  130716. }
  130717. declare module BABYLON {
  130718. /** @hidden */
  130719. export var volumetricLightScatteringPassVertexShader: {
  130720. name: string;
  130721. shader: string;
  130722. };
  130723. }
  130724. declare module BABYLON {
  130725. /** @hidden */
  130726. export var volumetricLightScatteringPassPixelShader: {
  130727. name: string;
  130728. shader: string;
  130729. };
  130730. }
  130731. declare module BABYLON {
  130732. /**
  130733. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  130734. */
  130735. export class VolumetricLightScatteringPostProcess extends PostProcess {
  130736. private _volumetricLightScatteringPass;
  130737. private _volumetricLightScatteringRTT;
  130738. private _viewPort;
  130739. private _screenCoordinates;
  130740. private _cachedDefines;
  130741. /**
  130742. * If not undefined, the mesh position is computed from the attached node position
  130743. */
  130744. attachedNode: {
  130745. position: Vector3;
  130746. };
  130747. /**
  130748. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  130749. */
  130750. customMeshPosition: Vector3;
  130751. /**
  130752. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  130753. */
  130754. useCustomMeshPosition: boolean;
  130755. /**
  130756. * If the post-process should inverse the light scattering direction
  130757. */
  130758. invert: boolean;
  130759. /**
  130760. * The internal mesh used by the post-process
  130761. */
  130762. mesh: Mesh;
  130763. /**
  130764. * @hidden
  130765. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  130766. */
  130767. useDiffuseColor: boolean;
  130768. /**
  130769. * Array containing the excluded meshes not rendered in the internal pass
  130770. */
  130771. excludedMeshes: AbstractMesh[];
  130772. /**
  130773. * Controls the overall intensity of the post-process
  130774. */
  130775. exposure: number;
  130776. /**
  130777. * Dissipates each sample's contribution in range [0, 1]
  130778. */
  130779. decay: number;
  130780. /**
  130781. * Controls the overall intensity of each sample
  130782. */
  130783. weight: number;
  130784. /**
  130785. * Controls the density of each sample
  130786. */
  130787. density: number;
  130788. /**
  130789. * @constructor
  130790. * @param name The post-process name
  130791. * @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)
  130792. * @param camera The camera that the post-process will be attached to
  130793. * @param mesh The mesh used to create the light scattering
  130794. * @param samples The post-process quality, default 100
  130795. * @param samplingModeThe post-process filtering mode
  130796. * @param engine The babylon engine
  130797. * @param reusable If the post-process is reusable
  130798. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  130799. */
  130800. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  130801. /**
  130802. * Returns the string "VolumetricLightScatteringPostProcess"
  130803. * @returns "VolumetricLightScatteringPostProcess"
  130804. */
  130805. getClassName(): string;
  130806. private _isReady;
  130807. /**
  130808. * Sets the new light position for light scattering effect
  130809. * @param position The new custom light position
  130810. */
  130811. setCustomMeshPosition(position: Vector3): void;
  130812. /**
  130813. * Returns the light position for light scattering effect
  130814. * @return Vector3 The custom light position
  130815. */
  130816. getCustomMeshPosition(): Vector3;
  130817. /**
  130818. * Disposes the internal assets and detaches the post-process from the camera
  130819. */
  130820. dispose(camera: Camera): void;
  130821. /**
  130822. * Returns the render target texture used by the post-process
  130823. * @return the render target texture used by the post-process
  130824. */
  130825. getPass(): RenderTargetTexture;
  130826. private _meshExcluded;
  130827. private _createPass;
  130828. private _updateMeshScreenCoordinates;
  130829. /**
  130830. * Creates a default mesh for the Volumeric Light Scattering post-process
  130831. * @param name The mesh name
  130832. * @param scene The scene where to create the mesh
  130833. * @return the default mesh
  130834. */
  130835. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  130836. }
  130837. }
  130838. declare module BABYLON {
  130839. interface Scene {
  130840. /** @hidden (Backing field) */
  130841. _boundingBoxRenderer: BoundingBoxRenderer;
  130842. /** @hidden (Backing field) */
  130843. _forceShowBoundingBoxes: boolean;
  130844. /**
  130845. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  130846. */
  130847. forceShowBoundingBoxes: boolean;
  130848. /**
  130849. * Gets the bounding box renderer associated with the scene
  130850. * @returns a BoundingBoxRenderer
  130851. */
  130852. getBoundingBoxRenderer(): BoundingBoxRenderer;
  130853. }
  130854. interface AbstractMesh {
  130855. /** @hidden (Backing field) */
  130856. _showBoundingBox: boolean;
  130857. /**
  130858. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  130859. */
  130860. showBoundingBox: boolean;
  130861. }
  130862. /**
  130863. * Component responsible of rendering the bounding box of the meshes in a scene.
  130864. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  130865. */
  130866. export class BoundingBoxRenderer implements ISceneComponent {
  130867. /**
  130868. * The component name helpfull to identify the component in the list of scene components.
  130869. */
  130870. readonly name: string;
  130871. /**
  130872. * The scene the component belongs to.
  130873. */
  130874. scene: Scene;
  130875. /**
  130876. * Color of the bounding box lines placed in front of an object
  130877. */
  130878. frontColor: Color3;
  130879. /**
  130880. * Color of the bounding box lines placed behind an object
  130881. */
  130882. backColor: Color3;
  130883. /**
  130884. * Defines if the renderer should show the back lines or not
  130885. */
  130886. showBackLines: boolean;
  130887. /**
  130888. * @hidden
  130889. */
  130890. renderList: SmartArray<BoundingBox>;
  130891. private _colorShader;
  130892. private _vertexBuffers;
  130893. private _indexBuffer;
  130894. private _fillIndexBuffer;
  130895. private _fillIndexData;
  130896. /**
  130897. * Instantiates a new bounding box renderer in a scene.
  130898. * @param scene the scene the renderer renders in
  130899. */
  130900. constructor(scene: Scene);
  130901. /**
  130902. * Registers the component in a given scene
  130903. */
  130904. register(): void;
  130905. private _evaluateSubMesh;
  130906. private _activeMesh;
  130907. private _prepareRessources;
  130908. private _createIndexBuffer;
  130909. /**
  130910. * Rebuilds the elements related to this component in case of
  130911. * context lost for instance.
  130912. */
  130913. rebuild(): void;
  130914. /**
  130915. * @hidden
  130916. */
  130917. reset(): void;
  130918. /**
  130919. * Render the bounding boxes of a specific rendering group
  130920. * @param renderingGroupId defines the rendering group to render
  130921. */
  130922. render(renderingGroupId: number): void;
  130923. /**
  130924. * In case of occlusion queries, we can render the occlusion bounding box through this method
  130925. * @param mesh Define the mesh to render the occlusion bounding box for
  130926. */
  130927. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  130928. /**
  130929. * Dispose and release the resources attached to this renderer.
  130930. */
  130931. dispose(): void;
  130932. }
  130933. }
  130934. declare module BABYLON {
  130935. /** @hidden */
  130936. export var depthPixelShader: {
  130937. name: string;
  130938. shader: string;
  130939. };
  130940. }
  130941. declare module BABYLON {
  130942. /**
  130943. * This represents a depth renderer in Babylon.
  130944. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  130945. */
  130946. export class DepthRenderer {
  130947. private _scene;
  130948. private _depthMap;
  130949. private _effect;
  130950. private readonly _storeNonLinearDepth;
  130951. private readonly _clearColor;
  130952. /** Get if the depth renderer is using packed depth or not */
  130953. readonly isPacked: boolean;
  130954. private _cachedDefines;
  130955. private _camera;
  130956. /**
  130957. * Specifiess that the depth renderer will only be used within
  130958. * the camera it is created for.
  130959. * This can help forcing its rendering during the camera processing.
  130960. */
  130961. useOnlyInActiveCamera: boolean;
  130962. /** @hidden */
  130963. static _SceneComponentInitialization: (scene: Scene) => void;
  130964. /**
  130965. * Instantiates a depth renderer
  130966. * @param scene The scene the renderer belongs to
  130967. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  130968. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  130969. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  130970. */
  130971. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  130972. /**
  130973. * Creates the depth rendering effect and checks if the effect is ready.
  130974. * @param subMesh The submesh to be used to render the depth map of
  130975. * @param useInstances If multiple world instances should be used
  130976. * @returns if the depth renderer is ready to render the depth map
  130977. */
  130978. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130979. /**
  130980. * Gets the texture which the depth map will be written to.
  130981. * @returns The depth map texture
  130982. */
  130983. getDepthMap(): RenderTargetTexture;
  130984. /**
  130985. * Disposes of the depth renderer.
  130986. */
  130987. dispose(): void;
  130988. }
  130989. }
  130990. declare module BABYLON {
  130991. interface Scene {
  130992. /** @hidden (Backing field) */
  130993. _depthRenderer: {
  130994. [id: string]: DepthRenderer;
  130995. };
  130996. /**
  130997. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  130998. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  130999. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131000. * @returns the created depth renderer
  131001. */
  131002. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  131003. /**
  131004. * Disables a depth renderer for a given camera
  131005. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  131006. */
  131007. disableDepthRenderer(camera?: Nullable<Camera>): void;
  131008. }
  131009. /**
  131010. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  131011. * in several rendering techniques.
  131012. */
  131013. export class DepthRendererSceneComponent implements ISceneComponent {
  131014. /**
  131015. * The component name helpfull to identify the component in the list of scene components.
  131016. */
  131017. readonly name: string;
  131018. /**
  131019. * The scene the component belongs to.
  131020. */
  131021. scene: Scene;
  131022. /**
  131023. * Creates a new instance of the component for the given scene
  131024. * @param scene Defines the scene to register the component in
  131025. */
  131026. constructor(scene: Scene);
  131027. /**
  131028. * Registers the component in a given scene
  131029. */
  131030. register(): void;
  131031. /**
  131032. * Rebuilds the elements related to this component in case of
  131033. * context lost for instance.
  131034. */
  131035. rebuild(): void;
  131036. /**
  131037. * Disposes the component and the associated ressources
  131038. */
  131039. dispose(): void;
  131040. private _gatherRenderTargets;
  131041. private _gatherActiveCameraRenderTargets;
  131042. }
  131043. }
  131044. declare module BABYLON {
  131045. /** @hidden */
  131046. export var outlinePixelShader: {
  131047. name: string;
  131048. shader: string;
  131049. };
  131050. }
  131051. declare module BABYLON {
  131052. /** @hidden */
  131053. export var outlineVertexShader: {
  131054. name: string;
  131055. shader: string;
  131056. };
  131057. }
  131058. declare module BABYLON {
  131059. interface Scene {
  131060. /** @hidden */
  131061. _outlineRenderer: OutlineRenderer;
  131062. /**
  131063. * Gets the outline renderer associated with the scene
  131064. * @returns a OutlineRenderer
  131065. */
  131066. getOutlineRenderer(): OutlineRenderer;
  131067. }
  131068. interface AbstractMesh {
  131069. /** @hidden (Backing field) */
  131070. _renderOutline: boolean;
  131071. /**
  131072. * Gets or sets a boolean indicating if the outline must be rendered as well
  131073. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  131074. */
  131075. renderOutline: boolean;
  131076. /** @hidden (Backing field) */
  131077. _renderOverlay: boolean;
  131078. /**
  131079. * Gets or sets a boolean indicating if the overlay must be rendered as well
  131080. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  131081. */
  131082. renderOverlay: boolean;
  131083. }
  131084. /**
  131085. * This class is responsible to draw bothe outline/overlay of meshes.
  131086. * It should not be used directly but through the available method on mesh.
  131087. */
  131088. export class OutlineRenderer implements ISceneComponent {
  131089. /**
  131090. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  131091. */
  131092. private static _StencilReference;
  131093. /**
  131094. * The name of the component. Each component must have a unique name.
  131095. */
  131096. name: string;
  131097. /**
  131098. * The scene the component belongs to.
  131099. */
  131100. scene: Scene;
  131101. /**
  131102. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  131103. */
  131104. zOffset: number;
  131105. private _engine;
  131106. private _effect;
  131107. private _cachedDefines;
  131108. private _savedDepthWrite;
  131109. /**
  131110. * Instantiates a new outline renderer. (There could be only one per scene).
  131111. * @param scene Defines the scene it belongs to
  131112. */
  131113. constructor(scene: Scene);
  131114. /**
  131115. * Register the component to one instance of a scene.
  131116. */
  131117. register(): void;
  131118. /**
  131119. * Rebuilds the elements related to this component in case of
  131120. * context lost for instance.
  131121. */
  131122. rebuild(): void;
  131123. /**
  131124. * Disposes the component and the associated ressources.
  131125. */
  131126. dispose(): void;
  131127. /**
  131128. * Renders the outline in the canvas.
  131129. * @param subMesh Defines the sumesh to render
  131130. * @param batch Defines the batch of meshes in case of instances
  131131. * @param useOverlay Defines if the rendering is for the overlay or the outline
  131132. */
  131133. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  131134. /**
  131135. * Returns whether or not the outline renderer is ready for a given submesh.
  131136. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  131137. * @param subMesh Defines the submesh to check readyness for
  131138. * @param useInstances Defines wheter wee are trying to render instances or not
  131139. * @returns true if ready otherwise false
  131140. */
  131141. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131142. private _beforeRenderingMesh;
  131143. private _afterRenderingMesh;
  131144. }
  131145. }
  131146. declare module BABYLON {
  131147. /**
  131148. * Class used to manage multiple sprites of different sizes on the same spritesheet
  131149. * @see http://doc.babylonjs.com/babylon101/sprites
  131150. */
  131151. export class SpritePackedManager extends SpriteManager {
  131152. /** defines the packed manager's name */
  131153. name: string;
  131154. /**
  131155. * Creates a new sprite manager from a packed sprite sheet
  131156. * @param name defines the manager's name
  131157. * @param imgUrl defines the sprite sheet url
  131158. * @param capacity defines the maximum allowed number of sprites
  131159. * @param scene defines the hosting scene
  131160. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  131161. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  131162. * @param samplingMode defines the smapling mode to use with spritesheet
  131163. * @param fromPacked set to true; do not alter
  131164. */
  131165. constructor(
  131166. /** defines the packed manager's name */
  131167. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  131168. }
  131169. }
  131170. declare module BABYLON {
  131171. /**
  131172. * Defines the list of states available for a task inside a AssetsManager
  131173. */
  131174. export enum AssetTaskState {
  131175. /**
  131176. * Initialization
  131177. */
  131178. INIT = 0,
  131179. /**
  131180. * Running
  131181. */
  131182. RUNNING = 1,
  131183. /**
  131184. * Done
  131185. */
  131186. DONE = 2,
  131187. /**
  131188. * Error
  131189. */
  131190. ERROR = 3
  131191. }
  131192. /**
  131193. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  131194. */
  131195. export abstract class AbstractAssetTask {
  131196. /**
  131197. * Task name
  131198. */ name: string;
  131199. /**
  131200. * Callback called when the task is successful
  131201. */
  131202. onSuccess: (task: any) => void;
  131203. /**
  131204. * Callback called when the task is not successful
  131205. */
  131206. onError: (task: any, message?: string, exception?: any) => void;
  131207. /**
  131208. * Creates a new AssetsManager
  131209. * @param name defines the name of the task
  131210. */
  131211. constructor(
  131212. /**
  131213. * Task name
  131214. */ name: string);
  131215. private _isCompleted;
  131216. private _taskState;
  131217. private _errorObject;
  131218. /**
  131219. * Get if the task is completed
  131220. */
  131221. readonly isCompleted: boolean;
  131222. /**
  131223. * Gets the current state of the task
  131224. */
  131225. readonly taskState: AssetTaskState;
  131226. /**
  131227. * Gets the current error object (if task is in error)
  131228. */
  131229. readonly errorObject: {
  131230. message?: string;
  131231. exception?: any;
  131232. };
  131233. /**
  131234. * Internal only
  131235. * @hidden
  131236. */
  131237. _setErrorObject(message?: string, exception?: any): void;
  131238. /**
  131239. * Execute the current task
  131240. * @param scene defines the scene where you want your assets to be loaded
  131241. * @param onSuccess is a callback called when the task is successfully executed
  131242. * @param onError is a callback called if an error occurs
  131243. */
  131244. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131245. /**
  131246. * Execute the current task
  131247. * @param scene defines the scene where you want your assets to be loaded
  131248. * @param onSuccess is a callback called when the task is successfully executed
  131249. * @param onError is a callback called if an error occurs
  131250. */
  131251. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131252. /**
  131253. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  131254. * This can be used with failed tasks that have the reason for failure fixed.
  131255. */
  131256. reset(): void;
  131257. private onErrorCallback;
  131258. private onDoneCallback;
  131259. }
  131260. /**
  131261. * Define the interface used by progress events raised during assets loading
  131262. */
  131263. export interface IAssetsProgressEvent {
  131264. /**
  131265. * Defines the number of remaining tasks to process
  131266. */
  131267. remainingCount: number;
  131268. /**
  131269. * Defines the total number of tasks
  131270. */
  131271. totalCount: number;
  131272. /**
  131273. * Defines the task that was just processed
  131274. */
  131275. task: AbstractAssetTask;
  131276. }
  131277. /**
  131278. * Class used to share progress information about assets loading
  131279. */
  131280. export class AssetsProgressEvent implements IAssetsProgressEvent {
  131281. /**
  131282. * Defines the number of remaining tasks to process
  131283. */
  131284. remainingCount: number;
  131285. /**
  131286. * Defines the total number of tasks
  131287. */
  131288. totalCount: number;
  131289. /**
  131290. * Defines the task that was just processed
  131291. */
  131292. task: AbstractAssetTask;
  131293. /**
  131294. * Creates a AssetsProgressEvent
  131295. * @param remainingCount defines the number of remaining tasks to process
  131296. * @param totalCount defines the total number of tasks
  131297. * @param task defines the task that was just processed
  131298. */
  131299. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  131300. }
  131301. /**
  131302. * Define a task used by AssetsManager to load meshes
  131303. */
  131304. export class MeshAssetTask extends AbstractAssetTask {
  131305. /**
  131306. * Defines the name of the task
  131307. */
  131308. name: string;
  131309. /**
  131310. * Defines the list of mesh's names you want to load
  131311. */
  131312. meshesNames: any;
  131313. /**
  131314. * Defines the root url to use as a base to load your meshes and associated resources
  131315. */
  131316. rootUrl: string;
  131317. /**
  131318. * Defines the filename of the scene to load from
  131319. */
  131320. sceneFilename: string;
  131321. /**
  131322. * Gets the list of loaded meshes
  131323. */
  131324. loadedMeshes: Array<AbstractMesh>;
  131325. /**
  131326. * Gets the list of loaded particle systems
  131327. */
  131328. loadedParticleSystems: Array<IParticleSystem>;
  131329. /**
  131330. * Gets the list of loaded skeletons
  131331. */
  131332. loadedSkeletons: Array<Skeleton>;
  131333. /**
  131334. * Gets the list of loaded animation groups
  131335. */
  131336. loadedAnimationGroups: Array<AnimationGroup>;
  131337. /**
  131338. * Callback called when the task is successful
  131339. */
  131340. onSuccess: (task: MeshAssetTask) => void;
  131341. /**
  131342. * Callback called when the task is successful
  131343. */
  131344. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  131345. /**
  131346. * Creates a new MeshAssetTask
  131347. * @param name defines the name of the task
  131348. * @param meshesNames defines the list of mesh's names you want to load
  131349. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  131350. * @param sceneFilename defines the filename of the scene to load from
  131351. */
  131352. constructor(
  131353. /**
  131354. * Defines the name of the task
  131355. */
  131356. name: string,
  131357. /**
  131358. * Defines the list of mesh's names you want to load
  131359. */
  131360. meshesNames: any,
  131361. /**
  131362. * Defines the root url to use as a base to load your meshes and associated resources
  131363. */
  131364. rootUrl: string,
  131365. /**
  131366. * Defines the filename of the scene to load from
  131367. */
  131368. sceneFilename: string);
  131369. /**
  131370. * Execute the current task
  131371. * @param scene defines the scene where you want your assets to be loaded
  131372. * @param onSuccess is a callback called when the task is successfully executed
  131373. * @param onError is a callback called if an error occurs
  131374. */
  131375. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131376. }
  131377. /**
  131378. * Define a task used by AssetsManager to load text content
  131379. */
  131380. export class TextFileAssetTask extends AbstractAssetTask {
  131381. /**
  131382. * Defines the name of the task
  131383. */
  131384. name: string;
  131385. /**
  131386. * Defines the location of the file to load
  131387. */
  131388. url: string;
  131389. /**
  131390. * Gets the loaded text string
  131391. */
  131392. text: string;
  131393. /**
  131394. * Callback called when the task is successful
  131395. */
  131396. onSuccess: (task: TextFileAssetTask) => void;
  131397. /**
  131398. * Callback called when the task is successful
  131399. */
  131400. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  131401. /**
  131402. * Creates a new TextFileAssetTask object
  131403. * @param name defines the name of the task
  131404. * @param url defines the location of the file to load
  131405. */
  131406. constructor(
  131407. /**
  131408. * Defines the name of the task
  131409. */
  131410. name: string,
  131411. /**
  131412. * Defines the location of the file to load
  131413. */
  131414. url: string);
  131415. /**
  131416. * Execute the current task
  131417. * @param scene defines the scene where you want your assets to be loaded
  131418. * @param onSuccess is a callback called when the task is successfully executed
  131419. * @param onError is a callback called if an error occurs
  131420. */
  131421. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131422. }
  131423. /**
  131424. * Define a task used by AssetsManager to load binary data
  131425. */
  131426. export class BinaryFileAssetTask extends AbstractAssetTask {
  131427. /**
  131428. * Defines the name of the task
  131429. */
  131430. name: string;
  131431. /**
  131432. * Defines the location of the file to load
  131433. */
  131434. url: string;
  131435. /**
  131436. * Gets the lodaded data (as an array buffer)
  131437. */
  131438. data: ArrayBuffer;
  131439. /**
  131440. * Callback called when the task is successful
  131441. */
  131442. onSuccess: (task: BinaryFileAssetTask) => void;
  131443. /**
  131444. * Callback called when the task is successful
  131445. */
  131446. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  131447. /**
  131448. * Creates a new BinaryFileAssetTask object
  131449. * @param name defines the name of the new task
  131450. * @param url defines the location of the file to load
  131451. */
  131452. constructor(
  131453. /**
  131454. * Defines the name of the task
  131455. */
  131456. name: string,
  131457. /**
  131458. * Defines the location of the file to load
  131459. */
  131460. url: string);
  131461. /**
  131462. * Execute the current task
  131463. * @param scene defines the scene where you want your assets to be loaded
  131464. * @param onSuccess is a callback called when the task is successfully executed
  131465. * @param onError is a callback called if an error occurs
  131466. */
  131467. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131468. }
  131469. /**
  131470. * Define a task used by AssetsManager to load images
  131471. */
  131472. export class ImageAssetTask extends AbstractAssetTask {
  131473. /**
  131474. * Defines the name of the task
  131475. */
  131476. name: string;
  131477. /**
  131478. * Defines the location of the image to load
  131479. */
  131480. url: string;
  131481. /**
  131482. * Gets the loaded images
  131483. */
  131484. image: HTMLImageElement;
  131485. /**
  131486. * Callback called when the task is successful
  131487. */
  131488. onSuccess: (task: ImageAssetTask) => void;
  131489. /**
  131490. * Callback called when the task is successful
  131491. */
  131492. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  131493. /**
  131494. * Creates a new ImageAssetTask
  131495. * @param name defines the name of the task
  131496. * @param url defines the location of the image to load
  131497. */
  131498. constructor(
  131499. /**
  131500. * Defines the name of the task
  131501. */
  131502. name: string,
  131503. /**
  131504. * Defines the location of the image to load
  131505. */
  131506. url: string);
  131507. /**
  131508. * Execute the current task
  131509. * @param scene defines the scene where you want your assets to be loaded
  131510. * @param onSuccess is a callback called when the task is successfully executed
  131511. * @param onError is a callback called if an error occurs
  131512. */
  131513. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131514. }
  131515. /**
  131516. * Defines the interface used by texture loading tasks
  131517. */
  131518. export interface ITextureAssetTask<TEX extends BaseTexture> {
  131519. /**
  131520. * Gets the loaded texture
  131521. */
  131522. texture: TEX;
  131523. }
  131524. /**
  131525. * Define a task used by AssetsManager to load 2D textures
  131526. */
  131527. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  131528. /**
  131529. * Defines the name of the task
  131530. */
  131531. name: string;
  131532. /**
  131533. * Defines the location of the file to load
  131534. */
  131535. url: string;
  131536. /**
  131537. * Defines if mipmap should not be generated (default is false)
  131538. */
  131539. noMipmap?: boolean | undefined;
  131540. /**
  131541. * Defines if texture must be inverted on Y axis (default is false)
  131542. */
  131543. invertY?: boolean | undefined;
  131544. /**
  131545. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131546. */
  131547. samplingMode: number;
  131548. /**
  131549. * Gets the loaded texture
  131550. */
  131551. texture: Texture;
  131552. /**
  131553. * Callback called when the task is successful
  131554. */
  131555. onSuccess: (task: TextureAssetTask) => void;
  131556. /**
  131557. * Callback called when the task is successful
  131558. */
  131559. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  131560. /**
  131561. * Creates a new TextureAssetTask object
  131562. * @param name defines the name of the task
  131563. * @param url defines the location of the file to load
  131564. * @param noMipmap defines if mipmap should not be generated (default is false)
  131565. * @param invertY defines if texture must be inverted on Y axis (default is false)
  131566. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131567. */
  131568. constructor(
  131569. /**
  131570. * Defines the name of the task
  131571. */
  131572. name: string,
  131573. /**
  131574. * Defines the location of the file to load
  131575. */
  131576. url: string,
  131577. /**
  131578. * Defines if mipmap should not be generated (default is false)
  131579. */
  131580. noMipmap?: boolean | undefined,
  131581. /**
  131582. * Defines if texture must be inverted on Y axis (default is false)
  131583. */
  131584. invertY?: boolean | undefined,
  131585. /**
  131586. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131587. */
  131588. samplingMode?: number);
  131589. /**
  131590. * Execute the current task
  131591. * @param scene defines the scene where you want your assets to be loaded
  131592. * @param onSuccess is a callback called when the task is successfully executed
  131593. * @param onError is a callback called if an error occurs
  131594. */
  131595. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131596. }
  131597. /**
  131598. * Define a task used by AssetsManager to load cube textures
  131599. */
  131600. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  131601. /**
  131602. * Defines the name of the task
  131603. */
  131604. name: string;
  131605. /**
  131606. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131607. */
  131608. url: string;
  131609. /**
  131610. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131611. */
  131612. extensions?: string[] | undefined;
  131613. /**
  131614. * Defines if mipmaps should not be generated (default is false)
  131615. */
  131616. noMipmap?: boolean | undefined;
  131617. /**
  131618. * Defines the explicit list of files (undefined by default)
  131619. */
  131620. files?: string[] | undefined;
  131621. /**
  131622. * Gets the loaded texture
  131623. */
  131624. texture: CubeTexture;
  131625. /**
  131626. * Callback called when the task is successful
  131627. */
  131628. onSuccess: (task: CubeTextureAssetTask) => void;
  131629. /**
  131630. * Callback called when the task is successful
  131631. */
  131632. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  131633. /**
  131634. * Creates a new CubeTextureAssetTask
  131635. * @param name defines the name of the task
  131636. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131637. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131638. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131639. * @param files defines the explicit list of files (undefined by default)
  131640. */
  131641. constructor(
  131642. /**
  131643. * Defines the name of the task
  131644. */
  131645. name: string,
  131646. /**
  131647. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131648. */
  131649. url: string,
  131650. /**
  131651. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131652. */
  131653. extensions?: string[] | undefined,
  131654. /**
  131655. * Defines if mipmaps should not be generated (default is false)
  131656. */
  131657. noMipmap?: boolean | undefined,
  131658. /**
  131659. * Defines the explicit list of files (undefined by default)
  131660. */
  131661. files?: string[] | undefined);
  131662. /**
  131663. * Execute the current task
  131664. * @param scene defines the scene where you want your assets to be loaded
  131665. * @param onSuccess is a callback called when the task is successfully executed
  131666. * @param onError is a callback called if an error occurs
  131667. */
  131668. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131669. }
  131670. /**
  131671. * Define a task used by AssetsManager to load HDR cube textures
  131672. */
  131673. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  131674. /**
  131675. * Defines the name of the task
  131676. */
  131677. name: string;
  131678. /**
  131679. * Defines the location of the file to load
  131680. */
  131681. url: string;
  131682. /**
  131683. * Defines the desired size (the more it increases the longer the generation will be)
  131684. */
  131685. size: number;
  131686. /**
  131687. * Defines if mipmaps should not be generated (default is false)
  131688. */
  131689. noMipmap: boolean;
  131690. /**
  131691. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131692. */
  131693. generateHarmonics: boolean;
  131694. /**
  131695. * 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)
  131696. */
  131697. gammaSpace: boolean;
  131698. /**
  131699. * Internal Use Only
  131700. */
  131701. reserved: boolean;
  131702. /**
  131703. * Gets the loaded texture
  131704. */
  131705. texture: HDRCubeTexture;
  131706. /**
  131707. * Callback called when the task is successful
  131708. */
  131709. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  131710. /**
  131711. * Callback called when the task is successful
  131712. */
  131713. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  131714. /**
  131715. * Creates a new HDRCubeTextureAssetTask object
  131716. * @param name defines the name of the task
  131717. * @param url defines the location of the file to load
  131718. * @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.
  131719. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131720. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131721. * @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)
  131722. * @param reserved Internal use only
  131723. */
  131724. constructor(
  131725. /**
  131726. * Defines the name of the task
  131727. */
  131728. name: string,
  131729. /**
  131730. * Defines the location of the file to load
  131731. */
  131732. url: string,
  131733. /**
  131734. * Defines the desired size (the more it increases the longer the generation will be)
  131735. */
  131736. size: number,
  131737. /**
  131738. * Defines if mipmaps should not be generated (default is false)
  131739. */
  131740. noMipmap?: boolean,
  131741. /**
  131742. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131743. */
  131744. generateHarmonics?: boolean,
  131745. /**
  131746. * 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)
  131747. */
  131748. gammaSpace?: boolean,
  131749. /**
  131750. * Internal Use Only
  131751. */
  131752. reserved?: boolean);
  131753. /**
  131754. * Execute the current task
  131755. * @param scene defines the scene where you want your assets to be loaded
  131756. * @param onSuccess is a callback called when the task is successfully executed
  131757. * @param onError is a callback called if an error occurs
  131758. */
  131759. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131760. }
  131761. /**
  131762. * Define a task used by AssetsManager to load Equirectangular cube textures
  131763. */
  131764. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  131765. /**
  131766. * Defines the name of the task
  131767. */
  131768. name: string;
  131769. /**
  131770. * Defines the location of the file to load
  131771. */
  131772. url: string;
  131773. /**
  131774. * Defines the desired size (the more it increases the longer the generation will be)
  131775. */
  131776. size: number;
  131777. /**
  131778. * Defines if mipmaps should not be generated (default is false)
  131779. */
  131780. noMipmap: boolean;
  131781. /**
  131782. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  131783. * but the standard material would require them in Gamma space) (default is true)
  131784. */
  131785. gammaSpace: boolean;
  131786. /**
  131787. * Gets the loaded texture
  131788. */
  131789. texture: EquiRectangularCubeTexture;
  131790. /**
  131791. * Callback called when the task is successful
  131792. */
  131793. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  131794. /**
  131795. * Callback called when the task is successful
  131796. */
  131797. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  131798. /**
  131799. * Creates a new EquiRectangularCubeTextureAssetTask object
  131800. * @param name defines the name of the task
  131801. * @param url defines the location of the file to load
  131802. * @param size defines the desired size (the more it increases the longer the generation will be)
  131803. * If the size is omitted this implies you are using a preprocessed cubemap.
  131804. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131805. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  131806. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  131807. * (default is true)
  131808. */
  131809. constructor(
  131810. /**
  131811. * Defines the name of the task
  131812. */
  131813. name: string,
  131814. /**
  131815. * Defines the location of the file to load
  131816. */
  131817. url: string,
  131818. /**
  131819. * Defines the desired size (the more it increases the longer the generation will be)
  131820. */
  131821. size: number,
  131822. /**
  131823. * Defines if mipmaps should not be generated (default is false)
  131824. */
  131825. noMipmap?: boolean,
  131826. /**
  131827. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  131828. * but the standard material would require them in Gamma space) (default is true)
  131829. */
  131830. gammaSpace?: boolean);
  131831. /**
  131832. * Execute the current task
  131833. * @param scene defines the scene where you want your assets to be loaded
  131834. * @param onSuccess is a callback called when the task is successfully executed
  131835. * @param onError is a callback called if an error occurs
  131836. */
  131837. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131838. }
  131839. /**
  131840. * This class can be used to easily import assets into a scene
  131841. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  131842. */
  131843. export class AssetsManager {
  131844. private _scene;
  131845. private _isLoading;
  131846. protected _tasks: AbstractAssetTask[];
  131847. protected _waitingTasksCount: number;
  131848. protected _totalTasksCount: number;
  131849. /**
  131850. * Callback called when all tasks are processed
  131851. */
  131852. onFinish: (tasks: AbstractAssetTask[]) => void;
  131853. /**
  131854. * Callback called when a task is successful
  131855. */
  131856. onTaskSuccess: (task: AbstractAssetTask) => void;
  131857. /**
  131858. * Callback called when a task had an error
  131859. */
  131860. onTaskError: (task: AbstractAssetTask) => void;
  131861. /**
  131862. * Callback called when a task is done (whatever the result is)
  131863. */
  131864. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  131865. /**
  131866. * Observable called when all tasks are processed
  131867. */
  131868. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  131869. /**
  131870. * Observable called when a task had an error
  131871. */
  131872. onTaskErrorObservable: Observable<AbstractAssetTask>;
  131873. /**
  131874. * Observable called when all tasks were executed
  131875. */
  131876. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  131877. /**
  131878. * Observable called when a task is done (whatever the result is)
  131879. */
  131880. onProgressObservable: Observable<IAssetsProgressEvent>;
  131881. /**
  131882. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  131883. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  131884. */
  131885. useDefaultLoadingScreen: boolean;
  131886. /**
  131887. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  131888. * when all assets have been downloaded.
  131889. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  131890. */
  131891. autoHideLoadingUI: boolean;
  131892. /**
  131893. * Creates a new AssetsManager
  131894. * @param scene defines the scene to work on
  131895. */
  131896. constructor(scene: Scene);
  131897. /**
  131898. * Add a MeshAssetTask to the list of active tasks
  131899. * @param taskName defines the name of the new task
  131900. * @param meshesNames defines the name of meshes to load
  131901. * @param rootUrl defines the root url to use to locate files
  131902. * @param sceneFilename defines the filename of the scene file
  131903. * @returns a new MeshAssetTask object
  131904. */
  131905. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  131906. /**
  131907. * Add a TextFileAssetTask to the list of active tasks
  131908. * @param taskName defines the name of the new task
  131909. * @param url defines the url of the file to load
  131910. * @returns a new TextFileAssetTask object
  131911. */
  131912. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  131913. /**
  131914. * Add a BinaryFileAssetTask to the list of active tasks
  131915. * @param taskName defines the name of the new task
  131916. * @param url defines the url of the file to load
  131917. * @returns a new BinaryFileAssetTask object
  131918. */
  131919. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  131920. /**
  131921. * Add a ImageAssetTask to the list of active tasks
  131922. * @param taskName defines the name of the new task
  131923. * @param url defines the url of the file to load
  131924. * @returns a new ImageAssetTask object
  131925. */
  131926. addImageTask(taskName: string, url: string): ImageAssetTask;
  131927. /**
  131928. * Add a TextureAssetTask to the list of active tasks
  131929. * @param taskName defines the name of the new task
  131930. * @param url defines the url of the file to load
  131931. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131932. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  131933. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  131934. * @returns a new TextureAssetTask object
  131935. */
  131936. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  131937. /**
  131938. * Add a CubeTextureAssetTask to the list of active tasks
  131939. * @param taskName defines the name of the new task
  131940. * @param url defines the url of the file to load
  131941. * @param extensions defines the extension to use to load the cube map (can be null)
  131942. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131943. * @param files defines the list of files to load (can be null)
  131944. * @returns a new CubeTextureAssetTask object
  131945. */
  131946. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  131947. /**
  131948. *
  131949. * Add a HDRCubeTextureAssetTask to the list of active tasks
  131950. * @param taskName defines the name of the new task
  131951. * @param url defines the url of the file to load
  131952. * @param size defines the size you want for the cubemap (can be null)
  131953. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131954. * @param generateHarmonics defines if you want to automatically generate (true by default)
  131955. * @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)
  131956. * @param reserved Internal use only
  131957. * @returns a new HDRCubeTextureAssetTask object
  131958. */
  131959. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  131960. /**
  131961. *
  131962. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  131963. * @param taskName defines the name of the new task
  131964. * @param url defines the url of the file to load
  131965. * @param size defines the size you want for the cubemap (can be null)
  131966. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131967. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  131968. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  131969. * @returns a new EquiRectangularCubeTextureAssetTask object
  131970. */
  131971. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  131972. /**
  131973. * Remove a task from the assets manager.
  131974. * @param task the task to remove
  131975. */
  131976. removeTask(task: AbstractAssetTask): void;
  131977. private _decreaseWaitingTasksCount;
  131978. private _runTask;
  131979. /**
  131980. * Reset the AssetsManager and remove all tasks
  131981. * @return the current instance of the AssetsManager
  131982. */
  131983. reset(): AssetsManager;
  131984. /**
  131985. * Start the loading process
  131986. * @return the current instance of the AssetsManager
  131987. */
  131988. load(): AssetsManager;
  131989. /**
  131990. * Start the loading process as an async operation
  131991. * @return a promise returning the list of failed tasks
  131992. */
  131993. loadAsync(): Promise<void>;
  131994. }
  131995. }
  131996. declare module BABYLON {
  131997. /**
  131998. * Wrapper class for promise with external resolve and reject.
  131999. */
  132000. export class Deferred<T> {
  132001. /**
  132002. * The promise associated with this deferred object.
  132003. */
  132004. readonly promise: Promise<T>;
  132005. private _resolve;
  132006. private _reject;
  132007. /**
  132008. * The resolve method of the promise associated with this deferred object.
  132009. */
  132010. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  132011. /**
  132012. * The reject method of the promise associated with this deferred object.
  132013. */
  132014. readonly reject: (reason?: any) => void;
  132015. /**
  132016. * Constructor for this deferred object.
  132017. */
  132018. constructor();
  132019. }
  132020. }
  132021. declare module BABYLON {
  132022. /**
  132023. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  132024. */
  132025. export class MeshExploder {
  132026. private _centerMesh;
  132027. private _meshes;
  132028. private _meshesOrigins;
  132029. private _toCenterVectors;
  132030. private _scaledDirection;
  132031. private _newPosition;
  132032. private _centerPosition;
  132033. /**
  132034. * Explodes meshes from a center mesh.
  132035. * @param meshes The meshes to explode.
  132036. * @param centerMesh The mesh to be center of explosion.
  132037. */
  132038. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  132039. private _setCenterMesh;
  132040. /**
  132041. * Get class name
  132042. * @returns "MeshExploder"
  132043. */
  132044. getClassName(): string;
  132045. /**
  132046. * "Exploded meshes"
  132047. * @returns Array of meshes with the centerMesh at index 0.
  132048. */
  132049. getMeshes(): Array<Mesh>;
  132050. /**
  132051. * Explodes meshes giving a specific direction
  132052. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  132053. */
  132054. explode(direction?: number): void;
  132055. }
  132056. }
  132057. declare module BABYLON {
  132058. /**
  132059. * Class used to help managing file picking and drag'n'drop
  132060. */
  132061. export class FilesInput {
  132062. /**
  132063. * List of files ready to be loaded
  132064. */
  132065. static readonly FilesToLoad: {
  132066. [key: string]: File;
  132067. };
  132068. /**
  132069. * Callback called when a file is processed
  132070. */
  132071. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  132072. private _engine;
  132073. private _currentScene;
  132074. private _sceneLoadedCallback;
  132075. private _progressCallback;
  132076. private _additionalRenderLoopLogicCallback;
  132077. private _textureLoadingCallback;
  132078. private _startingProcessingFilesCallback;
  132079. private _onReloadCallback;
  132080. private _errorCallback;
  132081. private _elementToMonitor;
  132082. private _sceneFileToLoad;
  132083. private _filesToLoad;
  132084. /**
  132085. * Creates a new FilesInput
  132086. * @param engine defines the rendering engine
  132087. * @param scene defines the hosting scene
  132088. * @param sceneLoadedCallback callback called when scene is loaded
  132089. * @param progressCallback callback called to track progress
  132090. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  132091. * @param textureLoadingCallback callback called when a texture is loading
  132092. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  132093. * @param onReloadCallback callback called when a reload is requested
  132094. * @param errorCallback callback call if an error occurs
  132095. */
  132096. 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);
  132097. private _dragEnterHandler;
  132098. private _dragOverHandler;
  132099. private _dropHandler;
  132100. /**
  132101. * Calls this function to listen to drag'n'drop events on a specific DOM element
  132102. * @param elementToMonitor defines the DOM element to track
  132103. */
  132104. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  132105. /**
  132106. * Release all associated resources
  132107. */
  132108. dispose(): void;
  132109. private renderFunction;
  132110. private drag;
  132111. private drop;
  132112. private _traverseFolder;
  132113. private _processFiles;
  132114. /**
  132115. * Load files from a drop event
  132116. * @param event defines the drop event to use as source
  132117. */
  132118. loadFiles(event: any): void;
  132119. private _processReload;
  132120. /**
  132121. * Reload the current scene from the loaded files
  132122. */
  132123. reload(): void;
  132124. }
  132125. }
  132126. declare module BABYLON {
  132127. /**
  132128. * Defines the root class used to create scene optimization to use with SceneOptimizer
  132129. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132130. */
  132131. export class SceneOptimization {
  132132. /**
  132133. * Defines the priority of this optimization (0 by default which means first in the list)
  132134. */
  132135. priority: number;
  132136. /**
  132137. * Gets a string describing the action executed by the current optimization
  132138. * @returns description string
  132139. */
  132140. getDescription(): string;
  132141. /**
  132142. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132143. * @param scene defines the current scene where to apply this optimization
  132144. * @param optimizer defines the current optimizer
  132145. * @returns true if everything that can be done was applied
  132146. */
  132147. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132148. /**
  132149. * Creates the SceneOptimization object
  132150. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132151. * @param desc defines the description associated with the optimization
  132152. */
  132153. constructor(
  132154. /**
  132155. * Defines the priority of this optimization (0 by default which means first in the list)
  132156. */
  132157. priority?: number);
  132158. }
  132159. /**
  132160. * Defines an optimization used to reduce the size of render target textures
  132161. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132162. */
  132163. export class TextureOptimization extends SceneOptimization {
  132164. /**
  132165. * Defines the priority of this optimization (0 by default which means first in the list)
  132166. */
  132167. priority: number;
  132168. /**
  132169. * 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
  132170. */
  132171. maximumSize: number;
  132172. /**
  132173. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132174. */
  132175. step: number;
  132176. /**
  132177. * Gets a string describing the action executed by the current optimization
  132178. * @returns description string
  132179. */
  132180. getDescription(): string;
  132181. /**
  132182. * Creates the TextureOptimization object
  132183. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132184. * @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
  132185. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132186. */
  132187. constructor(
  132188. /**
  132189. * Defines the priority of this optimization (0 by default which means first in the list)
  132190. */
  132191. priority?: number,
  132192. /**
  132193. * 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
  132194. */
  132195. maximumSize?: number,
  132196. /**
  132197. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132198. */
  132199. step?: number);
  132200. /**
  132201. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132202. * @param scene defines the current scene where to apply this optimization
  132203. * @param optimizer defines the current optimizer
  132204. * @returns true if everything that can be done was applied
  132205. */
  132206. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132207. }
  132208. /**
  132209. * Defines an optimization used to increase or decrease the rendering resolution
  132210. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132211. */
  132212. export class HardwareScalingOptimization extends SceneOptimization {
  132213. /**
  132214. * Defines the priority of this optimization (0 by default which means first in the list)
  132215. */
  132216. priority: number;
  132217. /**
  132218. * Defines the maximum scale to use (2 by default)
  132219. */
  132220. maximumScale: number;
  132221. /**
  132222. * Defines the step to use between two passes (0.5 by default)
  132223. */
  132224. step: number;
  132225. private _currentScale;
  132226. private _directionOffset;
  132227. /**
  132228. * Gets a string describing the action executed by the current optimization
  132229. * @return description string
  132230. */
  132231. getDescription(): string;
  132232. /**
  132233. * Creates the HardwareScalingOptimization object
  132234. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132235. * @param maximumScale defines the maximum scale to use (2 by default)
  132236. * @param step defines the step to use between two passes (0.5 by default)
  132237. */
  132238. constructor(
  132239. /**
  132240. * Defines the priority of this optimization (0 by default which means first in the list)
  132241. */
  132242. priority?: number,
  132243. /**
  132244. * Defines the maximum scale to use (2 by default)
  132245. */
  132246. maximumScale?: number,
  132247. /**
  132248. * Defines the step to use between two passes (0.5 by default)
  132249. */
  132250. step?: number);
  132251. /**
  132252. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132253. * @param scene defines the current scene where to apply this optimization
  132254. * @param optimizer defines the current optimizer
  132255. * @returns true if everything that can be done was applied
  132256. */
  132257. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132258. }
  132259. /**
  132260. * Defines an optimization used to remove shadows
  132261. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132262. */
  132263. export class ShadowsOptimization extends SceneOptimization {
  132264. /**
  132265. * Gets a string describing the action executed by the current optimization
  132266. * @return description string
  132267. */
  132268. getDescription(): string;
  132269. /**
  132270. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132271. * @param scene defines the current scene where to apply this optimization
  132272. * @param optimizer defines the current optimizer
  132273. * @returns true if everything that can be done was applied
  132274. */
  132275. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132276. }
  132277. /**
  132278. * Defines an optimization used to turn post-processes off
  132279. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132280. */
  132281. export class PostProcessesOptimization extends SceneOptimization {
  132282. /**
  132283. * Gets a string describing the action executed by the current optimization
  132284. * @return description string
  132285. */
  132286. getDescription(): string;
  132287. /**
  132288. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132289. * @param scene defines the current scene where to apply this optimization
  132290. * @param optimizer defines the current optimizer
  132291. * @returns true if everything that can be done was applied
  132292. */
  132293. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132294. }
  132295. /**
  132296. * Defines an optimization used to turn lens flares off
  132297. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132298. */
  132299. export class LensFlaresOptimization extends SceneOptimization {
  132300. /**
  132301. * Gets a string describing the action executed by the current optimization
  132302. * @return description string
  132303. */
  132304. getDescription(): string;
  132305. /**
  132306. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132307. * @param scene defines the current scene where to apply this optimization
  132308. * @param optimizer defines the current optimizer
  132309. * @returns true if everything that can be done was applied
  132310. */
  132311. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132312. }
  132313. /**
  132314. * Defines an optimization based on user defined callback.
  132315. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132316. */
  132317. export class CustomOptimization extends SceneOptimization {
  132318. /**
  132319. * Callback called to apply the custom optimization.
  132320. */
  132321. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  132322. /**
  132323. * Callback called to get custom description
  132324. */
  132325. onGetDescription: () => string;
  132326. /**
  132327. * Gets a string describing the action executed by the current optimization
  132328. * @returns description string
  132329. */
  132330. getDescription(): string;
  132331. /**
  132332. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132333. * @param scene defines the current scene where to apply this optimization
  132334. * @param optimizer defines the current optimizer
  132335. * @returns true if everything that can be done was applied
  132336. */
  132337. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132338. }
  132339. /**
  132340. * Defines an optimization used to turn particles off
  132341. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132342. */
  132343. export class ParticlesOptimization extends SceneOptimization {
  132344. /**
  132345. * Gets a string describing the action executed by the current optimization
  132346. * @return description string
  132347. */
  132348. getDescription(): string;
  132349. /**
  132350. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132351. * @param scene defines the current scene where to apply this optimization
  132352. * @param optimizer defines the current optimizer
  132353. * @returns true if everything that can be done was applied
  132354. */
  132355. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132356. }
  132357. /**
  132358. * Defines an optimization used to turn render targets off
  132359. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132360. */
  132361. export class RenderTargetsOptimization extends SceneOptimization {
  132362. /**
  132363. * Gets a string describing the action executed by the current optimization
  132364. * @return description string
  132365. */
  132366. getDescription(): string;
  132367. /**
  132368. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132369. * @param scene defines the current scene where to apply this optimization
  132370. * @param optimizer defines the current optimizer
  132371. * @returns true if everything that can be done was applied
  132372. */
  132373. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132374. }
  132375. /**
  132376. * Defines an optimization used to merge meshes with compatible materials
  132377. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132378. */
  132379. export class MergeMeshesOptimization extends SceneOptimization {
  132380. private static _UpdateSelectionTree;
  132381. /**
  132382. * Gets or sets a boolean which defines if optimization octree has to be updated
  132383. */
  132384. /**
  132385. * Gets or sets a boolean which defines if optimization octree has to be updated
  132386. */
  132387. static UpdateSelectionTree: boolean;
  132388. /**
  132389. * Gets a string describing the action executed by the current optimization
  132390. * @return description string
  132391. */
  132392. getDescription(): string;
  132393. private _canBeMerged;
  132394. /**
  132395. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132396. * @param scene defines the current scene where to apply this optimization
  132397. * @param optimizer defines the current optimizer
  132398. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  132399. * @returns true if everything that can be done was applied
  132400. */
  132401. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  132402. }
  132403. /**
  132404. * Defines a list of options used by SceneOptimizer
  132405. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132406. */
  132407. export class SceneOptimizerOptions {
  132408. /**
  132409. * Defines the target frame rate to reach (60 by default)
  132410. */
  132411. targetFrameRate: number;
  132412. /**
  132413. * Defines the interval between two checkes (2000ms by default)
  132414. */
  132415. trackerDuration: number;
  132416. /**
  132417. * Gets the list of optimizations to apply
  132418. */
  132419. optimizations: SceneOptimization[];
  132420. /**
  132421. * Creates a new list of options used by SceneOptimizer
  132422. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  132423. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  132424. */
  132425. constructor(
  132426. /**
  132427. * Defines the target frame rate to reach (60 by default)
  132428. */
  132429. targetFrameRate?: number,
  132430. /**
  132431. * Defines the interval between two checkes (2000ms by default)
  132432. */
  132433. trackerDuration?: number);
  132434. /**
  132435. * Add a new optimization
  132436. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  132437. * @returns the current SceneOptimizerOptions
  132438. */
  132439. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  132440. /**
  132441. * Add a new custom optimization
  132442. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  132443. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  132444. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132445. * @returns the current SceneOptimizerOptions
  132446. */
  132447. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  132448. /**
  132449. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  132450. * @param targetFrameRate defines the target frame rate (60 by default)
  132451. * @returns a SceneOptimizerOptions object
  132452. */
  132453. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132454. /**
  132455. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  132456. * @param targetFrameRate defines the target frame rate (60 by default)
  132457. * @returns a SceneOptimizerOptions object
  132458. */
  132459. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132460. /**
  132461. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  132462. * @param targetFrameRate defines the target frame rate (60 by default)
  132463. * @returns a SceneOptimizerOptions object
  132464. */
  132465. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132466. }
  132467. /**
  132468. * Class used to run optimizations in order to reach a target frame rate
  132469. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132470. */
  132471. export class SceneOptimizer implements IDisposable {
  132472. private _isRunning;
  132473. private _options;
  132474. private _scene;
  132475. private _currentPriorityLevel;
  132476. private _targetFrameRate;
  132477. private _trackerDuration;
  132478. private _currentFrameRate;
  132479. private _sceneDisposeObserver;
  132480. private _improvementMode;
  132481. /**
  132482. * Defines an observable called when the optimizer reaches the target frame rate
  132483. */
  132484. onSuccessObservable: Observable<SceneOptimizer>;
  132485. /**
  132486. * Defines an observable called when the optimizer enables an optimization
  132487. */
  132488. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  132489. /**
  132490. * Defines an observable called when the optimizer is not able to reach the target frame rate
  132491. */
  132492. onFailureObservable: Observable<SceneOptimizer>;
  132493. /**
  132494. * Gets a boolean indicating if the optimizer is in improvement mode
  132495. */
  132496. readonly isInImprovementMode: boolean;
  132497. /**
  132498. * Gets the current priority level (0 at start)
  132499. */
  132500. readonly currentPriorityLevel: number;
  132501. /**
  132502. * Gets the current frame rate checked by the SceneOptimizer
  132503. */
  132504. readonly currentFrameRate: number;
  132505. /**
  132506. * Gets or sets the current target frame rate (60 by default)
  132507. */
  132508. /**
  132509. * Gets or sets the current target frame rate (60 by default)
  132510. */
  132511. targetFrameRate: number;
  132512. /**
  132513. * Gets or sets the current interval between two checks (every 2000ms by default)
  132514. */
  132515. /**
  132516. * Gets or sets the current interval between two checks (every 2000ms by default)
  132517. */
  132518. trackerDuration: number;
  132519. /**
  132520. * Gets the list of active optimizations
  132521. */
  132522. readonly optimizations: SceneOptimization[];
  132523. /**
  132524. * Creates a new SceneOptimizer
  132525. * @param scene defines the scene to work on
  132526. * @param options defines the options to use with the SceneOptimizer
  132527. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  132528. * @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)
  132529. */
  132530. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  132531. /**
  132532. * Stops the current optimizer
  132533. */
  132534. stop(): void;
  132535. /**
  132536. * Reset the optimizer to initial step (current priority level = 0)
  132537. */
  132538. reset(): void;
  132539. /**
  132540. * Start the optimizer. By default it will try to reach a specific framerate
  132541. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  132542. */
  132543. start(): void;
  132544. private _checkCurrentState;
  132545. /**
  132546. * Release all resources
  132547. */
  132548. dispose(): void;
  132549. /**
  132550. * Helper function to create a SceneOptimizer with one single line of code
  132551. * @param scene defines the scene to work on
  132552. * @param options defines the options to use with the SceneOptimizer
  132553. * @param onSuccess defines a callback to call on success
  132554. * @param onFailure defines a callback to call on failure
  132555. * @returns the new SceneOptimizer object
  132556. */
  132557. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  132558. }
  132559. }
  132560. declare module BABYLON {
  132561. /**
  132562. * Class used to serialize a scene into a string
  132563. */
  132564. export class SceneSerializer {
  132565. /**
  132566. * Clear cache used by a previous serialization
  132567. */
  132568. static ClearCache(): void;
  132569. /**
  132570. * Serialize a scene into a JSON compatible object
  132571. * @param scene defines the scene to serialize
  132572. * @returns a JSON compatible object
  132573. */
  132574. static Serialize(scene: Scene): any;
  132575. /**
  132576. * Serialize a mesh into a JSON compatible object
  132577. * @param toSerialize defines the mesh to serialize
  132578. * @param withParents defines if parents must be serialized as well
  132579. * @param withChildren defines if children must be serialized as well
  132580. * @returns a JSON compatible object
  132581. */
  132582. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  132583. }
  132584. }
  132585. declare module BABYLON {
  132586. /**
  132587. * Class used to host texture specific utilities
  132588. */
  132589. export class TextureTools {
  132590. /**
  132591. * Uses the GPU to create a copy texture rescaled at a given size
  132592. * @param texture Texture to copy from
  132593. * @param width defines the desired width
  132594. * @param height defines the desired height
  132595. * @param useBilinearMode defines if bilinear mode has to be used
  132596. * @return the generated texture
  132597. */
  132598. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  132599. }
  132600. }
  132601. declare module BABYLON {
  132602. /**
  132603. * This represents the different options available for the video capture.
  132604. */
  132605. export interface VideoRecorderOptions {
  132606. /** Defines the mime type of the video. */
  132607. mimeType: string;
  132608. /** Defines the FPS the video should be recorded at. */
  132609. fps: number;
  132610. /** Defines the chunk size for the recording data. */
  132611. recordChunckSize: number;
  132612. /** The audio tracks to attach to the recording. */
  132613. audioTracks?: MediaStreamTrack[];
  132614. }
  132615. /**
  132616. * This can help with recording videos from BabylonJS.
  132617. * This is based on the available WebRTC functionalities of the browser.
  132618. *
  132619. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  132620. */
  132621. export class VideoRecorder {
  132622. private static readonly _defaultOptions;
  132623. /**
  132624. * Returns whether or not the VideoRecorder is available in your browser.
  132625. * @param engine Defines the Babylon Engine.
  132626. * @returns true if supported otherwise false.
  132627. */
  132628. static IsSupported(engine: Engine): boolean;
  132629. private readonly _options;
  132630. private _canvas;
  132631. private _mediaRecorder;
  132632. private _recordedChunks;
  132633. private _fileName;
  132634. private _resolve;
  132635. private _reject;
  132636. /**
  132637. * True when a recording is already in progress.
  132638. */
  132639. readonly isRecording: boolean;
  132640. /**
  132641. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  132642. * @param engine Defines the BabylonJS Engine you wish to record.
  132643. * @param options Defines options that can be used to customize the capture.
  132644. */
  132645. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  132646. /**
  132647. * Stops the current recording before the default capture timeout passed in the startRecording function.
  132648. */
  132649. stopRecording(): void;
  132650. /**
  132651. * Starts recording the canvas for a max duration specified in parameters.
  132652. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  132653. * If null no automatic download will start and you can rely on the promise to get the data back.
  132654. * @param maxDuration Defines the maximum recording time in seconds.
  132655. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  132656. * @return A promise callback at the end of the recording with the video data in Blob.
  132657. */
  132658. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  132659. /**
  132660. * Releases internal resources used during the recording.
  132661. */
  132662. dispose(): void;
  132663. private _handleDataAvailable;
  132664. private _handleError;
  132665. private _handleStop;
  132666. }
  132667. }
  132668. declare module BABYLON {
  132669. /**
  132670. * Class containing a set of static utilities functions for screenshots
  132671. */
  132672. export class ScreenshotTools {
  132673. /**
  132674. * Captures a screenshot of the current rendering
  132675. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132676. * @param engine defines the rendering engine
  132677. * @param camera defines the source camera
  132678. * @param size This parameter can be set to a single number or to an object with the
  132679. * following (optional) properties: precision, width, height. If a single number is passed,
  132680. * it will be used for both width and height. If an object is passed, the screenshot size
  132681. * will be derived from the parameters. The precision property is a multiplier allowing
  132682. * rendering at a higher or lower resolution
  132683. * @param successCallback defines the callback receives a single parameter which contains the
  132684. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  132685. * src parameter of an <img> to display it
  132686. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  132687. * Check your browser for supported MIME types
  132688. */
  132689. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  132690. /**
  132691. * Captures a screenshot of the current rendering
  132692. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132693. * @param engine defines the rendering engine
  132694. * @param camera defines the source camera
  132695. * @param size This parameter can be set to a single number or to an object with the
  132696. * following (optional) properties: precision, width, height. If a single number is passed,
  132697. * it will be used for both width and height. If an object is passed, the screenshot size
  132698. * will be derived from the parameters. The precision property is a multiplier allowing
  132699. * rendering at a higher or lower resolution
  132700. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  132701. * Check your browser for supported MIME types
  132702. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  132703. * to the src parameter of an <img> to display it
  132704. */
  132705. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  132706. /**
  132707. * Generates an image screenshot from the specified camera.
  132708. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132709. * @param engine The engine to use for rendering
  132710. * @param camera The camera to use for rendering
  132711. * @param size This parameter can be set to a single number or to an object with the
  132712. * following (optional) properties: precision, width, height. If a single number is passed,
  132713. * it will be used for both width and height. If an object is passed, the screenshot size
  132714. * will be derived from the parameters. The precision property is a multiplier allowing
  132715. * rendering at a higher or lower resolution
  132716. * @param successCallback The callback receives a single parameter which contains the
  132717. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  132718. * src parameter of an <img> to display it
  132719. * @param mimeType The MIME type of the screenshot image (default: image/png).
  132720. * Check your browser for supported MIME types
  132721. * @param samples Texture samples (default: 1)
  132722. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  132723. * @param fileName A name for for the downloaded file.
  132724. */
  132725. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  132726. /**
  132727. * Generates an image screenshot from the specified camera.
  132728. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132729. * @param engine The engine to use for rendering
  132730. * @param camera The camera to use for rendering
  132731. * @param size This parameter can be set to a single number or to an object with the
  132732. * following (optional) properties: precision, width, height. If a single number is passed,
  132733. * it will be used for both width and height. If an object is passed, the screenshot size
  132734. * will be derived from the parameters. The precision property is a multiplier allowing
  132735. * rendering at a higher or lower resolution
  132736. * @param mimeType The MIME type of the screenshot image (default: image/png).
  132737. * Check your browser for supported MIME types
  132738. * @param samples Texture samples (default: 1)
  132739. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  132740. * @param fileName A name for for the downloaded file.
  132741. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  132742. * to the src parameter of an <img> to display it
  132743. */
  132744. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  132745. /**
  132746. * Gets height and width for screenshot size
  132747. * @private
  132748. */
  132749. private static _getScreenshotSize;
  132750. }
  132751. }
  132752. declare module BABYLON {
  132753. /**
  132754. * Interface for a data buffer
  132755. */
  132756. export interface IDataBuffer {
  132757. /**
  132758. * Reads bytes from the data buffer.
  132759. * @param byteOffset The byte offset to read
  132760. * @param byteLength The byte length to read
  132761. * @returns A promise that resolves when the bytes are read
  132762. */
  132763. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  132764. /**
  132765. * The byte length of the buffer.
  132766. */
  132767. readonly byteLength: number;
  132768. }
  132769. /**
  132770. * Utility class for reading from a data buffer
  132771. */
  132772. export class DataReader {
  132773. /**
  132774. * The data buffer associated with this data reader.
  132775. */
  132776. readonly buffer: IDataBuffer;
  132777. /**
  132778. * The current byte offset from the beginning of the data buffer.
  132779. */
  132780. byteOffset: number;
  132781. private _dataView;
  132782. private _dataByteOffset;
  132783. /**
  132784. * Constructor
  132785. * @param buffer The buffer to read
  132786. */
  132787. constructor(buffer: IDataBuffer);
  132788. /**
  132789. * Loads the given byte length.
  132790. * @param byteLength The byte length to load
  132791. * @returns A promise that resolves when the load is complete
  132792. */
  132793. loadAsync(byteLength: number): Promise<void>;
  132794. /**
  132795. * Read a unsigned 32-bit integer from the currently loaded data range.
  132796. * @returns The 32-bit integer read
  132797. */
  132798. readUint32(): number;
  132799. /**
  132800. * Read a byte array from the currently loaded data range.
  132801. * @param byteLength The byte length to read
  132802. * @returns The byte array read
  132803. */
  132804. readUint8Array(byteLength: number): Uint8Array;
  132805. /**
  132806. * Read a string from the currently loaded data range.
  132807. * @param byteLength The byte length to read
  132808. * @returns The string read
  132809. */
  132810. readString(byteLength: number): string;
  132811. /**
  132812. * Skips the given byte length the currently loaded data range.
  132813. * @param byteLength The byte length to skip
  132814. */
  132815. skipBytes(byteLength: number): void;
  132816. }
  132817. }
  132818. declare module BABYLON {
  132819. /**
  132820. * A cursor which tracks a point on a path
  132821. */
  132822. export class PathCursor {
  132823. private path;
  132824. /**
  132825. * Stores path cursor callbacks for when an onchange event is triggered
  132826. */
  132827. private _onchange;
  132828. /**
  132829. * The value of the path cursor
  132830. */
  132831. value: number;
  132832. /**
  132833. * The animation array of the path cursor
  132834. */
  132835. animations: Animation[];
  132836. /**
  132837. * Initializes the path cursor
  132838. * @param path The path to track
  132839. */
  132840. constructor(path: Path2);
  132841. /**
  132842. * Gets the cursor point on the path
  132843. * @returns A point on the path cursor at the cursor location
  132844. */
  132845. getPoint(): Vector3;
  132846. /**
  132847. * Moves the cursor ahead by the step amount
  132848. * @param step The amount to move the cursor forward
  132849. * @returns This path cursor
  132850. */
  132851. moveAhead(step?: number): PathCursor;
  132852. /**
  132853. * Moves the cursor behind by the step amount
  132854. * @param step The amount to move the cursor back
  132855. * @returns This path cursor
  132856. */
  132857. moveBack(step?: number): PathCursor;
  132858. /**
  132859. * Moves the cursor by the step amount
  132860. * If the step amount is greater than one, an exception is thrown
  132861. * @param step The amount to move the cursor
  132862. * @returns This path cursor
  132863. */
  132864. move(step: number): PathCursor;
  132865. /**
  132866. * Ensures that the value is limited between zero and one
  132867. * @returns This path cursor
  132868. */
  132869. private ensureLimits;
  132870. /**
  132871. * Runs onchange callbacks on change (used by the animation engine)
  132872. * @returns This path cursor
  132873. */
  132874. private raiseOnChange;
  132875. /**
  132876. * Executes a function on change
  132877. * @param f A path cursor onchange callback
  132878. * @returns This path cursor
  132879. */
  132880. onchange(f: (cursor: PathCursor) => void): PathCursor;
  132881. }
  132882. }
  132883. declare module BABYLON {
  132884. /** @hidden */
  132885. export var blurPixelShader: {
  132886. name: string;
  132887. shader: string;
  132888. };
  132889. }
  132890. declare module BABYLON {
  132891. /** @hidden */
  132892. export var pointCloudVertexDeclaration: {
  132893. name: string;
  132894. shader: string;
  132895. };
  132896. }
  132897. // Mixins
  132898. interface Window {
  132899. mozIndexedDB: IDBFactory;
  132900. webkitIndexedDB: IDBFactory;
  132901. msIndexedDB: IDBFactory;
  132902. webkitURL: typeof URL;
  132903. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  132904. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  132905. WebGLRenderingContext: WebGLRenderingContext;
  132906. MSGesture: MSGesture;
  132907. CANNON: any;
  132908. AudioContext: AudioContext;
  132909. webkitAudioContext: AudioContext;
  132910. PointerEvent: any;
  132911. Math: Math;
  132912. Uint8Array: Uint8ArrayConstructor;
  132913. Float32Array: Float32ArrayConstructor;
  132914. mozURL: typeof URL;
  132915. msURL: typeof URL;
  132916. VRFrameData: any; // WebVR, from specs 1.1
  132917. DracoDecoderModule: any;
  132918. setImmediate(handler: (...args: any[]) => void): number;
  132919. }
  132920. interface HTMLCanvasElement {
  132921. requestPointerLock(): void;
  132922. msRequestPointerLock?(): void;
  132923. mozRequestPointerLock?(): void;
  132924. webkitRequestPointerLock?(): void;
  132925. /** Track wether a record is in progress */
  132926. isRecording: boolean;
  132927. /** Capture Stream method defined by some browsers */
  132928. captureStream(fps?: number): MediaStream;
  132929. }
  132930. interface CanvasRenderingContext2D {
  132931. msImageSmoothingEnabled: boolean;
  132932. }
  132933. interface MouseEvent {
  132934. mozMovementX: number;
  132935. mozMovementY: number;
  132936. webkitMovementX: number;
  132937. webkitMovementY: number;
  132938. msMovementX: number;
  132939. msMovementY: number;
  132940. }
  132941. interface Navigator {
  132942. mozGetVRDevices: (any: any) => any;
  132943. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132944. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132945. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132946. webkitGetGamepads(): Gamepad[];
  132947. msGetGamepads(): Gamepad[];
  132948. webkitGamepads(): Gamepad[];
  132949. }
  132950. interface HTMLVideoElement {
  132951. mozSrcObject: any;
  132952. }
  132953. interface Math {
  132954. fround(x: number): number;
  132955. imul(a: number, b: number): number;
  132956. }
  132957. interface WebGLRenderingContext {
  132958. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  132959. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  132960. vertexAttribDivisor(index: number, divisor: number): void;
  132961. createVertexArray(): any;
  132962. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  132963. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  132964. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  132965. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  132966. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  132967. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  132968. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  132969. // Queries
  132970. createQuery(): WebGLQuery;
  132971. deleteQuery(query: WebGLQuery): void;
  132972. beginQuery(target: number, query: WebGLQuery): void;
  132973. endQuery(target: number): void;
  132974. getQueryParameter(query: WebGLQuery, pname: number): any;
  132975. getQuery(target: number, pname: number): any;
  132976. MAX_SAMPLES: number;
  132977. RGBA8: number;
  132978. READ_FRAMEBUFFER: number;
  132979. DRAW_FRAMEBUFFER: number;
  132980. UNIFORM_BUFFER: number;
  132981. HALF_FLOAT_OES: number;
  132982. RGBA16F: number;
  132983. RGBA32F: number;
  132984. R32F: number;
  132985. RG32F: number;
  132986. RGB32F: number;
  132987. R16F: number;
  132988. RG16F: number;
  132989. RGB16F: number;
  132990. RED: number;
  132991. RG: number;
  132992. R8: number;
  132993. RG8: number;
  132994. UNSIGNED_INT_24_8: number;
  132995. DEPTH24_STENCIL8: number;
  132996. MIN: number;
  132997. MAX: number;
  132998. /* Multiple Render Targets */
  132999. drawBuffers(buffers: number[]): void;
  133000. readBuffer(src: number): void;
  133001. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  133002. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  133003. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  133004. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  133005. // Occlusion Query
  133006. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  133007. ANY_SAMPLES_PASSED: number;
  133008. QUERY_RESULT_AVAILABLE: number;
  133009. QUERY_RESULT: number;
  133010. }
  133011. interface WebGLProgram {
  133012. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  133013. }
  133014. interface EXT_disjoint_timer_query {
  133015. QUERY_COUNTER_BITS_EXT: number;
  133016. TIME_ELAPSED_EXT: number;
  133017. TIMESTAMP_EXT: number;
  133018. GPU_DISJOINT_EXT: number;
  133019. QUERY_RESULT_EXT: number;
  133020. QUERY_RESULT_AVAILABLE_EXT: number;
  133021. queryCounterEXT(query: WebGLQuery, target: number): void;
  133022. createQueryEXT(): WebGLQuery;
  133023. beginQueryEXT(target: number, query: WebGLQuery): void;
  133024. endQueryEXT(target: number): void;
  133025. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  133026. deleteQueryEXT(query: WebGLQuery): void;
  133027. }
  133028. interface WebGLUniformLocation {
  133029. _currentState: any;
  133030. }
  133031. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  133032. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  133033. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  133034. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133035. interface WebGLRenderingContext {
  133036. readonly RASTERIZER_DISCARD: number;
  133037. readonly DEPTH_COMPONENT24: number;
  133038. readonly TEXTURE_3D: number;
  133039. readonly TEXTURE_2D_ARRAY: number;
  133040. readonly TEXTURE_COMPARE_FUNC: number;
  133041. readonly TEXTURE_COMPARE_MODE: number;
  133042. readonly COMPARE_REF_TO_TEXTURE: number;
  133043. readonly TEXTURE_WRAP_R: number;
  133044. readonly HALF_FLOAT: number;
  133045. readonly RGB8: number;
  133046. readonly RED_INTEGER: number;
  133047. readonly RG_INTEGER: number;
  133048. readonly RGB_INTEGER: number;
  133049. readonly RGBA_INTEGER: number;
  133050. readonly R8_SNORM: number;
  133051. readonly RG8_SNORM: number;
  133052. readonly RGB8_SNORM: number;
  133053. readonly RGBA8_SNORM: number;
  133054. readonly R8I: number;
  133055. readonly RG8I: number;
  133056. readonly RGB8I: number;
  133057. readonly RGBA8I: number;
  133058. readonly R8UI: number;
  133059. readonly RG8UI: number;
  133060. readonly RGB8UI: number;
  133061. readonly RGBA8UI: number;
  133062. readonly R16I: number;
  133063. readonly RG16I: number;
  133064. readonly RGB16I: number;
  133065. readonly RGBA16I: number;
  133066. readonly R16UI: number;
  133067. readonly RG16UI: number;
  133068. readonly RGB16UI: number;
  133069. readonly RGBA16UI: number;
  133070. readonly R32I: number;
  133071. readonly RG32I: number;
  133072. readonly RGB32I: number;
  133073. readonly RGBA32I: number;
  133074. readonly R32UI: number;
  133075. readonly RG32UI: number;
  133076. readonly RGB32UI: number;
  133077. readonly RGBA32UI: number;
  133078. readonly RGB10_A2UI: number;
  133079. readonly R11F_G11F_B10F: number;
  133080. readonly RGB9_E5: number;
  133081. readonly RGB10_A2: number;
  133082. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  133083. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  133084. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  133085. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  133086. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  133087. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  133088. 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;
  133089. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  133090. readonly TRANSFORM_FEEDBACK: number;
  133091. readonly INTERLEAVED_ATTRIBS: number;
  133092. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  133093. createTransformFeedback(): WebGLTransformFeedback;
  133094. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  133095. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  133096. beginTransformFeedback(primitiveMode: number): void;
  133097. endTransformFeedback(): void;
  133098. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  133099. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133100. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133101. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133102. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  133103. }
  133104. interface ImageBitmap {
  133105. readonly width: number;
  133106. readonly height: number;
  133107. close(): void;
  133108. }
  133109. interface WebGLQuery extends WebGLObject {
  133110. }
  133111. declare var WebGLQuery: {
  133112. prototype: WebGLQuery;
  133113. new(): WebGLQuery;
  133114. };
  133115. interface WebGLSampler extends WebGLObject {
  133116. }
  133117. declare var WebGLSampler: {
  133118. prototype: WebGLSampler;
  133119. new(): WebGLSampler;
  133120. };
  133121. interface WebGLSync extends WebGLObject {
  133122. }
  133123. declare var WebGLSync: {
  133124. prototype: WebGLSync;
  133125. new(): WebGLSync;
  133126. };
  133127. interface WebGLTransformFeedback extends WebGLObject {
  133128. }
  133129. declare var WebGLTransformFeedback: {
  133130. prototype: WebGLTransformFeedback;
  133131. new(): WebGLTransformFeedback;
  133132. };
  133133. interface WebGLVertexArrayObject extends WebGLObject {
  133134. }
  133135. declare var WebGLVertexArrayObject: {
  133136. prototype: WebGLVertexArrayObject;
  133137. new(): WebGLVertexArrayObject;
  133138. };
  133139. // Type definitions for WebVR API
  133140. // Project: https://w3c.github.io/webvr/
  133141. // Definitions by: six a <https://github.com/lostfictions>
  133142. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133143. interface VRDisplay extends EventTarget {
  133144. /**
  133145. * Dictionary of capabilities describing the VRDisplay.
  133146. */
  133147. readonly capabilities: VRDisplayCapabilities;
  133148. /**
  133149. * z-depth defining the far plane of the eye view frustum
  133150. * enables mapping of values in the render target depth
  133151. * attachment to scene coordinates. Initially set to 10000.0.
  133152. */
  133153. depthFar: number;
  133154. /**
  133155. * z-depth defining the near plane of the eye view frustum
  133156. * enables mapping of values in the render target depth
  133157. * attachment to scene coordinates. Initially set to 0.01.
  133158. */
  133159. depthNear: number;
  133160. /**
  133161. * An identifier for this distinct VRDisplay. Used as an
  133162. * association point in the Gamepad API.
  133163. */
  133164. readonly displayId: number;
  133165. /**
  133166. * A display name, a user-readable name identifying it.
  133167. */
  133168. readonly displayName: string;
  133169. readonly isConnected: boolean;
  133170. readonly isPresenting: boolean;
  133171. /**
  133172. * If this VRDisplay supports room-scale experiences, the optional
  133173. * stage attribute contains details on the room-scale parameters.
  133174. */
  133175. readonly stageParameters: VRStageParameters | null;
  133176. /**
  133177. * Passing the value returned by `requestAnimationFrame` to
  133178. * `cancelAnimationFrame` will unregister the callback.
  133179. * @param handle Define the hanle of the request to cancel
  133180. */
  133181. cancelAnimationFrame(handle: number): void;
  133182. /**
  133183. * Stops presenting to the VRDisplay.
  133184. * @returns a promise to know when it stopped
  133185. */
  133186. exitPresent(): Promise<void>;
  133187. /**
  133188. * Return the current VREyeParameters for the given eye.
  133189. * @param whichEye Define the eye we want the parameter for
  133190. * @returns the eye parameters
  133191. */
  133192. getEyeParameters(whichEye: string): VREyeParameters;
  133193. /**
  133194. * Populates the passed VRFrameData with the information required to render
  133195. * the current frame.
  133196. * @param frameData Define the data structure to populate
  133197. * @returns true if ok otherwise false
  133198. */
  133199. getFrameData(frameData: VRFrameData): boolean;
  133200. /**
  133201. * Get the layers currently being presented.
  133202. * @returns the list of VR layers
  133203. */
  133204. getLayers(): VRLayer[];
  133205. /**
  133206. * Return a VRPose containing the future predicted pose of the VRDisplay
  133207. * when the current frame will be presented. The value returned will not
  133208. * change until JavaScript has returned control to the browser.
  133209. *
  133210. * The VRPose will contain the position, orientation, velocity,
  133211. * and acceleration of each of these properties.
  133212. * @returns the pose object
  133213. */
  133214. getPose(): VRPose;
  133215. /**
  133216. * Return the current instantaneous pose of the VRDisplay, with no
  133217. * prediction applied.
  133218. * @returns the current instantaneous pose
  133219. */
  133220. getImmediatePose(): VRPose;
  133221. /**
  133222. * The callback passed to `requestAnimationFrame` will be called
  133223. * any time a new frame should be rendered. When the VRDisplay is
  133224. * presenting the callback will be called at the native refresh
  133225. * rate of the HMD. When not presenting this function acts
  133226. * identically to how window.requestAnimationFrame acts. Content should
  133227. * make no assumptions of frame rate or vsync behavior as the HMD runs
  133228. * asynchronously from other displays and at differing refresh rates.
  133229. * @param callback Define the eaction to run next frame
  133230. * @returns the request handle it
  133231. */
  133232. requestAnimationFrame(callback: FrameRequestCallback): number;
  133233. /**
  133234. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  133235. * Repeat calls while already presenting will update the VRLayers being displayed.
  133236. * @param layers Define the list of layer to present
  133237. * @returns a promise to know when the request has been fulfilled
  133238. */
  133239. requestPresent(layers: VRLayer[]): Promise<void>;
  133240. /**
  133241. * Reset the pose for this display, treating its current position and
  133242. * orientation as the "origin/zero" values. VRPose.position,
  133243. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  133244. * updated when calling resetPose(). This should be called in only
  133245. * sitting-space experiences.
  133246. */
  133247. resetPose(): void;
  133248. /**
  133249. * The VRLayer provided to the VRDisplay will be captured and presented
  133250. * in the HMD. Calling this function has the same effect on the source
  133251. * canvas as any other operation that uses its source image, and canvases
  133252. * created without preserveDrawingBuffer set to true will be cleared.
  133253. * @param pose Define the pose to submit
  133254. */
  133255. submitFrame(pose?: VRPose): void;
  133256. }
  133257. declare var VRDisplay: {
  133258. prototype: VRDisplay;
  133259. new(): VRDisplay;
  133260. };
  133261. interface VRLayer {
  133262. leftBounds?: number[] | Float32Array | null;
  133263. rightBounds?: number[] | Float32Array | null;
  133264. source?: HTMLCanvasElement | null;
  133265. }
  133266. interface VRDisplayCapabilities {
  133267. readonly canPresent: boolean;
  133268. readonly hasExternalDisplay: boolean;
  133269. readonly hasOrientation: boolean;
  133270. readonly hasPosition: boolean;
  133271. readonly maxLayers: number;
  133272. }
  133273. interface VREyeParameters {
  133274. /** @deprecated */
  133275. readonly fieldOfView: VRFieldOfView;
  133276. readonly offset: Float32Array;
  133277. readonly renderHeight: number;
  133278. readonly renderWidth: number;
  133279. }
  133280. interface VRFieldOfView {
  133281. readonly downDegrees: number;
  133282. readonly leftDegrees: number;
  133283. readonly rightDegrees: number;
  133284. readonly upDegrees: number;
  133285. }
  133286. interface VRFrameData {
  133287. readonly leftProjectionMatrix: Float32Array;
  133288. readonly leftViewMatrix: Float32Array;
  133289. readonly pose: VRPose;
  133290. readonly rightProjectionMatrix: Float32Array;
  133291. readonly rightViewMatrix: Float32Array;
  133292. readonly timestamp: number;
  133293. }
  133294. interface VRPose {
  133295. readonly angularAcceleration: Float32Array | null;
  133296. readonly angularVelocity: Float32Array | null;
  133297. readonly linearAcceleration: Float32Array | null;
  133298. readonly linearVelocity: Float32Array | null;
  133299. readonly orientation: Float32Array | null;
  133300. readonly position: Float32Array | null;
  133301. readonly timestamp: number;
  133302. }
  133303. interface VRStageParameters {
  133304. sittingToStandingTransform?: Float32Array;
  133305. sizeX?: number;
  133306. sizeY?: number;
  133307. }
  133308. interface Navigator {
  133309. getVRDisplays(): Promise<VRDisplay[]>;
  133310. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  133311. }
  133312. interface Window {
  133313. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  133314. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  133315. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  133316. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133317. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133318. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  133319. }
  133320. interface Gamepad {
  133321. readonly displayId: number;
  133322. }
  133323. type XRSessionMode =
  133324. | "inline"
  133325. | "immersive-vr"
  133326. | "immersive-ar";
  133327. type XRReferenceSpaceType =
  133328. | "viewer"
  133329. | "local"
  133330. | "local-floor"
  133331. | "bounded-floor"
  133332. | "unbounded";
  133333. type XREnvironmentBlendMode =
  133334. | "opaque"
  133335. | "additive"
  133336. | "alpha-blend";
  133337. type XRVisibilityState =
  133338. | "visible"
  133339. | "visible-blurred"
  133340. | "hidden";
  133341. type XRHandedness =
  133342. | "none"
  133343. | "left"
  133344. | "right";
  133345. type XRTargetRayMode =
  133346. | "gaze"
  133347. | "tracked-pointer"
  133348. | "screen";
  133349. type XREye =
  133350. | "none"
  133351. | "left"
  133352. | "right";
  133353. interface XRSpace extends EventTarget {
  133354. }
  133355. interface XRRenderState {
  133356. depthNear?: number;
  133357. depthFar?: number;
  133358. inlineVerticalFieldOfView?: number;
  133359. baseLayer?: XRWebGLLayer;
  133360. }
  133361. interface XRInputSource {
  133362. handedness: XRHandedness;
  133363. targetRayMode: XRTargetRayMode;
  133364. targetRaySpace: XRSpace;
  133365. gripSpace: XRSpace | undefined;
  133366. gamepad: Gamepad | undefined;
  133367. profiles: Array<string>;
  133368. }
  133369. interface XRSession {
  133370. addEventListener: Function;
  133371. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  133372. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  133373. requestAnimationFrame: Function;
  133374. end(): Promise<void>;
  133375. renderState: XRRenderState;
  133376. inputSources: Array<XRInputSource>;
  133377. }
  133378. interface XRReferenceSpace extends XRSpace {
  133379. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  133380. onreset: any;
  133381. }
  133382. interface XRFrame {
  133383. session: XRSession;
  133384. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  133385. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  133386. }
  133387. interface XRViewerPose extends XRPose {
  133388. views: Array<XRView>;
  133389. }
  133390. interface XRPose {
  133391. transform: XRRigidTransform;
  133392. emulatedPosition: boolean;
  133393. }
  133394. interface XRWebGLLayerOptions {
  133395. antialias ?: boolean;
  133396. depth ?: boolean;
  133397. stencil ?: boolean;
  133398. alpha ?: boolean;
  133399. multiview ?: boolean;
  133400. framebufferScaleFactor ?: number;
  133401. }
  133402. declare var XRWebGLLayer: {
  133403. prototype: XRWebGLLayer;
  133404. new(session: XRSession, context: WebGLRenderingContext | undefined, options?: XRWebGLLayerOptions): XRWebGLLayer;
  133405. };
  133406. interface XRWebGLLayer {
  133407. framebuffer: WebGLFramebuffer;
  133408. framebufferWidth: number;
  133409. framebufferHeight: number;
  133410. getViewport: Function;
  133411. }
  133412. interface XRRigidTransform {
  133413. position: DOMPointReadOnly;
  133414. orientation: DOMPointReadOnly;
  133415. matrix: Float32Array;
  133416. inverse: XRRigidTransform;
  133417. }
  133418. interface XRView {
  133419. eye: XREye;
  133420. projectionMatrix: Float32Array;
  133421. transform: XRRigidTransform;
  133422. }
  133423. interface XRInputSourceChangeEvent {
  133424. session: XRSession;
  133425. removed: Array<XRInputSource>;
  133426. added: Array<XRInputSource>;
  133427. }